SIN-EATERS OF THE REFORM

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SIN-EATERS OF THE REFORM

Post by Admin on Sat May 05, 2018 7:19 am

John Dillinger

56 exp spent, 19 left for Giest Stuff

Virtue: Ambitious
Vice: Rule Breaker
Synergy: 6
Psyche:
Max Ectoplasma Per Round:
HEALTH: 8
WILLPOWER: 5
Size: 5
Speed: 13
Defense: 5
Initiative: 9 or 11 with Firearms
Armor: 0/0

Mental
Intellegence 2
Wits 3
Resolve 2

Physical (4 exp)
Strength 3
Dexterity 3
Stamina 3

Social (12 exp)
Presence 3
Manipulation 3
Composure 3

MENTAL SKILLS
ACADEMICS: 1
COMPUTER:
CRAFTS:
INVESTIGATION: 1
MEDICINE:
OCCULT: 1
POLITICS: 1
SCIENCE:

PHYSICAL SKILLS (10 exp)
ATHLETICS: 2
BRAWL: 1
DRIVE : 4 9 Again (Get Away)
FIREARMS: 2 9 Again (Pistols) (Tommy Guns)
LARCENY: 2
STEALTH: 2
SURVIVAL:
WEAPONRY:

SOCIAL SKILLS (4 exp)
ANIMAL KEN:
EMPATHY: 1
EXPRESSION: 1
INTIMIDATION: 2 (Armed)
PERSUASION: 2 (Keeping Victims Calm)
SOCIALIZE: 2 (Criminals)
STREETWISE: 3 9 Again (Places to Lay Low)
SUBTERFUGE: 2

Merits (26 exp)
Proffessional Training: Criminal 5
Resources 3
Safe Place 2
Safe Place 2
Safe Place 2
Safe Place 2
Fast Reflexes 3
Fleet of Foot 2
Effect: Your character is remarkably quick, and runs far faster than his frame suggests. He gains +1 Speed per dot, and anyone pursuing him suffers a -1 per dot to any foot chase rolls.

Crack Driver 3
Effect: Your character’s an ace at the wheel, and nothing shakes his concentration. So long as he’s not taking any actions other than driving (and keeping the car safe), add his Composure to any rolls to Drive. Any rolls to disable his vehicle suffer a penalty equal to his Composure as well. With the three-dot version, once per turn he may take a Drive action reflexively.

Greyhound 1
Effect: Your character works best when chasing or being chased; the hunt is in his blood. When in a chase (see p. 84), you receive the effects of an exceptional success on three successes instead of five.

Relentless 1
Effect: Your character will not stop running, whether away from a pursuer or toward prey. In any chase (see p. 84) your opponents must achieve two additional successes against
yours to catch her or elude her.

Seizing the Edge 2
Effect: Your character is always ready for a chase. Whether to escape a threat or hunt down a rival, she’s always geared
and ready to go. She always has the Edge in the first turn of a chase scene (see p. 84). Additionally, the opponent must make a successful Wits + Composure roll, as if being
ambushed, or your character does not have to account for her Speed or Initiative when calculating needed successes
in the first turn.

Stunt Driver 4
Effect: Your character is an expert behind the wheel, and can push a vehicle beyond normal limits. Each dot of this Merit grants access to another driving technique.
Defensive Driving (•): Your character knows how to protect herself and her vehicle while driving. Subtract her Drive dots from any attempt to hit her vehicle while it’s mobile.
Speed Demon (••): Your character is an expert at pushing vehicles to their potential in no time flat. Each success on rolls to accelerate a vehicle (see p.98) raises the vehicle’s Speed by 10 instead of 5.
Drift (•••): Your character knows how to use her vehicle’s momentum to efficiently turn at high speeds. She never needs to make a maneuvering roll to turn at high speeds.
Clipping (••••): Your character has experience hitting things with her vehicle in such a way as to not hurt herself much. When voluntarily hitting another character or vehicle with hers, ignore damage to her own vehicle equal to her Wits. This is applied before Durability.

