An Age of Darkness: The Others

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An Age of Darkness: The Others

Post by Admin on Tue Nov 17, 2015 9:30 pm

CiNDeR

Type: Spirit
Title: Hursih 0
Trait Limits: 5 dots
Attribute Dots: 8
Maximum Essence: 10
Numina: 3
Primal Urge: 0 (1)
Corpus (Health): 0 0 0 0 0 0 0 (7) {No wound penalties}
Willpower: 0 0 0 0 0 0 (6) {All spirits gain 1 willpower per day}
Initiative: 6
Defense: 4 {all attacks, including firearms}
Speed: 11
Size: 1-5
Language: Hisil, English
Bans: Must cause minimal destruction each day
Banes: Water {must spend Willpower & succeed on Power + Resistance roll w/ a dice penalty equal to rank in order to come in contact with Bane}
Combat: Power + Finesse to attack
Weapon: Ephemeral
------------- ---------------------------------------------- ----- --------

POWER (Strength, Intelligence, Presence)
00

FINESSE (Dexterity, Wits, Manipulation)
0000

RESISTANCE (Stamina, Resolve, Composure)
00

------------- ---------------------------------------------- ----- --------
Influence and Numina

INFLUENCE, Fire: 0
(rolls Power + Finesse, with success creating a desired effect)
Duration: 10 minutes per success
Cost: No additional Essence cost
*Strengthen 0: Can make a fire more potent, gaining spirit’s rank to fire’s power.

*Blast
The spirit may wound opponents at a distance. Range equals 10 yards per dot of Power and the spirit does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearms. The spirit may increase the leathality of its Blast by paying Essence- Every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the spirit’s Rank (1).

*Firestarter
The spirit causes flammable materials to combust. This Numen costs 1 Essence and causes one small fire to break out per activation success within the spirit’s Power in yards.

*Ghost Eater
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

*Regenerate
The spirit 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 point of bashing or lethal damage. The spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

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Re: An Age of Darkness: The Others

Post by Admin on Fri Nov 27, 2015 9:12 pm

The Chained One

Type: Spirit
Title: Ensih 0 0 0
Trait Limits: 9
Attribute Dots: 25
Maximum Essence: 20
Numina: 7
Primal Urge: 0 0 0 0 0 0 0 (7)
Corpus 0000000000000 (13 Health) {No wound penalties}
Willpower: 0000000000000 (10) {All spirits gain 1 willpower per day}
Initiative: 17
Defense: 8 {all attacks, including firearms}
Speed: 21 (Can make it 42 for 2 Essence or 63 for 4 Essence)
Size: 5
Language: Hisil, English, Latin, Greek, French
Bans: Must chain a spirit to it each month and slowly feed
Banes: Rust
Combat: Power + Finesse (17) to attack
Weapon: Ephemeral
------------- ---------------------------------------------- ----- --------
{25 Points/Max 9/ Can pump up attributes for Essence as a turn. Can only boost a single Attribute in a turn.}

POWER (Strength, Intelligence, Presence)
00000000 (Cool

FINESSE (Dexterity, Wits, Manipulation)
000000000 (9)

RESISTANCE (Stamina, Resolve, Composure)
00000000 (Cool

------------- ---------------------------------------------- ----- --------
Influence and Numina

INFLUENCE, CONTROL: Metal 000
Duration: One day per success
Cost: 2 additional Essence
Dicepool: Power + Finesse (17) {If vs sentient being, have them contest with Resolve or Composure, whichever is higher)
*The spirit can make dramatic changes within its sphere of influence. It can twist emotions entirely or dictate an animal’s actions, plant’s growth or object’s functioning. This Influence can shift the Open Condition to Controlled for its duration. The Cost is 3 Essence.

*Awe
Dicepool: Power + Finesse (17)
The spirit causes terror in anyone who can see it. The Numen costs 3 Essence to activate and is contested with Presence + Composure + Primal Urge

*Dement
Cost: 1 Essence
Dicepool: Power + Finesse vs victim’s Intelligence + Primal Urge. The spirit torture’s its victim’s mind via psychic assault. If successful, the victim suffers the Madness Condition (p. 309) for the rest of the scene.

*Drain
Cost: None
Dicepool: Power + Finesse (17) vs Stamina + Resolve + Primal Urge
The spirit can steal Essence or Willpower (choose during activation). Whichever character gains the most successes receives points equal to the number of successes, while the victim loses the same number.

*Entropic Decay
Cost: 3 Essence
Dicepool: Power + Finesse (17) vs Stamina for living, or spirit’s Resistance, or Durability for inanimate objects.
The spirit accelerates the natural processes of decay in a target. Each success on the activation roll inflicts one point of lethal damage.

*Ghost Eater
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

*Regenerate
The spirit 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 point of bashing or lethal damage. The spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.  

*Speed
The spirit accelerates into a blur of movement. The spirit 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 4 triples it.

*Soul Bind (custom)
Dicepool: Power + Finesse (17) vs Resolve + Composure + Primal Urge
Cost: 1 Essence
The spirit can cast a ghostly chain that links to the target’s soul. Doing so paralyzes the victim physically for a number of rounds equal to the successes that the user beat their target by.

*Telekinesis
The spirit can manipulate objects without using a Manifestation Effect. This Numen costs 1 Essence. Successes on the activation roll become the spirit’s Strength when attempting to lift or throw an item. Fine motor control is impossible using this Numen.
------------------------------------------- ------------------------------------------------------- ----------------
Walter (Brown Bear)


Defense:4
Initiative: 3
Speed: 16
Size: 6
Health: 12
Armor: 1/1 Hide

Strength: 0000000
Dexterity: 00
Stamina: 000000

Athletics: 00
Brawl: 00
Stealth: 0
Survival: 000

Attack, Claws: 10 dice, +2 Lethal
Bite: 10 dice, +0 Lethal


Last edited by Admin on Fri Feb 05, 2016 10:53 pm; edited 3 times in total

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Re: An Age of Darkness: The Others

Post by Admin on Sat Nov 28, 2015 7:56 am

The Spirit of Strife


Type: Spirit
Title: Ensah 0000
Trait Limits: 12
Attribute Dots: 35
Maximum Essence: 25
Numina: 9
Primal Urge: 0000000000 (10)
Corpus 000000000000000000 (17 Health) {No wound penalties}
Willpower: 0000000000 (10) {All spirits gain 1 willpower per day}
Initiative: 24
Defense:12 {applied to all attacks, including firearms}
Speed: 29 (Can make it x2 (58) for 2 Essence or x3 (87) for 4 Essence)
Size: 5
Language: Hisil, English, Latin, Greek, French, German, Norse, Hebrew, Wolf-tongue, Arabic
Bans: Must influence loved ones to slay one-another at least once a month
Banes: Can only be damaged/dispersed by a virgin of pure heart
Combat: Power + Finesse (24) to attack
Weapon: Ephemeral (whenever fighting spirits of 2 ranks lower, Strife counts all attacks as if they are his target's  spirit banes)
------------- ---------------------------------------------- ----- --------
{35 Points/Max 12/ Can pump up attributes for Essence as a turn. Can only boost a single Attribute in a turn.}

POWER (Strength, Intelligence, Presence)
0000000000000 (12)

FINESSE (Dexterity, Wits, Manipulation)
000000000000 (12)

RESISTANCE (Stamina, Resolve, Composure)
00000000000 (12)

------------- ---------------------------------------------- ----- --------
Influence and Numina

INFLUENCE, CREATE: WAR
Duration: Permanent
Cost: 2 additional Essence
Dicepool: Power + Finesse (24) {If vs sentient being, have them contest with Resolve or Composure, whichever is higher)
*The spirit can not only make changes, but create a new example of its sphere of influence, instilling emotions, creating new war devices, or young warriors. The spirit can cause a temporary Resonant Condition in a subject for the duration of the influence. The cost is 4 Essence.



