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ANGELS OF VICTORIA

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ANGELS OF VICTORIA  Empty ANGELS OF VICTORIA

Post by Admin Mon Aug 07, 2017 10:15 pm

Nenia Dea
ANGELS OF VICTORIA  80fdae_5c63d64308a344a9977fb4f3927c255b~mv2

Virtue: Severe
Vice: Gentle
Rank: 5
Corpus: 18
Willpower: 23
Max Essence: 50
Ban: Cannot enter graveyards
Bane: White marble
Size: 6
Speed: 34 (Species Factor 10) {2 Essence makes it 68 for scene, 4 Essence makes it 112 for scene}
Defense: 11
Initiative: +23
Armor: None
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Attributes
Power 13, Finesse 11, Resistance 12
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Influence:

Death 2, Ghosts 2, Silence 1
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Numina

AWE
The entity causes terror in anyone who can see it. The Numen costs 3 Essence, and its activation is contested with Presence + Composure + Supernatural Tolerance individu- ally by anyone looking at the entity. Anyone achieving fewer successes than the entity is unable to move or speak for a turn. If the entity gains an exceptional success, the effect lasts three turns.

Blast (silver chains)
The entity may wound opponents at a distance. Range is equal to 10 yards per dot of Power, and the entity does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a lethal weapon. The entity may increase the lethality of its Blast by paying Essence — every 2 Essence spent increases the “weapon” by one lethal damage. The maximum weapon bonus is equal to the entity’s Rank.

EMOTIONAL AURA
The entity sends out a wave of powerful — and distract- ing — emotion. This Numen costs 1 Essence, and lasts for a scene, or until the entity uses another Numina. The activation roll is made once, but anyone coming within five yards of the entity must make a Resolve + Composure + Supernatural Tolerance roll. If the activation roll had more successes, the victim suffers a -2 dice penalty to all actions as long as the aura remains. If the victim gains more successes, he is immune to the aura unless the entity uses the Numen again.

FIRESTARTER
The entity causes flammable materials to combust. This Numen costs 1 Essence, and causes a small fire to break out per activation success within the entity’s Power in yards.
Hallucination
The entity may create an illusion experienced by a single target; anything from a sight or sound to an imaginary person that holds a conversation. The Numen costs 1 Essence and is contested by the victim’s Wits + Composure + Supernatural Tolerance. Each success over the contesting roll alters one of the victim’s senses.

REGENERATE
The entity can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs 1 Essence and heals one level of damage. The entity must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

RESURRECTION
This Numen — only available to Rank 4+ angels and spirits of healing – literally raises the dead. The Numen costs 10 Essence to use, and the activation roll is penalized by one die per day the subject has been dead. Supernatural beings that have already died as part of their transformation — vam- pires, mummies, and Sin-Eaters — can’t be resurrected, nor can anyone who died of natural causes. Other supernatural beings lose their powers when resurrected. Mages become Sleepwalkers, and werewolves, wolf-blooded.

SEEK
The entity can sense the presence of suitable Conditions from a distance. The base range is two miles per Rank; entities may spend an Essence to multiply this by 10. If successful on a Finesse roll, the entity becomes aware of the direction and distance to the nearest suitable Anchor, Infrastructure, or Resonant Condition.

SPEED
The entity accelerates into a blur of movement. The entity chooses whether to spend 2 or 4 Essence when activating this Numen. Spending 2 Essence doubles its Speed for the remainder of the scene, while spending 4 Essence triples it.
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Manifestation:

DISCORPORATE, METALLIC INSECTS
If the creature suffers damage that would kill it (or even if it merely wants to escape the scene), it may discorporate: its body dissolves into a huge swarm of vermin, carrion eaters, or similar small, repellent beasts, running in all directions. If even one escapes, the creature’s spirit survives. The creature may be able to reform in the next scene, or it might take an hour, a day, or even longer to pull itself back together.

MATERIALIZED
Description: The entity has shifted from ephemeral to material substance, manifesting in physical form. All the rules for ephemeral entities’ traits still apply, except for the effects of being in Twilight. This Condition protects the entity from Essence Bleed for its duration.

Twilight Form
If the entity enters the material world, it does so in Twilight (see p. 124). The Effect has no cost.