Barfly 2
Effect: Your character is a natural in the bar environment, and can procure an open invitation wherever he wishes. Whereas most characters would require rolls to blend into social functions they don’t belong in, he doesn’t; he belongs. Rolls to identify him as an outsider suffer his Slocialize as a penalty.

Firefight 2
Effect: Your character is comfortable with a gun. She’s been trained in stressful situations, and knows how to keep herself from being shot, while still shooting at her opponents.
This Style is about moving, strafing, and taking shots when you get them. It’s not a series of precision techniques; it’s for using a gun practically in a real-world situation.
Shoot First (•): In a firefight, the person shot first is usually the loser. Your character has trained herself to fire first in an altercation. If her gun is drawn, add her Firearms score to her Initiative. If she has Quick Draw, she can use Shoot First to draw and fire with increased Initiative in the first turn of combat.
Suppressive Fire (••): Sometimes, the purpose of a shot is to distract, not necessarily to hit. Your character is trained to fire off a handful of rounds with the intent to startle opponents and force impulse reactions. When using the Covering Fire maneuver (p. 90), her opponents cannot benefit from aiming against her. She can apply her Defense against in-
coming Firearms attacks, in addition to any cover bonuses. Additionally, her training allows her to use Suppressive Fire with a semi-automatic weapon.

MANIFESTATIONS/KEYS

Caul 5
Caul (Stamina) Stillness (Stealth) Geist 112, 125
• ● Activation acts as penalty to Wits+Composure rolls to detect you by sight, sound or smell.
•• ● Remove self from someone's memories. 1 target at a time, max 1x/day/target. Wits+Stealth+Activation vs.  
               Resolve+Psyche. Removes up to 2 turns (6sec) per point of Caul from memory.
••• ● Step between shadows within 10 yards / Activation, vanish, reappear at beginning of your next turn.
•••• ●● Become shadow, immune to physical damage, pass through windows, under doors or up flat surfaces. Cannot
               manipulate objects.
••••• ●●○ As Stillness Caul 2, but completely remove self from short term memory of target. Same roll, with success, target will forget you again every turn.

Marionette (Manipulation) Stillness (Occult) Geist 113, 136
• ● Animate a corpse with small motions (twitches, jerks, convulsions).
•• Animate an animal of up to Size 1, perceive through it's eyes for as long as you concentrate.
••• Animate an animal of up to Size 10 for as long as you concentrate.
•••• - , ● Animate a human as long as you concentrate. Physical attributes as body with -1 per 6 months dead. Pay 1
               Plasm to distribute Activation amongst Physical Attributes up to 2 higher than its lowest Physical trait. Your
              Mental and Composure, but Presence and Manipulation are 0. Duration is 1 hour / Activation.
••••• ●+/●+[○] Animate a corpse with 2 dots in Physical Attributes, 1 dot in Mental and Social Attributes. Pay up to
              Activation Plasm to distribute 5 dots / Plasm amongst Physical and Mental Attributes and Composure. You can pay
              a Willpower DOT to extend the duration to permanent.

Stillness (Occult)
Geist 113, 136
Animate a corpse with small motions (twitches, jerks, convulsions).
••

Animate an animal of up to Size 1, perceive through it's eyes for as long as you concentrate.
•••

Animate an animal of up to Size 10 for as long as you concentrate.
••••
Animate a human as long as you concentrate. Physical attributes as body with -1 per 6 months dead. Pay 1 Plasm to distribute Activation amongst Physical Attributes up to 2 apiece. Presence and Manipulation are 0. Duration is 1 hour / Activation.
Animate a corpse with 2 dots in Physical Attributes, 1 dot in Mental and Social Attributes. Pay up to Activation Plasm to distribute 5 dots / Plasm amongst Physical and Mental Attributes and Composure. You can pay a Willpower DOT to extend the duration to permanant.
Marionette (Manipulation)

Stygian (Medicine)
Geist 113, BotD 79

Take over control of a dead body, projecting the consciousness through it and using it almost as if it were one's own.
••
Reduce presence penalty while using new body for a plasm, and can use plasm to heal injuries the body has sustained.
•••