*Aggressive Meme
Dicepool: Power + Finesse (24) vs Resolve + Composure + Primal Urge
The spirit speaks to a person and plants an idea in her mind. When that person tells someone else the idea, it takes hold in his mind too. And whoever he tells wants to spread the idea as well. Those affected aren't compelled to act on the idea, buy they're thoroughly "ear wormed" by it, and their thoughts turn to it when idle until their Willpower in days has passed. The Numen costs seven Essence to activate.

*Awe
Dicepool: Power + Finesse (24)
The spirit causes terror in anyone who can see it. The Numen costs 3 Essence to activate and is contested with Presence + Composure + Primal Urge. Anyone who fails is unable to move or speak for a turn. If the spirit gains an exceptional success, the effect lasts three turns.

*Blast
The spirit may wound opponents at a distance. Range is equal to 10 yards per dot of Power (120) and the spirit suffers no range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearm. The spirit may increase the lethality of its Blast by paying Essence- every two Essence spent increases the blast by +1L. The maximum weapon bonus is equal to the spirit's Rank (4).

*Drain
Cost: None
Dicepool: Power + Finesse (24) vs Stamina + Resolve + Primal Urge
The spirit can steal Essence or Willpower (choose during activation). Whichever character gains the most successes receives points equal to the number of successes, while the victim loses the same number.

*Ghost Eater
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

*Implant Mission
Cost: 2 Essence
Dicepool: Power + Finesse (24)
On a success, the subject receives a short vision of whatever the spirit wishes them to do and is under the Obsessed Condition regarding carrying that mission out.
Obsessed (Persistent) Something's on your mind and you can't shake it. You gain 9 again on all rolls related to pursuing the obsession. On rolls not pertaining to the obsession, you lose the 10 again quality.
Resolution: Character sheds or purges their fixation.
Beat: Character fails to fulfill an obligation due to pursuing their own obligation.



*Regenerate
The spirit 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 point of bashing or lethal damage. The spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

*Speed
The spirit accelerates into a blur of movement. The spirit 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 4 triples it.

*War Mending (Custom)
Cost: None
Active: Always
Dicepool: Power + Finesse (24)
Effect: Whenever an opponent successfully attacks The Spirit of Strife with an attack, the spirit may roll Power + Finesse to instead convert it to one box of Corpus (health). An exceptional success turns it into 3 boxes of Corpus instead.

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Re: An Age of Darkness: The Others

Post by Admin on Sat Dec 05, 2015 7:41 am

SiMoN NiGhT




Virtue: Justice (Gain all Willpower when he does the right thing at risk of setbacks or loss)
Vice: Wrath (Gain Willpower when you unleash anger in a dangerous situation)
Faction: Zeal, Vengeance
Health: 000000000 (9)
Willpower: 0000000 (7)
Morality: 0000000 (7)
Size: 5
Speed: 16 (17 w/ Armor & Fleet of Foot)
Initiative: 8 (5 w/ sword out)
Defense: 8 (6 w/ armor)
Armor: 3/1 (8/5 w/ Crusader's Armor)
Benediction: 00000 (5)
------------------------ --------------------------------------------- ------------------------------------------ --------

Intelligence: 00
Wits: 0000
Resolve: 000

Strength: 0000
Dexterity: 0000
Stamina: 0000

Presence: 00
Manipulation: 0
Composure: 0000

----------------------------------------- ------------------------------------------------------------- -----------------

Mental (-3 Unskilled)
Academics: 0
Crafts: 000
Investigation: 0000
Medicine: 000 (Emergency Care +1)
Occult: 0000 (Monsters +1)

Physical (-1 unskilled)
Athletics: 0000 (Longbows +1)
Brawl: 0000
Drive: 00
Stealth: 0000
Survival: 0000 (Tracking +1)
Weaponry: 00000 (Area of Expertise: Swords +2)

Social (-1 Unskilled)
Animal Ken: 00
Empathy: 00
Expression: 00
Intimidation: 00
Persuasion: 00
Streetwise: 00

------------------------------ ---------------------------------------------------------- ----------------------------------

Merits

Native Tongue, Germanic
Languages, English: 0
Languages, French: 0

Resources: 00

Allies, Syphe (Mage): 0000

Area of Expertise: 0 (Resolve 00, Skill Specialization)

Contacts, Equestrian Messenger: 000

Fleet of Foot: 000 (Athletics 00)
*Your character is remarkably quick and runs far faster than their frame suggests. Gain +3 Movement per dot, and anyone chasing you suffers -3 penalty for rolls.

Indomitable 00 (Resolve 000)
Gain +2 to decimals whenever supernatural creatures try to use a power to influence your thoughts or emotions. If resisted, attacker gets -2 die penalty from their dicepool against you.

Parkour 0 (Dexterity 000, Athletics 00)
*Flow 0
When in a foot chase, subtract your dots from the successes needed to pursue or evade. Ignore environmental penalties to Athletics rolls equal to your Parkour rating.

Safe Place 000
Any effort to breach your safe place is penalized by the dots in this merit.

Trained Observer 0 (Wits 000 or Composure 000)
You gain 9-again for Perception rolls (Wits + Composure).

-------------------------------------------------------- ------------------------------------------------ ----------------

Tactics: BENEDICTION ABILITIES

*The Shepherd’s Blessing
Cost: 1 Willpower
Action: Reflexive
Dice Pool: Wits + Benediction (but see below).
Success: The eyes of ordinary mortals slide right off the hunter; people unconsciously acknowledge his presence but refuse to actually notice him, even if he’s armed to the teeth and engaged in an act of burglary. Any overtly hostile act, such as fi ring a gun or shouting a threat, breaks the illusion instantly, as does speaking anything other than prayer.


Crusader's Armor (Armor of St. Martin)
Cost: 1 Willpower.
Action: Instant
Dice Pool: Stamina + Benediction
Duration: 1 Scene
Success: The hunter gains an Armor rating equal to his Benediction dots. This armor does not stack with mundane
armor or other forms of supernatural armor, nor does it reduce the hunter’s Defense. The Armor of St. Martin does not protect against attacks that naturally infl ict aggravated damage.

The Hands of St. Luke
Cost: 1 Willpower
Action: Extended; each roll represents one minute of prayer and laying-on of hands.
Dice Pool: Intelligence + Benediction.
Success: The injured character’s wounds begin to close through the power of God.
Exceptional Success: In addition to tremendous progress being made, the Benediction downgrades one aggravated
wound to lethal. Successes rolled on the extended action go toward healing the characters. One success is required to heal a point of bashing damage, while two successes are required to heal a lethal wound. The healer need not declare a target number in advance, but the character may only make a number of rolls equal to his Morality. In order to use this Benediction, the healer must lay at least one hand on the injured party. Skin-to-skin contact is necessary. If physical contact is broken, all accumulated successes are lost and the character must begin again. A character may not use this ritual upon himself.

------------------------------- -------------------------------------------------------------------- ------------------------

EQUIPMENT

Crusader's Chainmail: 3/1 (Special abilities add, see above), Strength 3, Defense -2, Speed -2

Silver Longsword: 3L  Initiative -3, Does Aggravated Damage to Werewolves

Cross of the Shepherd

Cost: 1 Willpower
Action: Instant
Dicepool: Occult + Benediction (9) vs Resolve + Primal Urge
Effect: If the user of the Cross of Shepherds wins, the werewolf can only be in Hishu, Daru or Urhan form for the rest of the scene.

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Re: An Age of Darkness: The Others

Post by Admin on Thu Jan 21, 2016 6:54 pm

Zombies

Best At (7 dice): Sniffing out humans, dragging you down by sheer weight of numbers, anything that benefits from a massive wall of flesh.
Worst At (1 Die): Acting alone, being fast or clever.
Willpower/Scene: 3
Aspiration: To feast on the flesh of the living.
Initiative: 1
Defense: 3
Speed: 5
Health: 7
0000000
Weapons/Attacks: Grapple 0B Melee 7 (in group), 1 (alone) Bite 2L Melee 7 (in group), 1 (alone)

Banes: Attacks to the head

Dread Powers:

Hunter’s Senses (human flesh)
The creature has incredibly honed senses for a specific type of prey. Against that prey — redheads, teenagers, people descended from the men who killed it — the creature gains a +4 bonus to all Perception rolls, and applies 9-Again to the dice pool.