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Post by Admin Mon Aug 07, 2017 10:17 pm

THE WHIGS
ANGELS OF VICTORIA  80fdae_6cdcf8bec1b342979654538b0a7db378~mv2

CLOCKWORK SERVITORS
The Invisible Citadel — p. 219;
A Glimpse of Mesmerizing Complexity — p. 216
Mission: These creatures are specifically made as guards who protect locations and devices that are important to the God-Machine’s plans. Every clockwork servitor exists to pro- tect a specific target, and it does so at all costs. If the target is destroyed or ceases to be useful to the God-Machine, the clockwork servitor becomes dormant, but Dalga can give it a new assignment. Each specific assignment is different. Some servitors protect their charge from all interference, while others allow people who know a particular password to ac- cess a location or device. A few do nothing unless someone attempts to damage their charge.

Description: Clockwork servitors look human, until one sees them up close. They are created from a mishmash of metal parts and organic matter. One might have human eyes, but set in a wire and glass head. Another might have an organic right hand, but a left hand made of transparent plastic covering human bones. Clockworks cannot pass for human for any length of time.

Methods: Clockworks do not require nutrition, sleep, or power. They are sustained by their relationship to the Dalga, and they, in turn, provide raw material and sustenance to the grotesque creatures. Most clockworks are not intelligent enough to form complicated plans, but they do demonstrate some problem-solving skills and, if given time to consider a problem, they can often solve it, provided it doesn’t call for specialized knowledge. A group of clockworks might be able to figure out how to break into a fortified build- ing, for instance, but they won’t be able to set a bomb to blow the door in (though the Dalga could probably rig a clockwork with explosives).

Intelligent clockwork servitors can speak in a clicking, mechanical-sounding voice and understand all human languages. Each one was created using the brain of an individual human as a template. If confronted with someone that this person knew well, the clockwork servitor may display bits of the person’s knowledge, like knowing the individual’s name and some bits of personal information or asking questions of the sort that the person used to ask this individual. Some clockwork servitors keep everyone from getting close to the place or object they are protect-ing. However, others are created with a specific password that causes them to allow the person who speaks it to interact with the clockwork’s charge. These clockwork servitors ask the person for the password. Clockwork servitors always ask intruders to depart before attacking.
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Health: 9
Willpower: 9
Morality: n/a
Size: 5
Speed: 10*
Defense: 4*
Initiative: 5*
Armor: 2/2
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Virtue: Loyal
Vice:Compulsive
Mental Attributes
Intelligence 1, Wits 3, Resolve 5
Physical Attributes
Strength 7, Dexterity 3, Stamina 4
Social Attributes
Presence 1, Manipulation 1, Composure 4
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Mental Skills: Crafts (Clockwork) 2
Physical Skills: Athletics 3, Brawl (Grappling) 4, Firearms 2, Stealth 1, Weaponry 3
Social Skills: None
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Merits: Demolisher, Grappling 2, Iron Stamina 3
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Clockwork Servitors Dread Powers

*Enhanced Strength •••
Add +1 Strength per dot to

Clockwork Armor
2/2 Armor for all attacks much like armor equipment.

NFRASTRUCTURE INFECTION (••••••)
Prerequisites: Clockwork Servitor
Description: The character is able to harness an Aether based infection that causes horrific Infrastructure effects to those it touches. When a character makes physical contact with a person, spend a point of Willpower and roll Stamina + Resolve – the target’s Stamina.
Effect: The character gains the "Infrastructure Infection" Tilt. This process is particularly alarming to onlookers. Rather than biological growths, when the character begins to exhibit physical symptoms they are made of inorganic materials, predominately metal and glass. This Tilt applies a general sense of being poisoned to a character without worrying about Toxicity during combat. For the purposes of this Tilt, "Infrastructure Infection" causes one point of lethal damage per turn. If the Storyteller cares to continue the effects of the poison outside of combat, he can apply the standard rules for handling poisons and toxins when combat is complete.
Ending the Tilt: Short of immediate medical attention — and how many fights take place in an emergency room? — all a victim can do is struggle on. Roll Stamina + Resolve as a reflexive action each turn that your character is poisoned. If your character intends to act (meaning, takes a non-reflexive action), the roll suffers a -3 penalty. Success counteracts the damage for one turn only. If the character dies from their wounds, they integrate themselves into the earth before disappearing.

Special: Supernatural creatures that can heal immediately stop this supernatural infection by healing one box of Lethal.