Can spend a plasm when taking over a body to allow greater physical skills.
••••
Can spend willpower to maintain control of a new body for up to a week; can shift between bodies with a roll.
•••••
Can control both true and new bodies simultaneously, with an extra roll, and penalties to wits and defense.
Marionette (Manipulation)
______________________________________________________________________________________________
EQUIPMENT
Fine Suit +2 in Correct Social Circumstances, Bag of Cash (Equipment Rating 5), Fast Car

Colt 1911
Range 30/60/120
Clip 7 +1
Initiative Penalty -2
Damage 2
Minimal Strength 3
Size 1
Availability 3

Thompson Machine Gun
Damage 2
Range 50/100/200
Clip 20 Rounds, 30 Rounds, 50 Rounds and 100 Rounds
Initiative -3
Strength 3
Size 2
Availability •••
..................................................................................................................................................................
George "Babyface" Nelson, "Pretty Boy" Floyd and "Machine Gun" Kelly



HEALTH: 8
WILLPOWER : 5
Size: 5
Speed: 11
Defense:5
Initiative: +6
Armor: 1/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
-------------------------------------------------------------------------------------------------------------------------------
MENTAL
Intelligence: 1, Wits: 3, Resolve: 2

PHYSICAL
Strength: 3, Dexterity: 3, Stamina: 2

SOCIAL
Presence: 3, Manipulation: 1, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics:
Computer
Crafts:
Investigation: 00
Medicine
Occult:00
Politics
Science

Physical Skills
Athletics: 00
Brawl: 000
*Drive: 000
*Firearms:0000 (Machine Guns +1, 9-Again)
Larceny: 000 (Lockpicking +1, 9 again)
Stealth: 000
Survival: 00
Weaponry: 00 (Knives +1)

Social Skills
Animal Ken: 0
Empathy: 000
Expression
Intimidation: 0
Persuasion: 0
Socialize:
Streetwise
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 00

Quick Draw, Firearms  (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time his Defense applies.

Speed Loader, Revolvers •
Prerequisite: Dexterity 3, Specialization in Weapon
Effect: Your fingers are well practiced at fetching the ammo your weapon requires and putting it where it is essential to continue the fight. o longer does loading individual bullets force you to sacrifice your defense for the round, though reloading does still require an Instant Action.

Professional Training, Firearms, Larceny (••)
Networking: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relat- ing to that field.
•• Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality.
___________________________________________________________________________________
DREAD POWERS

Strength of the Grave
The creature has a regular strength unless in the powerful places of death like a graveyard or tomb, in which their Strength gets raised to 7.

Unnatural Toughness
Being undead has its perks. The creature only takes bashing damage from dangerous weapons like bullets and knives. Once their bashing is filled, they go to lethal damage and then aggravated. Only when all these boxes are filled do they get destroyed. The character can't be poisoned, drown or suffocate as well.

_____________________________________________________________________________________
Equipment
Tattered Dress Suit

Thompson Machine Gun
Damage 2
Range 50/100/200
Clip 20 Rounds, 30 Rounds, 50 Rounds
and 100 Rounds
Initiative -3
Strength 3
Size 2
Availability •••

M1918 Browning Automatic Rifle
Range 200/400/800
Clip 20
Initiative Penalty -4
Damage 4
Minimal Strength 3
Size 3
Availability 4
_____________________________________________________________________________________
DICEPOOLS
+8 to Attack with Machine Gun, +9 w/ short burst, +10 medium burst (but minus number of targets), +11 Long Burst (but minus number of targets)

Covering Fire
Characters can use automatic weapons to provide covering fire — firing on full auto to dissuade enemies from coming out into the open. Covering fire is only possible with a weapon capable of fully automatic fire.nThe player states the general area at which he is firing, and rolls Dexterity + Firearms. If the roll succeeds, each character in the affected area must make a choice on his next action. He can avoid the attack, either running to cover within range of his Speed, or dropping prone (see “Going Prone,” below). Or, he can take an action as normal but suffer damage based on the Covering Fire successes + weapon modifier. Covering fire takes 10 bullets, the same as firing a medium burst.