Natural Weapons ••
The creature is armed with formidable natural weaponry, whether savage jaws, rending talons, bony spurs, or metallic blades. The weaponry has a weapon modifier and armorpiercing quality equal to the number of dots in this Dread Power. If the creature’s natural weaponry includes a bite, it doesn’t need to establish a grapple in order to bite.

Toxic •
The creature has a poisonous or diseased bite, or perhaps its very presence is pestilential. The one-dot version of this Dread Power inflicts the moderate version of either the Poisoned or Sick Tilts; the two-dot version inflicts the grave version of the Tilt. This can either happen automatically when the creature inflicts damage, or it can spend 1 Willpower and roll an appropriate dice pool contested by the victim’s Stamina, depending on the nature of the Horror.

Unbreakable
The creature is nearly indestructible. Any attack that does not score an exceptional success inflicts only a single point of bashing damage. Exceptional successes inflict damage as normal. If the creature has a weakness of some sort, attacks incorporating that weakness bypass this power.

Environmental Tilt: Zombies!
The Horde Traits presented here work for when you need to focus in on an action scene involving a few characters and a modest number of zombies, but when you want to highlight the sheer, swarming mass of the walking dead, they’re not practical. This Tilt represents any area that’s packed full of zombies or similar monsters.

Effects: Characters moving through the Horde are slowed by the mindless, grasping hands and sheer press of decomposing bodies. Within the area affected by the Tilt, characters lose their Species Factor to Speed (so normal humans have a Speed equal to Strength + Dexterity). Characters who move at anything less than full speed (that is, using an Instant action to run) are subject to an attack using the Horde’s best dice pool. An exceptional success on this attack inflicts the Knocked Down Tilt. In addition, if the zombies are especially ripe, moving through the area might require characters to make a reflexive Stamina + Composure roll every minute or suffer the moderate version of the Sick Tilt.

Causing the Tilt: Any large group of mostly passive monsters could cause this Tilt. It also works for modeling the effects of being caught up in a large riot or similar crush of humanity.

Ending the Tilt: The whole point of the Tilt is that it represents too many zombies to fight effectively, but characters might be able to draw the Horde off (maybe by firing guns or operating loud, heavy machinery elsewhere), or drive them back if the Horde suffers from a Bane (if your zombies are afraid of fire, for example, Molotov cocktails or simply carrying torches might disperse them).
------------------------------------------------- -------------------------------------------------- --------------------

Modified Zombie Warrior

Aspirations:
Eat Flesh

MENTAL
Intelligence 2
Wits 2
Resolve 2

PHYSICAL
Strength 3
Dexterity 2
Stamina 3

SOCIAL
Presence 2
Manipulation 2
Composure 2

Mental Skills
Academics --
Computer --
Crafts --
Investigation --
Medicine --
Occult --
Politics --
Science --

Physical Skills
Athletics 2
Brawl 3
Drive --
Firearms --
Larceny --
Stealth --
Survival --
Weaponry 3

Social Skills
Animal Ken --)
Empathy --
Expression --
Intimidation --
Persuasion --
Socialize --
Streetwise --
Subterfuge --

MERITS


Size: 5
Speed: 7
Defense: 2
Initiative Mod: 4 Unarmed, 1 with Sword

HEALTH 8
00000000

WILLPOWER 4
0000


Equipment

Grapple 6 Dice, 0B

Bite 6 Dice, 2L

Long Sword
8 Dice
3 Damage

Full Plate
4/2

Banes: Attacks to the head

Dread Powers

Hunter's Senses (Human Flesh)
The creature has incredibly honed senses for a specific type of prey. Against that prey redheads, teenagers, people descended from the men who killed it the creature gains a +4 bonus to all Perception rolls, and applies 9-Again to the dice pool.

NATURAL WEAPONS ••
The creature is armed with formidable natural weaponry, whether savage jaws, rending talons, bony spurs, or metallic blades. The weaponry has a weapon modifier and armorpiercing quality equal to the number of dots in this Dread Power. If the creature’s natural weaponry includes a bite, it doesn’t need to establish a grapple in order to bite.

REGENERATE •••
The creature possesses incredible powers of regeneration. As a reflexive action once per turn, the creature can spend 1 Willpower per dot in the Regenerate Dread Power, healing one point of lethal damage or two points of bashing damage for each Willpower expended in this way

Toxic •
The creature has a poisonous or diseased bite, or perhaps its very presence is pestilential. The one-dot version of this Dread Power inflicts the moderate version of either the Poisoned or Sick Tilts; the two-dot version inflicts the grave version of the Tilt. This can either happen automatically when the creature inflicts damage, or it can spend 1 Willpower and roll an appropriate dice pool contested by the victim’s Stamina, depending on the nature of the Horror.

Unbreakable
The creature is nearly indestructible. Any attack that does not score an exceptional success inflicts only a single point of bashing damage. Exceptional successes inflict damage as normal. If the creature has a weakness of some sort, attacks incorporating that weakness bypass this power.
------------------------------------------------- -------------------------------------------------- --------------------

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Re: An Age of Darkness: The Others

Post by Admin on Thu Jan 21, 2016 6:58 pm

Giant Modified Zombie Warrior


Aspirations:
Eat Flesh

MENTAL
Intelligence 2
Wits 2
Resolve 2

PHYSICAL
Strength 4
Dexterity 2
Stamina 4

SOCIAL
Presence 2
Manipulation 2
Composure 2

Mental Skills
Academics --
Computer --
Crafts --
Investigation --
Medicine --
Occult --
Politics --
Science --

Physical Skills
Athletics 2
Brawl 3
Drive --
Firearms --
Larceny --
Stealth --
Survival --
Weaponry 3

Social Skills
Animal Ken --)
Empathy --
Expression --
Intimidation --
Persuasion --
Socialize --
Streetwise --
Subterfuge --

MERITS


Size: 7
Speed: 10
Defense: 2
Initiative Mod: 4 Unarmed, 0 with Great Axe

HEALTH 11
00000000000

WILLPOWER 4
0000


Equipment

Grapple 7 Dice, 0B

Bite 7 Dice, 2L

Great Axe
8 Dice (9 Again)
4 Damage

Full Plate
4/2

Banes: Attacks to the head

Dread Powers

Hunter's Senses (Human Flesh)
The creature has incredibly honed senses for a specific type of prey. Against that prey redheads, teenagers, people descended from the men who killed it the creature gains a +4 bonus to all Perception rolls, and applies 9-Again to the dice pool.

NATURAL WEAPONS ••
The creature is armed with formidable natural weaponry, whether savage jaws, rending talons, bony spurs, or metallic blades. The weaponry has a weapon modifier and armorpiercing quality equal to the number of dots in this Dread Power. If the creature’s natural weaponry includes a bite, it doesn’t need to establish a grapple in order to bite.

REGENERATE •••
The creature possesses incredible powers of regeneration. As a reflexive action once per turn, the creature can spend 1 Willpower per dot in the Regenerate Dread Power, healing one point of lethal damage or two points of bashing damage for each Willpower expended in this way

Toxic •
The creature has a poisonous or diseased bite, or perhaps its very presence is pestilential. The one-dot version of this Dread Power inflicts the moderate version of either the Poisoned or Sick Tilts; the two-dot version inflicts the grave version of the Tilt. This can either happen automatically when the creature inflicts damage, or it can spend 1 Willpower and roll an appropriate dice pool contested by the victim’s Stamina, depending on the nature of the Horror.

Unbreakable
The creature is nearly indestructible. Any attack that does not score an exceptional success inflicts only a single point of bashing damage. Exceptional successes inflict damage as normal. If the creature has a weakness of some sort, attacks incorporating that weakness bypass this power.