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ANGELS OF VICTORIA  80fdae_70e357a8f8d140258ceaf0106539fef1~mv2


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Post by Admin Mon Aug 07, 2017 10:18 pm

DALGA: THE CREATORS OF SERVITORS
ANGELS OF VICTORIA  80fdae_97c46dfbd3134a1c8aa1ab563c3befed~mv2
The Invisible Citadel — p. 219
Mission: Dalga exist to create various inhuman servants for the God-Machine. Dalga appear in places where the God-Machine determines that such servants would be useful. Today, there are more than a dozen Dalga used all across the world. They are almost immobile, but are defended by specialized servitors that they create, and which they control like puppets.

Description: Dalga always appears as ivory-colored eggs the size of a grapefruit. They soon hatch into fist-sized spiders that grows rapidly. A full-grown Dalga can be the size of a bus, but by this time it is too large and bloated to require or use legs, so its limbs become shriveled and vestigial.

Methods: Dalga must be fed organic material and a wide assortment of metal parts, including wire, springs, gears, pieces of sheet metal, screws, and bolts. Dalga must also be tended by at least five personal servitors. A Dalga creates the first group of these servitors within two days of hatching. These first servants are usually clockwork humanoids between 12 and 18 inches tall. Dalga grow rapidly, and build larger servitors every few weeks, eating the old ones for parts. By the time they are three months old, they create servants the size of adult humans. Dalga can only survive for a few days without food, and by the time they are large enough to create adult-sized creations, they are immobile. If all of its servants are killed, a Dalga starves to death. To create relatively simple-minded servitors, Dalga require the heads or brains of recently-dead animals to serve as a neural template for their clockwork creations. These heads must be no more than a day old. Servitors created in this way follow clear and relatively simple orders without question. To create an intelligent servitor capable of following complex orders, Dalga must use a living human as a template. A Dalga can give all of its servitors special abilities, like inhuman levels of strength or the ability to change their skin color to blend with surroundings. It can give each servitor up to two special abilities. Most people Dalga use to create an intelligent servitor die horribly as Dalga scan their brain and use them to create the clockwork servitor’s mind. If it finds a brain particularly intriguing, it instead removes the person’s limbs and replaces them with clockwork fixtures, turning the unfortunate person into a kind of hideous cyborg.

Dalga are creations of the God-Machine, but they are not actually angels. They don’t return to the God-Machine when their mission is complete, they simply starve to death (or they don’t, and keep creating servants in some underground lair somewhere, which would be an interesting basis for a Tale). As such, their traits reflect their material nature.
Dalga are hideous, appearing like large and horribly- bloated spiders with distorted human faces. They wrap the brains or bodies that people give them in silk and then use their complex, tool-like mouthparts to scan and dissect the brains. Afterwards, they devour the brains and sculpt their clockwork servitors from metal that they work with their many strong legs, and silk that they can form into a strange, pale material like fiberglass. Dalga need approximately two hours to create a single clockwork servitor. Dalga cannot speak directly. Instead, they communicate through their servi- tors, who all speak simultaneously in a uniform and entirely emotionless monotone. They can also speak through nearby people and do so if their servants are not present. Dalga are good for injecting a healthy dose of body horror into your God-Machine chronicle, and for creating physical threats for characters to face. Angels, after all, can usually just discorporate and escape from a losing fight. A Dalga’s servants fight to the bitter end and, if the characters pay attention, they’ll see smaller servants picking up the pieces to take back to their immense “mother.”


Health: 24
Willpower: 9
Morality: 5 (A Dalga is alive and sapient, and can suffer breaking points if forced to witness its servitors being destroyed.)
Size: 18 (full grown)
Speed: 1 (A Dalga can lurch along incredibly slowly when full grown.)
Defense: 0
Initiative: 10
Armor: 5
Virtue: Loving
Vice: Hungry
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Mental Attributes: Intelligence 2, Wits 2, Resolve 4
Physical Attributes: Strength 6, Dexterity 5*, Stamina 6
Social Attributes: Presence 1, Manipulation 2, Composure 5
Mental Skills: Crafts (Servitors) 5, Medicine 3, Occult 4
Physical Skills: Brawl 5
Social Skills: Expression 3, Intimidation 4, Persuasion 1
*The Dalga are largely immobile, but their Dexterity applies to manipulation.
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Merits: Iron Stamina 3


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Post by Admin Mon Aug 07, 2017 10:19 pm

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