Autofire
Automatic weapons can fire a short, medium, or long burst in place of a single shot.
Short Burst: Three bullets fired at the same target. The shooter enjoys a +1 to her dice pool.
Medium Burst: 10 bullets, which can hit one to three targets standing close together. The shooter receives a two-die bonus to her dice pool. If firing at more than one target, subtract the total number of targets from the shooter’s pool, then make one attack roll per target.
Long Burst: 20 bullets at as many targets as the shooter wants. The shooter receives a three-die bonus to her dice pool. If firing at more than one target, subtract the total number of targets from the shooter’s pool, then make one attack roll per target.



Last edited by Admin on Fri May 11, 2018 10:20 pm; edited 14 times in total

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Re: SIN-EATERS OF THE REFORM

Post by Admin on Sat May 05, 2018 7:22 am

LOW GASP (Den Bao)

35 exp out of 100

65 exp left for Giest

Virtue: Protective
Vice: Territorial
Synergy: 9
Psyche: 7
Max Ectoplasm Per Round:
HEALTH: 8
WILLPOWER: 8
Size: 5
Speed: 12
Defense: Normal 6, Unarmed Defense 10
Initiative: 9
Armor: 0/0 (5/5 w/ Manifestation)

Mental (8 exp)
Intellegence 2
Wits 3
Resolve 4

Physical ( 8 exp)
Strength 2
Dexterity 5
Stamina 3

Social (8 exp)
Presence 2
Manipulation 2
Composure 4

MENTAL SKILLS
ACADEMICS: 1
COMPUTER:
CRAFTS: 1
INVESTIGATION:
MEDICINE: 1 (Chinese)
OCCULT: 1
POLITICS:
SCIENCE:

PHYSICAL SKILLS ( 4 exp)
ATHLETICS: 3 (Balance)
BRAWL: 5 (9 Again (Mantis Style) Rote)
DRIVE :
FIREARMS:
LARCENY:
STEALTH: 2
SURVIVAL:
WEAPONRY: 3 (Staff)

SOCIAL SKILLS ( exp)
ANIMAL KEN:
EMPATHY: 1 (Daughter)
EXPRESSION: 1
INTIMIDATION: 1
PERSUASION: 1
SOCIALIZE: 1
STREETWISE:
SUBTERFUGE: 1

Merits ( 7 exp)
Language:Chinese
Language: English
Professional Training: Martial Artist 5
Defensive Combat 1
Effect: Your character is trained in avoiding damage in combat. Use her Brawl or Weaponry to calculate Defense, rather than Athletics. Your character can learn both versions of this Merit, allowing you to use any of the three Skills to calculate Defense. However, you cannot use Weaponry to calculate Defense unless she actually has a weapon in her hand.

Fighting Finesse 2 (Mantis Style)
Effect: Choose a Specialty in Weaponry or Brawl when you purchase this Merit. Your character’s extensive training in that particular weapon or style has allowed them to benefit more from their alacrity and agility than their strength. You may substitute your character’s Dexterity for her Strength when making rolls with that Specialty.This Merit may be purchased multiple times to gain its benefit with multiple Specialties.

Martial Arts 6
Effect: Your character is trained in one or more formal martial arts styles. This may have come from a personal mentor, a dojo, or
a self-defense class. It may have been
for exercise, protection, show, or tradition. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as a punch dagger, or a weapon using the Shiv Merit (see below).

Focused Attack (•): Your character has trained extensively in striking specific parts of an opponent’s body. Reduce penalties for hitting specific targets by one. Additionally, you may ignore one point of armor on any opponent.

Clinch Strike (•)
Effect: Most people will instinctively grab anyone they want to hit, but your character has trained to hit hard and accurately from a clinch position, using short punches, elbows, and knees. She inflicts standard Brawl damage when initiating a grapple instead of sacrificing the opportunity to damage someone in order to grab.

Defensive Strike (••): Your character excels in defending herself while finding the best time to strike. You can add 1 or 2 points to your character’s Defense. For each Defense point you take, subtract a die from any attacks you  make. This can only be used in a turn in which your character intends to attack. It cannot be used with a Dodge.