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Re: An Age of Darkness: The Others

Post by Admin on Sat Jan 23, 2016 9:14 am

Autumn Alder

Type: Spirit
Title: Hursih 0
Trait Limits: 5 dots
Attribute Dots: 8
Maximum Essence: 10
Numina: 3
Primal Urge: 0 (1)
Corpus (Health): 0 0 0 0 0 0 0 (7) {No wound penalties}
Willpower: 0 0 0 0 0 0 (6) {All spirits gain 1 willpower per day}
Initiative: 6
Defense: 4 {all attacks, including firearms}
Speed: 11
Size: 1-5
Language: Hisil, English
Bans: Must whither one tree a day (Entropic Decay)
Banes: Snow/Ice
Combat: Power + Finesse to attack
Weapon: Ephemeral
------------- ---------------------------------------------- ----- --------

POWER (Strength, Intelligence, Presence)
00

FINESSE (Dexterity, Wits, Manipulation)
0000

RESISTANCE (Stamina, Resolve, Composure)
00

------------- ---------------------------------------------- ----- --------
Influence and Numina

INFLUENCE, Fire: 0
(rolls Power + Finesse, with success creating a desired effect)
Duration: 10 minutes per success
Cost: No additional Essence cost
*Strengthen 0: Can make a fire more potent, gaining spirit’s rank to fire’s power.

*Blast
The spirit may wound opponents at a distance. Range equals 10 yards per dot of Power and the spirit does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearms. The spirit may increase the leathality of its Blast by paying Essence- Every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the spirit’s Rank (1).

*Entropic Decay
The spirit accelerates the natural processes of decay in a target. This costs 3 Essence. The activation dice pool is resisted by Stamina for living objects and Resistance for Spirits or Durability for inanimate objects. Each success on the activation roll inflicts one point of lethal damage.

*Ghost Eater
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

*Regenerate
The spirit 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 point of bashing or lethal damage. The spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

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Re: An Age of Darkness: The Others

Post by Admin on Sat Jan 30, 2016 9:08 am

Jack O' Lantern

Archetype: Reaper
Threshold: The Torn

Type: Spirit
Title: Hursih 0
Trait Limits: 5 dots
Attribute Dots: 8
Maximum Essence: 10
Numina: 3
Primal Urge: 0 (1)
Corpus (Health): 0 0 0 0 0 0 0 (7) {No wound penalties}
Willpower: 0 0 0 0 0 0 (6) {All spirits gain 1 willpower per day}
Initiative: 6
Defense: 4 {all attacks, including firearms}
Speed: 11
Size: 1-5
Language: Hisil, English
Bans: Must transform one person per month into a Vined One
Banes: Snow/Ice
Combat: Power + Finesse to attack
Weapon: Ephemeral
------------- ---------------------------------------------- ----- --------

POWER (Strength, Intelligence, Presence)
00

FINESSE (Dexterity, Wits, Manipulation)
0000

RESISTANCE (Stamina, Resolve, Composure)
00

------------- ---------------------------------------------- ----- --------
Influence and Numina


INFLUENCE, Fire: 0
(rolls Power + Finesse, with success creating a desired effect)
Duration: 10 minutes per success
Cost: No additional Essence cost
*Strengthen 0: Can make a fire more potent, gaining spirit’s rank to fire’s power.

*Blast
The spirit may wound opponents at a distance. Range equals 10 yards per dot of Power and the spirit does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearms. The spirit may increase the leathality of its Blast by paying Essence- Every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the spirit’s Rank (1).

*Ghost Eater
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

*Regenerate
The spirit 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 point of bashing or lethal damage. The spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

*Snare (Vines): Creature creates a s are of vines that entraps victims. By spending 1 Essence, the creature denotes an area of up to 10 square yards- it can attempt to grapple any victim in this area using the its own Attributes and skills w/ +3 bonus.

*Gauntlet Cloak
By spending 2 Essence, creature can reach into Gauntlet and draw the barrier around itself as an instant action, concealing and hiding it just parallel to the physical world. The creature is effectively invisible, when it emerges by taking any action it is visible again. If it enters combat from its cloak by making an attack, then it adds a +3 bonus to its Dexterity + Stealth roll made for a surprise attack.



-------------------------------- -------------------------------------------------------- ------------------------------

Vines-Ones


Willpower: 5
Essence: 4
Health: 00000000 ( 8 )
Initiative: 7 (10 when on Home Ground)
Defense: 4
Armor: 3/3 (6/6 when on Home Ground)
Speed: 10

Intelligence: 2
Wits: 2
Resolve: 3

Strength: 4
Dexterity 3
Stamina: 4

Presence: 2
Manipulation: 3
Composure: 2

Skills:
Athletics: 3
Brawl: 3
Stealth: 3

Merits
Danger Sense 00
Fast Reflexes 00
Improvised Weaponry 000
Patient 0

Dread Powers
Natural Weapon, Hardened Fists: 0L
Armored Hide 000
Home Ground: +3 to all physical dice pools while in its territory, reduce all damage suffered by 3, add +3 to rolls to resist supernatural effects
Snare (Vines): Creature creates a s are of vines that entraps victims. By spending 1 Essence, the creature denotes an area of up to 10 square yards- it can attempt to grapple any victim in this area using the its own Attributes and skills w/ +3 bonus.

Attack
4 (Strength) + 3 (Brawl) +3 (Home Ground)= 11 to attack, +OL

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Re: An Age of Darkness: The Others

Post by Admin on Sat Feb 06, 2016 8:47 am

Xu Chen



Virtue: Determined
Vice: Sloth
Concept: Shaolin Monk Claimed by "Spirit of Battling Winds"
Health: 00000000-000
Willpower: 0000000-000
Maximum Essence: 10
Numina: 3
Integrity: 0000000 (Meditate)
Size: 5
Speed: 11
Defense: 8 (10 if he takes -2 to attack){13 w/ Duck & Weave: Can -1 to attack to add additional +3 to Defense} [+3 against any other opponents who are unarmed(free)]
Armor: 1/0, Reinforced Clothing: Strength 1  Defense: -0  Coverage: Torso, arms, legs
Initiative Modifier: 7


Attributes

INTELLIGENCE 00-000
WITS 000-000
RESOLVE 000-000

STRENGTH 000-000
DEXTERITY 000-000
STAMINA 000-000

PRESENCE 00-000
MANIPULATION 0-000
COMPOSURE 0000-000


Skills

{Mental -3 unskilled}
Crafts 00
Medicine 0
Occult 00


{Physical -1 unskilled}
Athletics: 00000 (Endurance +1)
Brawl 00000 (Grappling +1)
Stealth 000 (Silent +1)


{Social -1 unskilled}
Empathy 000
Expression 00
Subterfuge 00

MERITS
Language, Mandarin (Native)

Meditative Mind 0000
*Ignore Environment Penalties to meditate
**+3 to all Resolve + Composure checks
****Only need 1 success to meditate

Defensive Combat: Brawl 0

Unarmed Defense 0000 {Prerequisites: Dexterity 000, Brawl 00, Defensive Combat: Brawl}

Like a Book 0: When facing an unarmed opponent and not Dodging, increase your Defense by half your Brawl.

Studied Style 00: You focus on one opponent on the battlefield. Attacks from them do not reduce your Defense. If your Defense reduces their attack pool to zero, further attacks lose the 10-again quality.

Redirect 000: When attacked by multiple opponents, you can direct their blows against one another. When you Dodge, if your Defense rolls reduce an attack's successes to 0, your attacker rolls the same attack against another attacker of your choice.

Joint Strike 0000: Spend a Willpower and roll Strength + Brawl instead of Defense. If you score more successes than attacker, you deal one point of bashing damager per extra success and inflict either "Arm Wrack" or "Leg Wrack" Tilt (your choice).

Like the Breeze 00000: When dodging, if your Defense roll reduces an opponent's attack successes to zero, you can inflict Knocked Down Tilt. You must declare that you're using this maneuver at the start of the turn before taking any other attacks.


