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PROMETHEUS'S KIND 1928

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PROMETHEUS'S KIND 1928 Empty PROMETHEUS'S KIND 1928

Post by Admin Sat May 05, 2018 7:28 am

UKANI
PROMETHEUS'S KIND 1928 80fdae_f5d0b16df2fe4b61b90ceee9c523ec8e~mv2

Ukani
8 exp ( spent on Strength and Stamina)

Elpis: ???
Torment:???

Azoth: 1
Max Pyros: 10
Per Round: 1

HEALTH: 9
WILLPOWER: 5

Size: 5
Speed: 11
Defense: 4
Initiative: 4
Armor: 0

MENTAL
Intelligence: 2
Wits: 2
Resolve: 3

PHYSICAL (8 exp)
Strength: 4
Dexterity: 2
Stamina: 4

SOCIAL
Presence: 2
Manipulation: 2
Composure: 2

MENTAL SKILLS
ACADEMICS: 2 (Research)
COMPUTER:
CRAFTS: 2
INVESTIGATION: 2 (Stake Outs)
MEDICINE:
OCCULT: 1
POLITICS:
SCIENCE:

PHYSICAL SKILLS
ATHLETICS: 2
BRAWL: 2
DRIVE :
FIREARMS:
LARCENY:
STEALTH: 2
SURVIVAL: 2
WEAPONRY: 3 (Heavy)

SOCIAL SKILLS
ANIMAL KEN: 1
EMPATHY:
EXPRESSION:
INTIMIDATION: 2
PERSUASION:
SOCIALIZE:
STREETWISE: 1
SUBTERFUGE:

MERITS
Native Language: Eygptian
Language: English
Library:2
Resources: 1
Heavy Weapons •••••
Prerequisites: Stamina •••, Strength •••, Athletics ••, Weaponry ••
Effect: Your character is trained with heavy weapons which require strength, wide range, and follow through more than direct speed and accuracy. This Style may be used with a two-handed weapon such as a claymore, chainsaw, pike, or an uprooted street sign.

Sure Strike (•): Your character doesn’t always hit the hardest or the most frequently, but she guarantees a deadly strike when she does hit. You can reflexively remove three dice from any attack dice pool (to a minimum of zero) to add one to your character’s weapon damage rating for the turn. These dice must be removed after calculating any penalties from the environment or the opponent’s Defense.

Threat Range (••): Your character’s weapon is immense and keeps opponents at bay. If you opt not to move or Dodge during your turn, any character moving into your character’s proximity suffers one lethal damage and a penalty to their Defense equal to your character’s weapon damage rating. This penalty only lasts for one turn. This cannot be used in a turn the character is Dodging.

Bring the Pain (•••): Your character’s strikes stun and incapacitate as well as causing massive trauma to the body. Sacrifice your character’s Defense to use Bring the Pain. Make a standard attack roll. Any damage you score with Bring the Pain counts as a penalty to all actions the victim takes during their next turn. So, if you cause four lethal damage, the opponent is at -4 on their next attack.

Warding Stance (••••): Your character holds her weapon in such a way as to make attacks much harder. If her weapon’s drawn, spend a point of Willpower reflexively to add her weapon’s damage rating as armor for the turn. This will not protect against firearms.

Rending (•••••): Your character’s cuts leave crippling, permanent wounds. By spending a Willpower point before making an attack roll, her successful attacks cause one level of aggravated damage in addition to her weapon’s damage rating. This Willpower point does not add to the attack roll.

Revivification
This Bestowment allows your character to cheat death and return from that which would kill her. The energies of the Underworld stain her form permanently, however, as she wrests control and reignites her Pyros.

TRANSMUTATIONS
Disquietious
Charging a Disquietism Distillation without flaring disfigurements imposes the Irritable Condition (p. 310).

Persistent: If the Promethean has caused Disquiet during the last 24 hours, the player adds two dice to all Intimidation rolls.

Tension
The Promethean feeds his Disquiet, intentionally provoking it in those around him to elicit fear and anxiety.
Cost: 1 Pyros
Dice Pool: Presence + Intimidation + Azoth
Action: Instant
Roll Results
Dramatic Failure: He accidentally starts the formation of a Wasteland (p. 174) or, if one is already present, pushes it to the next category.
Failure: He is unable to capitalize on his Disquiet.
Success: Anyone in the same room or general area as the Promethean and whose Resolve is lower than the player’s successes on the Distillation roll gains the Disquieted Condition. If they already have it, it advances to the next stage. Additionally, they suffer a penalty on all rolls equal to their stage of Disquiet for the
rest of the scene due to their heightened anxiety.
Exceptional Success: Only those with supernatural Resolve can resist.

Electrification
Charging an Electrification Distillation without flaring disfigurements imposes the Degaussed Condition (p. 307).

Persistent: The Promethean may generate a small electrical flare from her fingertips. While this doesn’t cause much damage outside
of prolonged exposure (equivalent to a wall socket for a turn’s worth of touching), it can be used to cut through plastics such as zipties. It
can also be used to trace burn marks on nearly any surface, allowing her to inscribe pilgrim marks without tools or other implements.
The flare can’t be used to charge or heal a Promethean.

Spark
The only true Distillation of Arc, Spark allows the Promethean to attack her foes with lightning charged with Torment. This electricity is charged with Torment-laden Pyros; Prometheans may not derive Pyros from the electrical blast, nor may they absorb it to heal. Any living creature suffering more damage in a turn than its Stamina suffers from the Stunned Tilt. The Alembic’s dice roll represents the attack roll for Spark. The attack can hit anything within the Created’s direct line of sight; if using distance modifiers for combat, the range is 15/30/45.
Cost: varies
Action: Instant
Dice Pool: Dexterity + Athletics + Azoth
When powering this Alembic, each point of Pyros spent adds to the Shock attack’s direct damage rating; for example, three points
of Pyros is a three-damage lethal weapon with a successful attack, in addition to charging the other pseudo-Distillations. Each point spent additionally allows the Shock to ignore one point of armor; as with all ranged attacks, Defense doesn’t normally apply.
Roll Results
Dramatic Failure: The bolt fizzles. The Promethean cannot use Arc for the rest of the scene, and she suffers the Degaussed Condition.
Failure: The power fails.
Success: The bolt strikes. It causes damage per its successes and damage rating.
Exceptional Success: In addition to damage, the victim suffers the Immobilized Tilt, their muscles refusing to move from sheer
electrical trauma.

WEAPONS


Concrete Pole Arm
Dice 8
Damage 4
-5 to Initiative
Minimal Strength 4
Size 3
Knockdown and Stun

Unarmed
Dice 6
Damage 0B

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