Whirlwind Strike (•••): When engaged, your character becomes a storm of threatening kicks and punches; nothing close is safe. As long as your character has her Defense available to her, and is not Dodging, any character coming into arm’s reach takes one bashing damage. This damage continues once per turn as long as the enemy stays within range, and occurs on the enemy’s turn. If you spend a point of Willpower, this damage becomes two bashing until your next turn.

Trapping (•••): This maneuver has a lot of names, including “sticking hands” or “scissors.” Using it, your character knows how to control her opponent’s limbs so they can’t be used to block incoming strikes. By making limb-to-limb physical contact, she can sense and counter her opponent’s reactions. If she hits with a Brawl attack, she may set aside as many successes as her Brawl Skill and add these to her Brawl attack next turn. If she sets aside all successes, the first attack inflicts no damage, but makes contact for the follow up. She loses this advantage if the opponent leaves hand-to-hand range and she can’t or won’t follow.

The Hand As Weapon (••••): With
this degree of training, your character’s
limbs are hardened to cause massive
trauma. Her unarmed strikes cause
lethal damage.

Unarmed Defense 1
Your character is better at stopping people from hurting them than they are at hurting other people. Maybe they practice a martial art that redirects an opponent’s blows, or are just very good at not being where their opponent wants them to be.

Like a Book (•): Your character can read his opponents, knowing where they’re likely to strike. When facing an unarmed opponent and not Dodging, increase your character’s Defense by half of his Brawl (round down).

SIGNATURE MOVE
Preying Mantis Hook:
After successfully using the Trapping Maneuver, Low Gasp may attempt to enter a Grapple with his oppenent. If Low Gasp an exceptional success he may choose to use the Mantis Hook Maneuver to savagely rip out a fistful of his oppenent's throat. This Maneuver does Lethal Damage, causes the Bleeding Tilt, and the Choking Tilt.

BLEEDING TILT
The character bleeds profusely from an open wound. If she doesn’t staunch the blood flow, she may soon pass out from shock and blood loss.
Effect: Bleeding characters suffer a –1 wound penalty (or have existing wound penalties increased in severity by +1). Additionally, each turn that she remains bleeding, she suffers
one automatic point of bashing damage.

Ending the Tilt: If the character takes a turn to apply pressure and some sort of cloth or tie a tourniquet around The bleeding limb, she can stop the flow of blood and end the
Tilt. Any form of accelerated healing, even a single point of bashing damage, will stop the bleeding as well. For obvious reasons, the undead are immune to this Tilt

CHOKING TILT
Effect: Choking characters suffer a –1 wound penalty (or have existing wound penalties increased in severity by +1). Additionally, each turn that she remains choking, she suffers
one automatic point of bashing damage.

Ending the Tilt: The character can breath freely once more.

MANIFESTATIONS/KEYS
Shroud (Resolve) 5

Phantasmal (Persuasion)
Geist 113, 149
Gain Shroud Dots as Armor, and can Manipulation to Defense as well against thinking beings.

Phantasmal (Intimidation)
Geist 113, 134



Create Geist-body with traits equal to yours, which you inhabit while your body is comatose. Add Activation to Intimidation rolls. You can pay 1 Plasm to de/materialize at will.
••


Make a permanent decision on how to distribute 4 dots amongst Geist-body's Strength, Dexterity, Stamina, Presence, Size and Speed, up to 2 dots apiece.
•••


Distribute 4 more dots. Can expend one or more to fly (Speed equal to dots spent).
••••


Distribute 4 more dots. Can two or more to gain Lethal weapon (bonus equal to 1/2 dots


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Re: SIN-EATERS OF THE REFORM