Street Fighting 00000 (Prerequisite: Stamina 000, Brawl 00, Streetwise 00)

Duck and Weave 0: Can take -1 reflexively to any actions this turn in order to use Wits and Dexterity to calculate Defense. If you've already rolled this round without taking any -1 penalty, you can not use.

KNocking the Wind Out 00: When your character makes a successful unarmed attack, the opponent (if they breath) suffers a -1 to their next roll.

Kick 'Em While They're Down 000: Any successes on an attack roll that exceed the opponent's Stamina may optionally apply the Knocked Down Tilt p.21. Additionally, any time your character is close enough to strike when an opponent attempts to get up from phones position, user can reflexively cause 2B damage.

One-Two Punch 0000: Whenever you make a successful attack, can spend a point of Willpower to cause 2 extra points of bashing damage (+2 Lethal because of Martial Arts).

Last Ditch Effort: Any time character is about to take a hit or overpowering maneuver when they're already suffering wound penalties, they can reflexively spend a Willpower point and sacrifice their Defense for the turn to make an attack against their would-be assailant. This can happen even if they've already acted in a turn, so long as they have not already spent Willpower. Resolve this attack before the opponent's action.

Martial Arts 00000 (Prerequisites: Resolve 000, Dexterity 000, Athletics 00, Brawl 00

Focused Attack 0: Reduce penalties for hitting specific targets by one. Additionally, you may ignore one point of armor on any opponent.

Defensive Strike 00: Can add +1 or +2 to Defense in return for -1 or -2 to any attacks you make. This can only be used in a  turn in which you attack, and it cannot be used with Dodge.

Whirlwind Strike 000: As long as character has Defense available to her and is not Dodging, anyone coming into arm's reach takes 1B damage. This damage continues oncer per turn as long as the enemy stays within range. Damage occurs on the enemy's turn. If you spend 1 point of Willpower, this damage becomes 2B until next turn.

The Hand as Weapon 0000: Unarmed strikes cause Lethal Damage.

Touch of Death 00000: Unarmed strikes count as weapons with +2 damage rating.

"CLAIMED" (p. 191 WTF)

Claimed creatures are permanently possessed & merge with spirit involved. Subject remains mentally active, but has fused with spirit. Add one dot of spirits' Attributes to the host's, permanently raising them
(Power= Strength, Intelligence Presence)
(Finesse= Wits, Dexterity, Manipulation)
{Resistance= Stamina, Composure, Resolve)

Claimed may use spirit's Influences, but not Numina or Manifestation Effects. They may develop unique Dread Powers (p.210 WTF). The spirit is now also safe from Essence bleed. The hybrid being that results has the spirit's Essence train, ban and bane, but is a material being. Claimed can also cross the Gauntlet at a Locus w/ a successful Intelligence + Presence roll.

Ending Condition: Claim is permanent in living host unless spirit decides to detach itself, rolling Power + Finesse penalized by its own Rank and contested by hosts's Resolve + Composure = any dots gained from being Claimed.

DREAD POWERS (p.210)

*Air Elmental: Creature can turn itself into a gaseous form by spending 1 Essence, becoming a radiant swarm of blue orbs. This form lasts for a scene or until the creature decides to leave it, allowing it to fly at its base Speed, slip through cracks and flow around obstacles.

*Time Halt: While possessed, the host does not age, nor can he become sick from any diseases or ailments.

*Juggernaut: Not much can stop the creature; bricks, concrete, steel, it brushes it all aside. The creature adds its Strength as automatic points of damage when it strikes an object or structure.

*Regenerate 000: Can spend 1 Essence per dot in the Regenerate Dread Power, healing 1 (3) point of lethal damage or 2 (6) points of flashing per Essence spent.


Equipment
Padded Clothing


DICEPOOLS
*Regular Attack:11 (12 when grappling), Damage: +2L plus opponent's next roll suffers -1 penalty plus if attack roll exceeds opponent's Stamina, you may apply "Knocked Down" Tilt plus can spend Willpower to cause +2L extra

*Attack that maximizes Defense: 8 dice, Damage +2L plus opponent's next roll suffers -1 penalty,  plus if attack roll exceeds opponent's Stamina, you may apply "Knocked Down" Tilt plus can spend Willpower to cause +2L extra, DEFENSE becomes 13 or 16 vs other unarmed opponents plus if attack roll exceeds opponent's Stamina

*When Opponents are Adjacent to Character: 1L (or 2L by spending 1 Willpower)

*If Damaged and about to be Hit: Spend 1 Willpower as a reflexive action to attack opponent 1st, even if you've attacked already

---------------------- ------------------------------------------------------- ------------------------------------------


Type: Spirit
Title: Hursih 0
Trait Limits: 5 dots
Attribute Dots: 8
Maximum Essence: 10
Numina: 3
Primal Urge: 0 (1)
Corpus (Health): 0 0 0 0 0 0 0 (7) {No wound penalties}
Willpower: 0 0 0 0 0 0 (6) {All spirits gain 1 willpower per day}
Initiative: 6
Defense: 4 {all attacks, including firearms}
Speed: 11
Size: 1-5
Language: Hisil, English
Bans: Must cause minimal destruction each day
Banes: Hates Fire, as it consumed Oxygen
Combat: Power + Finesse to attack
Weapon: Ephemeral
------------- ---------------------------------------------- ----- --------

POWER (Strength, Intelligence, Presence)
000

FINESSE (Dexterity, Wits, Manipulation)
000

RESISTANCE (Stamina, Resolve, Composure)
000

------------- ---------------------------------------------- ----- --------
Influence and Numina

INFLUENCE, Air: 0
(rolls Power + Finesse, with success creating a desired effect)
Duration: 10 minutes per success
Cost: No additional Essence cost
*Strengthen 0: Can make a fire more potent, gaining spirit’s rank to fire’s power.

*Blast
The spirit may wound opponents at a distance. Range equals 10 yards per dot of Power and the spirit does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearms. The spirit may increase the leathality of its Blast by paying Essence- Every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the spirit’s Rank (1).


*Ghost Eater
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

*Regenerate
The spirit 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 point of bashing or lethal damage. The spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

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Re: An Age of Darkness: The Others

Post by Admin on Thu Feb 18, 2016 10:13 pm

Fearowe


Type: Embodied Spirit Familiar, 0000
Willpower: 000000 ( 6 )
Initiative: 6
Essence: 10
Corpus (Health): 0000000 ( 7 )
Influence: 2 dots
Numina: 1, Use 6 Dice
Ban: -1 to all dice pools in Winter Time
Defense: 3
Speed 14 (Flight, species factor 10)
Size: 2

Intelligence 0
Wits 00
Resolve 000

Strength 0
Dexterity 000
Stamina 00

Presence 000
Manipulation 0
Composure 000

Skills
Athletics 000
Brawl 00
Intimidation 00
Stealth 00
Survival 000

Influences/Numina

Influence: Wind, Level 00
The spirit can make minor changes within its sphere of influence, such as slightly chasing the nature or target of an emotion, or making minor changes to an object's function. This costs 2 Essence.

Entropic Decay
The spirit accelerates the natural processes of decay in a target. This costs 3 Essence. The activation dice pool is resisted depending on the subject of the power- living creatures penalize the roll by Stamina, spirits by Resistance, while inanimate objects use Durability. Each success on the activation roll inflicts one point of lethal damage.


Weapons
Beak: +4 attack, 1L  
Talons +4 attack, 1L

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Re: An Age of Darkness: The Others

Post by Admin on Wed Mar 23, 2016 8:07 pm

Infernal Templar


Size: 5
Speed: 8 In Armor, 10 without
Defense In Armor with Shield: 6
Defense In Armor: 3
Defense Without Armor: 4
Armor: Full Plate 4/2
Initiative Mod with Fire Axe & Shield: -1
Initiative Mod with Fire Axe: 0
Initiative Mod Unarmed: 4
Initiative Mod with Dagger: 3
Initiative Mod with Crossbow: 0
HEALTH 7
0000000
WILLPOWER 4
0000

MENTAL
Intelligence 3
Wits 2
Resolve 2

PHYSICAL
Strength 000-00
Dexterity 00-000
Stamina 000-00

SOCIAL
Presence 2
Manipulation 2
Composure 2

Mental Skills
Academics 1
Computer --
Crafts --
Investigation --
Medicine --
Occult 2( Infernals) 9 Again
Politics 1
Science --

Physical Skills
Athletics 2
Brawl 2
Drive 1
Firearms 2
Larceny --
Stealth --
Survival 1
Weaponry 4 ( Axes/Swords +1) 9 Again

Social Skills
Animal Ken 3 (Horses +1)
Empathy --
Expression 1
Intimidation 2
Persuasion 1
Socialize 1
Streetwise 1
Subterfuge 1

MERITS
Native Language: ??????
Multilingual: ???????&???????
Resources 3
Professional Training: Cultists 2
Defensive Combat: Weaponry


Equipment

Fire Axe or Sword and Shield
8 Dice (+10 w/ Ultimate Honing) 8 Again
4L Damage or 3L

CROSSBOW
4 (7 w/ ultimate honing) Dice
2 Damage

DAGGER
6 Dice (8 w/ ultimate honing) 9 Again
1L Damage

UNARMED
5 DICE (7 w/ ultimate honing)
Bashing Damage or Lethal with Full Plate Gauntlets


Last edited by Admin on Sat Apr 09, 2016 8:25 am; edited 3 times in total

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Re: An Age of Darkness: The Others

Post by Admin on Wed Mar 23, 2016 8:11 pm

InFeRnAL BeAsTs


Aspirations: Inflicting Pain
Size: 5
Speed: 12
Defense 7 or 10 with Shield
Armor: Naturally Thick Hide 1/0
Initiative Mod with Fire Axe & Shield: -1
Initiative Mod with Battle Axe: 0
Initiative Mod Unarmed & no Shield: 4
HEALTH 9
WILLPOWER 2

MENTAL
Intelligence 1
Wits 3
Resolve 1

PHYSICAL
Strength 4
Dexterity 3
Stamina 4

SOCIAL
Presence 2
Manipulation 1
Composure 1

Mental Skills
Academics --
Computer --
Crafts --
Investigation --
Medicine --
Occult 2( Infernals)
Politics 1 (Hell)
Science --

Physical Skills
Athletics 4
Brawl 2
Drive 1
Firearms --
Larceny --
Stealth --
Survival 3 (Tracking)
Weaponry 3

Social Skills
Animal Ken --
Empathy --
Expression --
Intimidation 3
Persuasion --
Socialize --
Streetwise --
Subterfuge --

MERITS
Native Language: ??????
Parkour 4

Equipment

Fire Axe and Shield
6 Dice 8 Again
3L Damage

BITE
6 Dice 9 Again
1L Damage and target loses 1 Vitae,Mana, Essence, Glamor, Plasma, or Willpower

Hoove Kick
6 Dice
2L Damage if more Damage then Target's Stamina they are Knocked Down

UNARMED
6 DICE
Bashing Damage

Flow (•): Your character reacts instinctively to any obstacles with leaps, jumps, and scaling techniques. When in a foot chase, subtract your Parkour from the successes needed to pursue or evade. Also, ignore environmental penalties to Athletics rolls equal to your Parkour rating.

Cat Leap (••): Your character falls with outstanding grace. When using a Dexterity + Athletics roll to mitigate damage from falling, your character gains one automatic success. Additionally, add your Parkour rating to the threshold of damage that can be removed through this roll. Parkour will not mitigate damage from a terminal velocity fall.

Wall Run (•••): When climbing, your character can run upward for some distance before having to traditionally climb. Without rolling, your character scales10 feet + five feet per dot of Athletics as an instant action, rather than the normal 10 feet.

DREAD POWERS

Prodigious Leap
By spending 1 Willpower (p. 147 WoD), creature can jump about four stories straight up or across a six-lane highway (or equivalent distance).

Acrid Blood
SPECIAL : WHENEVER A WEAPON OR OBJECT IS COATED IN GOAT BLOOD IT LOSES 1 POINT OF IT'S STRUCTURE. IT IS THE GM'S CALL WHEN AND IF THIS HAPPENS.

EXAMPLES : SUCCESSFUL SWORD STRIKE ON GOAT = SWORD LOSES 1 POINT OF STRUCTURE

CLUB OR WAR HAMMER SUCCESSFUL USED TO STRIKE  A GOAT, MAYBE IT LOSES STRUCTURE MAYBE NOT

SOME ITEMS SUCH AS STONE MAYBE IMMUNE, etc....


Last edited by Admin on Wed Mar 23, 2016 8:30 pm; edited 1 time in total

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Re: An Age of Darkness: The Others

Post by Admin on Wed Mar 23, 2016 8:16 pm

InFeRnAL BeAsT LeAdEr


Aspirations: Inflicting Pain
Size: 6
Speed: 15
Defense 7 or 10 with Shield
Armor: 4/1 (Naturally Thick Hide 2/0 + Piecemeal 2/1)
Initiative Mod with Fire Axe & Shield: -1
Initiative Mod with Battle Axe: 0
Initiative Mod Unarmed & no Shield: 4
HEALTH 12
WILLPOWER 2

MENTAL
Intelligence 1
Wits 3
Resolve 1

PHYSICAL
Strength 6
Dexterity 3
Stamina 6

SOCIAL
Presence 2
Manipulation 1
Composure 1

Mental Skills
Academics --
Computer --
Crafts --
Investigation --
Medicine --
Occult 2( Infernals)
Politics 1 (Hell)
Science --

Physical Skills
Athletics 4
Brawl 2
Drive 1
Firearms --
Larceny --
Stealth --
Survival 3 (Tracking)
Weaponry 3

Social Skills
Animal Ken --
Empathy --
Expression --
Intimidation 3
Persuasion --
Socialize --
Streetwise --
Subterfuge --

MERITS
Native Language: ??????
Parkour 4

Equipment
Piecemeal 2/1
Massive Axe and Shield
9Dice 8 Again
4L Damage

BITE
8 Dice 9 Again
1L Damage and target loses 1 Vitae,Mana, Essence, Glamor, Plasma, or Willpower

Hoove Kick
8 Dice
2L Damage if more Damage then Target's Stamina they are Knocked Down

UNARMED
8 DICE
Bashing Damage

Flow (•): Your character reacts instinctively to any obstacles with leaps, jumps, and scaling techniques. When in a foot chase, subtract your Parkour from the successes needed to pursue or evade. Also, ignore environmental penalties to
Athletics rolls equal to your Parkour rating.

Cat Leap (••): Your character falls with outstanding grace. When using a Dexterity + Athletics roll to mitigate damage from falling, your character gains one automatic success. Additionally, add your Parkour rating to the threshold of damage that can be removed through this roll. Parkour will not mitigate damage from a terminal velocity fall.

Wall Run (•••): When climbing, your character can run upward for some distance before having to traditionally climb. Without rolling, your character scales10 feet + five feet per dot of Athletics as an instant action, rather than the normal 10 feet.

DREAD POWERS

Prodigious Leap
By spending 1 Willpower (p. 147 WoD), creature can jump about four stories straight up or across a six-lane highway (or equivalent distance).

Acrid Blood
SPECIAL : WHENEVER A WEAPON OR OBJECT IS COATED IN GOAT BLOOD IT LOSES 1 POINT OF IT'S STRUCTURE. IT IS THE GM'S CALL WHEN AND IF THIS HAPPENS.

EXAMPLES : SUCCESSFUL SWORD STRIKE ON GOAT = SWORD LOSES 1 POINT OF STRUCTURE

CLUB OR WAR HAMMER SUCCESSFUL USED TO STRIKE  A GOAT, MAYBE IT LOSES STRUCTURE MAYBE NOT

SOME ITEMS SUCH AS STONE MAYBE IMMUNE, etc....