Post by Admin on Fri May 11, 2018 8:41 pm

The Shrouded


Geist: The Torn (Red Horseman)
Virtue: Justice
Vice: Wrath
Archetype: Gatekeeper
Threshold: Violence
Krewe: None
Health: 00000000 ( 8 )
Willpower: 00000 ( 5 )
Plasm: 30/5 per Turn, No Anchors, No Time in Underworld
Keys: Stigmata, Passion, Phantasmal
Psyche: 5
Synergy: 0000000
Keys: Marionette & Caul
Size: 5
Defense: 8 (10 w/ Passion Caul)
Initiative Mod: 15 (+2 vs surprises and ambushes w/ Danger Sense)
Speed: 16 ( w/ +3 Fleet of Foot)
Flight: 32 (One Phantasmal Marionette dot invested in flight)
Armor: None
_______________________________________________________________________________
ATTRIBUTES

Intelligence: 00
Wits: 000- 00 (8-Again on Perception checks) [+2 w/ Passion Caul]
Resolve: 000

Strength: 000
Dexterity: 00000-00000 (Fighting Finesse: uses Dexterity when attacking with Saber)
Stamina: 000-0

Presence: 00
Manipulation: 000
Composure: 00 (8-Again on Perception checks)
_______________________________________________________________________________
SKILLS

Mental (-3 Unskilled)
Academics 0
Crafts 0
Investigation 0000
Medicine 0
Occult 000 (Ghosts +1)
Politics
Science

Physical (-1 Unskilled)
Athletics 00000 (9-Again & can spend Willpower to make it a Rote)
Brawl 000
Drive 0
Firearms 000
Larceny 000
Stealth 0000
Survival 00
Weaponry 00000 (Sabers +2)[9-Again & can spend Willpower to make it a Rote]

Social (-1 Unskilled)
Animal Ken 000 [9-Again & can spend Willpower to make it a Rote]
Empathy 0
Expression 0
Intimidation 0000
Persuasion 00
Socialize
Streetwise 00
Subterfuge 0
_______________________________________________________________________________
MERITS

Native Language, French
Language, English: 0

Resources: 00

Memento, Memorabilia (War-Badge) 00000: This is in essence a battery of death energy. As an instant action with a Resolve + Occult roll, a Sin-Eater can destroy one of his mementos while in contact with it in order to release its energy and stanch his wounds. The Sin-Eater absorbs the freed plasm, healing a number of Health equal to twice the memento's Merit rating (10).

Area of Expertise, Weaponry (Prerequisstcive Resolve 00 & Skill Specialty) 0: One specialty adds +2 to bonus

Danger Sense 00: +2 on reflexive Wits + Composure rolls vs ambushes and impending doom

Fast Reflexes 000 (Prerequisite Wits or Dex 000) +1 Initiative per rating dot

Patient 0: When making extended rolls, make two additional rolls above what your Attribute + Skill allows.

Professional Training, Cavalryman 00000 (Sabers, Athletics & Animal Ken):  Pick three skills that are 9-again and with a spent Willpower on these, it's a Rote-Action

Contacts 00 (free with Professional): Retired Soldier-gone-Blacksmith, Gravediggers Union

Trained Observer 000 (Prerequisite Wits 000 or Composure 000): Any time you make a Perception roll (Wits + Composure), you benefit from the 8-Again

Crack Horseman (Edit of Crack Driver) 000: Can add Composure to any Animal Ken rolls to steer a horse and once per turn you may use Animal Ken reflexively

Fleet of Foot (Prerequisite Athletics 00)000 : +1 Speed per dot and -1 per dot to anyone on a foot chase against them

Parkour 00000 (Prerequisite Dex 000, Athletic 00)
Flow 0: When in a foot chase, subtract Parkour from the successes needed to either pursue or evade. Also ignore environmental penalties to Athletics rolls equal to your Parkour rating.
Cat Leap 00: When using Dex + Athletics to mitigate falling damage, gain 1 automatic success. Also, add Parkour rating to the threshold of damage that can be removed through this roll. It does not mitigate damage from terminal velocity.
Wall Run 000: When coming, your character scales 10 feet +five feet per dot of Athletics (Total 35ft or 10 meters) rather than just 10 ft.
Expert Traceur 0000: Spend 1 Willpower you can designate one Athletics roll to run, jump or climb as a Rote-Action. You may not apply your Defense on this turn if you do so.
Freeflow 00000: Must meditate before hand. Your character can take Athletics actions reflexively once per turn. By spending a point of Willpower on an Athletics roll in a  foot chase, gain three successes instead of three dice automatically.