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Re: An Age of Darkness: The Others

Post by Admin on Thu Apr 07, 2016 9:05 pm

Sarsicus has long been a Wizard of power who has indulged himself beyond any mundane comprehension of excess. The Demonic being that dwells within his refuge pit was originally summoned as a means of consuming the waste created by the Wizard's extravagant life style. It's sole purpose was once to only consume the cast offs of Sarsicus's table scraps, chamber pots, and failed experiments. Though as Sarsicus's brood grew with the addition of the ever gluttonous and lust filled legion of black hooves, the waste of excesses were multiplied many fold, and so did that which Consumes. In time That Which Consumes grew strong enough that it began searching outside it's pit to find meals, and more then once it has feasted upon those that dare invade the Catacombs of France.

THAT WHICH CONSUMES
CARRION CRAWLER BROOD MOTHER


Aspirations: CONSUMING

MENTAL
Intelligence 2
Wits 3
Resolve 2

PHYSICAL
Strength 7
Dexterity 3
Stamina 7

SOCIAL
Presence 7
Manipulation 7
Composure 2

Mental Skills
Academics --
Computer --
Crafts --
Investigation --
Medicine --
Occult 2( Infernals)
Politics 1 (Hell)
Science --

Physical Skills
Athletics 2
Brawl 6
Drive --
Firearms --
Larceny --
Stealth 4
Survival 3 (Tracking)
Weaponry --

Social Skills
Animal Ken --
Empathy --
Expression --
Intimidation 6
Persuasion --
Socialize --
Streetwise --
Subterfuge --


Native Language: ??????

DICE POOLS

INITIATIVE +5

KNOCKING PEOPLE AROUND WITH TENTACLES 13 DICE ((BASHING DAMAGE))
GRAPPLING WITH TENTACLES 13 DICE ((BASHING DAMAGE ROUND 1/ ROUND 2 IS LETHAL FROM MAW MOUTH))

Size: 8
Speed: 10
Defense 5

WILLPOWER: 6
OOOOOO

HEALTH: 15
OOOOO OOOOO OOOOO

MADNESS AND TERROR
The monster’s gaze (or perhaps its voice, touch, or toxic blood) induces madness and terror in its victims. By expending 1 Willpower and making a roll of an appropriate dice pool contested by the victim’s Composure, the Horror may inflict one of the following Conditions on the victim: Guilty, Shaken, or Spooked. For 3 Willpower it may instead inflict the Broken, Fugue, or Madness Conditions.

SURPRISE ENTRANCE
No matter how secure its victims think they are, by spending 1 Willpower the creature may suddenly appear in the scene. Perhaps it can manifest out of higher-dimensional space via any right angle, emerge from any reflective surface, or it can simply burst through the wall. Any character witnessing this entrance must succeed on a reflexive Resolve + Composure roll or gain the Shaken Condition.

If the characters have actively taken appropriate measures to keep the Horror out (barring and locking the door, smashing all the mirrors they can find, etc.) it will take the creature one full turn to break through, giving the characters time to react. If not, it’s just there as a reflexive action and can take one more action before anyone can react.

WALL CLIMB
The creature can walk up walls or even cling to the ceiling, and can move its full Speed while doing so.

TOXIC ••
The creature has a poisonous or diseased bite, or perhaps its very presence is pestilential. The one-dot version of this Dread Power inflicts the moderate version of either the Poisoned or Sick Tilts; the two-dot version inflicts the grave version of the Tilt. This can either happen automatically when the creature inflicts damage, or it can spend 1 Willpower and roll an appropriate dice pool contested by the victim’s Stamina, depending on the nature of the Horror.
__________________________________________________________________________________________________________________________________________________


As it Consumed, it Grew, and so did It's Hunger. There was Flesh enough that it made what it needed to extend it's reach for More, and so it used what ingredients it had available to make it's Children. The half eaten corpses of Men and Women who have been filled with the acidic ejaculate of the Black Hoove rapes, the table scraps of Sarsiscus's extravagant Feasts, Chamber Pot Fillings, and all other matter of most horrid things. Each are Demonic Horrors in their own right, but none compare to the potency of their creator.

THE CHILDREN OF CONSUMPTION


Aspirations: CONSUMING

MENTAL
Intelligence 1
Wits 1
Resolve 1

PHYSICAL
Strength 3
Dexterity 1
Stamina 3

SOCIAL
Presence 7
Manipulation 1
Composure 1

Mental Skills
Academics --
Computer --
Crafts --
Investigation --
Medicine --
Occult 1( Infernals)
Politics 1 (Hell)
Science --

Physical Skills
Athletics 1
Brawl 3
Drive --
Firearms --
Larceny --
Stealth 4
Survival 3 (Tracking)
Weaponry --

Social Skills
Animal Ken --
Empathy --
Expression --
Intimidation 6
Persuasion --
Socialize --
Streetwise --
Subterfuge --

MERITS
Native Language: ??????

DICE POOLS
BASHING WITH TENTACLES 6 DICE ((BASHING DAMAGE))

GRAPPLING WITH TENTACLES 6 DICE ((ROUND 1 BASHING/ ROUND 2 LETHAL FROM BITING))
INITIATIVE +5

KNOCKING PEOPLE AROUND WITH TENTACLES 13 DICE ((BASHING DAMAGE))
GRAPPLING WITH TENTACLES 13 DICE ((BASHING DAMAGE ROUND 1/ ROUND 2 IS LETHAL FROM MAW MOUTH))

Size: 5
Speed: 6
Defense :2

WILLPOWER: 2
OO

HEALTH: 8
OOOOO OOO

MADNESS AND TERROR
The monster’s gaze (or perhaps its voice, touch, or toxic blood) induces madness and terror in its victims. By expending 1 Willpower and making a roll of an appropriate dice pool contested by the victim’s Composure, the Horror may inflict one of the following Conditions on the victim: Guilty, Shaken, or Spooked. For 3 Willpower it may instead inflict the Broken, Fugue, or Madness Conditions.

SURPRISE ENTRANCE
No matter how secure its victims think they are, by spending 1 Willpower the creature may suddenly appear in the scene. Perhaps it can manifest out of higher-dimensional space via any right angle, emerge from any reflective surface, or it can simply burst through the wall. Any character witnessing this entrance must succeed on a reflexive Resolve + Composure roll or gain the Shaken Condition.

If the characters have actively taken appropriate measures to keep the Horror out (barring and locking the door, smashing all the mirrors they can find, etc.) it will take the creature one full turn to break through, giving the characters time to react. If not, it’s just there as a reflexive action and can take one more action before anyone can react.

WALL CLIMB
The creature can walk up walls or even cling to the ceiling, and can move its full Speed while doing so.

TOXIC ••
The creature has a poisonous or diseased bite, or perhaps its very presence is pestilential. The one-dot version of this Dread Power inflicts the moderate version of either the Poisoned or Sick Tilts; the two-dot version inflicts the grave version of the Tilt. This can either happen automatically when the creature inflicts damage, or it can spend 1 Willpower and roll an appropriate dice pool contested by the victim’s Stamina, depending on the nature of the Horror.