Fighting Finesse 00, Sabers (Prerequisite Dext 000, Specialty in Weapon): Can use Dexterity instead of Strength when using this Specialty Skill
________________________________________________________________________________
MANIFESTATIONS (To unlock a Manifestation w/ a Key, Sin-Eater makes a Manifestation Attribute + Key Skill + Character's rating in that Manifestation roll

THE CAUL (Stamina) : This allows the Geist  into the Sin-Eaters Body
Activation Cost: 1 Plasm
Dice Pool: Stamina + Key Skill + Caul Rating
Action: Instant

The Passion Caul (Skill: Empathy)
0: The Sin-Eater adds activation successes as bonus dice to all Intelligence rolls made while manifesting the Passion Caul
Passion Caul 00: Bound works in parallel with geist and can turn any Mental Skill roll into rote action by spending 1 Plasm


THE MARIONETTE (Manipulation)
Allows the Sin-Eater to reach out with her plasm to seize control of objects, animals, people and even their own Geist.
Cost: Varies
Dice Pol: Manipulation + Key Skill + Marionette rating. Sentient beings targeted for control resist with Resolve + Psyche
Action: Instant

The Phantasmal Marionette (Skill: Intimidation )
Instead of exercising control over some external thing or person, the Sin-Easter seizes direct control over her own geist. The Geist externally manifests, placing the Sin-Eater in a state of paralysis. The Sin-Eater must make a normal Marionette activation roll, but the plasmic tendrils do not extend outward from the Sin-Eater to their target but instead coalesce in front of him, forming a phantasmal body under his control.
Phantasmal Marionette 0: The new Geist body has traits equal to the Sin-Eater's own normal traits, but it has its own horrific appearance. As such, the grist-body gains a dice bonus on all Intimidation rolls equal to the activation success. In this form the Sin-Eater may materialize and demarterize at will with the expenditure of 1 plasm and they have their normal powers while in this state.
Phantasmal Marionette 00: They gain an additional four dots that may be distributed amongst the grist-body's Strength, Dexterity, Stamina, Presence, Size and Speed although no more than 2 points may be added to a single trait.
Phantasmal Marionette 000: Four dots are gained and the player may choose to spend these dots to acquire the power of flight instead of traits. If the player allocates one dot to flight, the desist-body can fly at its normal Speed. Each additional dot allocates to flight increases the geist-body's Speed by itself (Speed x Dots invested).
Phantasmal Marionette 0000: Four more dots are added. Can invest in a special weapon. For every town pointed allocated to they geist body, it gains a +1 lethal damage bonus to a certain attack.
Phantasmal Marionette 00000: Four dots are gained. There is no additional effect besides potentially further Augmenting Attributes, flight or lethal attacks.  

_________________________________________________________________________________
Ceremonies
FINAL VISION 0: The Sin-Eater must touch a corpse and look into its d end eyes. The corpse can be no more than three days old. The user can see what the victim saw during the last seconds of their life.
Dice  Pool: Psyche + Wits
Action: Extended (target number of 3)
Time Increment: Can roll every turn

_________________________________________________________________________________
Equipment
Indistinct Military Jacket (No Allegiance) w/ trousers & riding boots
Backpack
Old Saber +3L
Travel Gear +1 Equipment (Pan, compass, Sleeping blanket, water bladder)
Aged Soldier's War-Badge (see Memorabilia Merit)

________________________________________________________________________________
DICEPOOLS

Physical Form
Attack w/ Saber: +12 (9-Again & can spend Willpower to make it a Rote)
Damage: 3L, -2 to Initiative
Defense: 8 (10 w/ Passion Caul)

Geist Form (Phantasmal Marionette)
Attack w/ Saber: +17 (Can spend a Willpower to make it a Rote)
Damage: 8L (Phantasmal Marionette Investment)
Defense: 10 w/ Passion Caul


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Re: SIN-EATERS OF THE REFORM

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