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Re: An Age of Darkness: The Others

Post by Admin on Thu Apr 14, 2016 9:06 pm

Paladins of the Vatican


Old Man: Father Sarbello Cona
Young Man: Zeno Serafine
Young Woman: Sister Alfreda Capece

Virtue: Justice (Gain all Willpower when he does the right thing at risk of setbacks or loss)
Vice: Wrath (Gain Willpower when you unleash anger in a dangerous situation)
Faction: Zeal, Vengeance
Health: 9
Willpower: 8
Morality: 8
Size: 5
Speed: 16 Because of Fleet of Foot (13 w/ Armor)
Initiative: 8 (0 w/ sword & shield out)
Defense: 9 w/ shield (7 w/out)
Armor: 4/2 (11/9 w/ Crusader's Armor Ability)
Benediction: 7
------------------------ --------------------------------------------- ------------------------------------------ --------

Intelligence: 000
Wits: 0000
Resolve: 000 (Meditative Mind: +3 to any Resolve + Composure Checks)

Strength: 0000
Dexterity: 0000
Stamina: 0000

Presence: 0000
Manipulation: 00
Composure: 0000 (Meditative Mind: +3 to any Resolve + Composure Checks)

----------------------------------------- ------------------------------------------------------------- -----------------

Mental (-3 Unskilled)
Academics: 00
Crafts: 000
Investigation: 0000 (Supernatural +1)
Medicine: 000 (Emergency Care +1)
Occult: 0000 (Monsters +1)

Physical (-1 unskilled)
Athletics: 0000 (Longbows +1)
Brawl: 0000 (Grapple +1)
Drive: 00
Stealth: 0000
Survival: 0000 (Tracking +1)
Weaponry: 00000 (Area of Expertise: Swords +2)

Social (-1 Unskilled)
Animal Ken: 000
Empathy: 000
Expression: 000 (Sermons +1)
Intimidation: 00
Persuasion: 00
Streetwise: 000

------------------------------ ---------------------------------------------------------- ----------------------------------

Merits

Native Tongue, Italian
Languages, English: 0
Languages, French: 0

Resources: 000

Area of Expertise: 0 (Resolve 00, Skill Specialization)

Contacts, Vatican: 0000

Fleet of Foot: 000 (Athletics 00)
*Your character is remarkably quick and runs far faster than their frame suggests. Gain +3 Movement per dot, and anyone chasing you suffers -3 penalty for rolls.

Indomitable 00 (Resolve 000)
Gain +2 to decimals whenever supernatural creatures try to use a power to influence your thoughts or emotions. If resisted, attacker gets -2 die penalty from their dicepool against you.

Trained Observer 0 (Wits 000 or Composure 000)
You gain 9-again for Perception rolls (Wits + Composure).

Meditative Mind 00: When the character has successfully meditated, they gain +3 bonus on any Resolve + Composure Checks

Quick Draw 0: Can draw a weapon they specialize in (sword) as a reflexive action, and can be done any time his Defense applies.

Sister Alfreda Capece , Pyrokinesis (Psychokinesis) •••••: Roll Resolve + Occult (p.58 WoD) to manipulate fire. If it is against someone for damage, they minus their Resolve as a penalty from your roll. ••••• of Pyrokinesis does the amount of successes +2L.

Old Man: Father Sarbello Cona
Inspiring (•••)
Prerequisite: Presence •••
Effect: Your character’s passion inspires those around her to greatness. With a few words, she can redouble a group’s confidence or move them to action.
Make a Presence + Expression roll. A small group of listeners levies a -1 penalty, a small crowd a -2, and a large crowd a -3. Listeners gain the Inspired Condition. The character may not use this Merit on herself.

Small Unit Tactics (••)
Prerequisites: Presence •••
Effect: Your character is a proficient leader in the field. She can organize efforts and bark orders to remarkable effect. Once per scene, when making a coordinated action that was planned in advance, spend a point of Willpower and an instant action. A number of characters equal to your character’s Presence can benefit from the +3 bonus gained from the Willpower expenditure.


Know the Territory 000
Prerequisites:
Wits 00, Composure 000, Investigation 00, Crafts 00, Survival or Streetwise 00
Effect:
Your character is trained to quickly analyze a map and make command decisions about the best way to approach a situation, You could be an engineer, a retrieval specialist, a hunter, or a tactician. Before combat, if you have access to a detailed map of the area in which you will be fighting with accurate intelligence about recent changes, Make a Wits + Investigation roll for each dot you possess in this Merit. Each roll takes 1 minute to read information and relay it to your team. For each roll that is successful, you may apply one of the following bonuses for a number of turns equal to your Composure after combat begins. Your team may consist of a number of members equal to your Wits Score.
*Increase the Speed and Initiative of your team by 1 for each success dedicated to this ability. Those
who act first in combat are usually the victors.
*Set a Trap for your enemy, This trap will deal 1 Lethal damage for each success you dedicate to this
ability. This prevents the enemy from escaping.
*Add 1 Lethal to the damage of your party against objects or structures in the area. This ability may
be applied once per success dedicated to this ability. This allows your team to tear through cover and breach doors more effectively.
*Decrease called shot penalties by 1 for each success dedicated to this ability, as you advise your team
how to avoid friendly fire and civilian casualties.
Increase the Durability of cover by 1 for each success dedicated to this ability, as you inform your team the best ways to utilize cover.



-------------------------------------------------------- ------------------------------------------------ ----------------

Tactics: BENEDICTION ABILITIES

*The Shepherd’s Blessing
Cost: 1 Willpower
Action: Reflexive
Dice Pool: Wits + Benediction (but see below).
Success: The eyes of ordinary mortals slide right off the hunter; people unconsciously acknowledge his presence but refuse to actually notice him, even if he’s armed to the teeth and engaged in an act of burglary. Any overtly hostile act, such as fi ring a gun or shouting a threat, breaks the illusion instantly, as does speaking anything other than prayer.

Crusader's Armor (Armor of St. Martin)
Cost: 1 Willpower.
Action: Instant
Dice Pool: Stamina + Benediction
Duration: 1 Scene
Success: The hunter gains an Armor rating equal to his Benediction dots. This armor does not stack with mundane
armor or other forms of supernatural armor, nor does it reduce the hunter’s Defense. The Armor of St. Martin does not protect against attacks that naturally infl ict aggravated damage.

The Hands of St. Luke
Cost: 1 Willpower
Action: Extended; each roll represents one minute of prayer and laying-on of hands.
Dice Pool: Intelligence + Benediction.
Success: The injured character’s wounds begin to close through the power of God.
Exceptional Success: In addition to tremendous progress being made, the Benediction downgrades one aggravated
wound to lethal. Successes rolled on the extended action go toward healing the characters. One success is required to heal a point of bashing damage, while two successes are required to heal a lethal wound. The healer need not declare a target number in advance, but the character may only make a number of rolls equal to his Morality. In order to use this Benediction, the healer must lay at least one hand on the injured party. Skin-to-skin contact is necessary. If physical contact is broken, all accumulated successes are lost and the character must begin again. A character may not use this ritual upon himself.

Equipment
Full Plate 4/2, STR 3, Defense -2, Speed -3, Torso, arms, legs

Holy Shield Large, +2 Defense, Damage 2, Initiative -4, STR 3, Size 3, Concealed

Holy Fire Sword  3 Lethal (5 Aggravated to anything supernatural), Initiative -3


Dicepools and Strategies

Attack: +11, 3L (5A to Supernatural), Have 8 Willpower to spend to help attacks

Defense: 9

Armor: 11/9

Round 1: Trap is triggered
AUTOMATIC: Know the Territory- Roll 8 dice 4 times to determine damage of trap. Set a Trap for your enemy, This trap will deal 1 Lethal damage for each success you dedicate to this ability. This prevents the enemy from escaping.
**Reinforced Steel Cage Door or Wall: Durability (Subtract this from any damage dealt to the object) Steel 3 + 3 Reinforcement, Size: 5 (Door) or Size 7 for side walls, Structure (Health Boxes): 11 for Door, 13 for Cage Walls


Old Man: Father Sarbello Cona uses Inspiring (•••) Effect: Your character’s passion inspires those around her to greatness. With a few words, she can redouble a group’s confidence or move them to action. Make a Presence + Expression roll. A small group of listeners levies a -1 penalty, a small crowd a -2, and a large crowd a -3. Listeners gain the Inspired Condition. The character may not use this Merit on herself. INSPIRING: A CRITICAL SUCCESS ONLY TAKES 3 SUCCESSES INSTEAD OF 5 WHEN IT DEALS WITH THE SUBJECT OF INSPIRATION
"And the righteous shalt not fear death against evil, though evil will fear death against the righteous.


Sister Alfreda Capece rolls Pryokinesis, Resolve + Occult (7) -Target's Resolve to start them on fire. Successes + 2L for the fire.

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Re: An Age of Darkness: The Others

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