An Age of Darkness: Mortals

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An Age of Darkness: Mortals

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

Hannah Durtwitz


Concept: Medicine Woman
Virtue: Loyalty (Faith)
Vice: Jealousy (Envy)
Faction: Knights of Saint George

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

DEFENSE: 2
ARMOR: 0
HEALTH: 0 0 0 0 0 0 0 (7)
SPEED: 9
WILLPOWER: 0 0 0 0 0 0 (6)
INITIATIVE: 5
SIZE: 5
MORALITY: 0 0 0 0 0 0 0 (7)


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

Intelligence: 000
Wits: 00
Resolve: 000

Strength: 00
Dexterity: 00
Stamina: 00

Presence: 000
Manipulation: 00
Composure: 000

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

SKILLS

Mental (-3 Unskilled)
Academics: 0
Crafts: 0 (Creating Butter +1)
Medicine 000 (Herbal Remedies +2)
Investigation: 0
Occult: 0


Physical (-1 Unskilled)
Athletics 0
Drive 00
Survival 0


Social (-1 Unskilled)
Animal Ken 000 (Horses +1)
Empathy 00
Persuasion: 00
Socialize: 00
Streetwise 0
Subterfuge: 0
----------------- ----------------------------------------------------- -------------------------------------

MERITS

Area of Expertise, Herbal Remedies 0: +2 for specialization instead of +1

Native Language: German

Indomitable 00 (Resolve 3): Your character has an unyielding will. Supernatural witch's charms, ghost gifts of fright or any vampiric powers used to influence your character's thoughts or emotions add +2 to the bonus to contest it. If the roll is is resisted, instead -2 die penalty from the monster's dice pool.

Resources: 0





---------------------------- ---------------------------------------------------------- ---------------------
EQUIPMENT
German Peasant's Clothes
Herbal Kit +1 for Medicine Checks

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Re: An Age of Darkness: Mortals

Post by Admin on Thu Nov 19, 2015 9:39 pm

Elgrim Steinolf


Virtue: Justice
Vice: Wrath
Size: 5
Speed: 11 (9 w/ chainmail)
Defense: Unarmed 1, Armed 4
Armor: Chainmail 3/1 (Strength 3 Defense -2 Speed -2 Coverage: Torso and Arms)
Initiative Modifier: 4
Health: 00000000 ( 8 )
Willpower: 0000


INTELLIGENCE 00
WITS 000
RESOLVE 00


STRENGTH 000
DEXTERITY 00
STAMINA 000

PRESENCE 00
MANIPULATION 00
COMPOSURE 00

Skills

Mental (-3 unskilled)
CRAFTS 00
MEDICINE 0
OCCULT 0

Physical (-1 Unskilled)
ATHLETICS 0
BRAWL 00
DRIVE (SAILING) 00
STEALTH 0
SURVIVAL 0
WEAPONRY (AXES) 0000

Social (-1 Unskilled)
EXPRESSION 0
INTIMIDATION (BATTLE CRY) 000
SCOIALIZE 00
STREETWISE 0

Merits
Language, German (Norse): Native
Language, English 0

Resources 00
Defensive Combat: Weapon 0
Fleet of Foot 00
Professional Training 00


Weapons/Attack
Unarmed: 5 dice attack, Initiative 3
Battle Axe: 8 dice to attack (8-again), +3 Damage, Initiative 0, Strength 3, Size 3



Last edited by Admin on Fri Feb 05, 2016 9:52 pm; edited 1 time in total

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Re: An Age of Darkness: Mortals

Post by Admin on Sat Jan 23, 2016 9:24 am

The Arm

"It is not your Arm, you are It's Body."

Created within the Dungeon of London's White Tower through a bastardization of misunderstood Necromancy and Vampire Blood Magic, The Arm was deemed a failure by it's creator. The Arm did not care, in truth the Arm cares nothing for the opinions or beliefs of others. The Arm only knows it is hungry for life, and the frustration of never being capable of sating that hunger. The Arm wants to feast upon the flesh and blood of the living, the Arm wants to taste life, but alas it is just an Arm made of Death incapable of ever having what it desires, and so the Arm works to see Life denied to those it can reach.

Aspirations:
Inflicting Pain and Death upon those it can.


Mental
Intelligence 1
Wits 1
Resolve 2

Physical
Strength 5
Dexterity 2
Stamina 2

Social
Presence 1
Manipulation 1
Composure 2

Mental Skills

Physical Skills
Brawling 3
Weaponry 3

Social Skills

Size 2
Speed 1
Willpower 4
Defense 0

Claws 1L
8 Dice

Greatsword 4L
8 Dice (9 Again)

BANES
FIRE
The Blood of the Vampire was part of The Arm's creation, and perhaps because of this origin, the cleansing flames of fire always does Lethal Damage to the Arm.

Dread Powers
The Arm's Dread Powers are fueled with it's Willpower. The Arm regains Willpower through torture and murder. The Arm is as happy to mutilate small animals as it is to cleave through men, women, or children with three feet of cold steel. If the Arm desires Willpower to fuel it's Dread Powers, it can inflict lethal damage to it's current host and gain 1 point of Willpower for each box of Lethal Damage it inflicts upon it's host.

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.

Independent
The Arm does not Need it's host, in truth the Arm is independent and has every intention of crawling away to find a new host once it's current host dies. Without a Host the Arm simply crawls along the ground seeking the opportunity to fulfill it's dark aspirations or to graft it's self to a new Host. If given the opportunity the Arm is more then willing to remove a potential Host's Arm while they are unconscious and then Graft It's self to the bloody socket. If the potential Host dies the Arm regains 1 Willpower for Torture and 1 Willpower for murder. If the Host survives, the Arm has a new personal vehicle.

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Re: An Age of Darkness: Mortals

Post by Admin on Mon Feb 01, 2016 8:24 pm

Edward of Woodstock, The Black Prince

Edward of Woodstock KG (15 June 1330 – 8 June 1376), called the Black Prince, was the eldest son of King Edward III and Philippa of Hainault, and the father of King Richard II of England. He was the first Duke of Cornwall (from 1337), the Prince of Wales (from 1343) and the Prince of Aquitaine (1362–72). He was called "Edward of Woodstock" in his early life, after his birthplace, and since the 16th century has been popularly known as the Black Prince. He was an exceptional military leader, and his victories over the French at the Battles of Crécy and Poitiers made him very popular during his lifetime. In 1348 he became the first Knight of the Garter, of whose order he was one of the founders.

Size: 5
Speed: 9 Armored, 12 Unarmored
Defense Unarmed and Unarmed: 7
Defense Armed but Unarmored: 8
Defense Armed and Armored in Platemail with Large Shield: 11
Defense Armed and Armored in Platemail with No Shield: 8


MENTAL
Intelligence 3
Wits 3
Resolve 3

PHYSICAL
Strength 4
Dexterity 3
Stamina 4

SOCIAL
Presence 3
Manipulation 2
Composure 4

Mental Skills
Academics 2
Computer --
Crafts 1
Investigation 1
Medicine --
Occult --
Politics 3
Science 1

Physical Skills
Athletics 4
Brawl 2
Drive --
Firearms 1
Larceny --
Stealth --
Survival 1
Weaponry 5 (Swords +2)( 9 Again)

Social Skills
Animal Ken 3  (Horses+1)(9 Again)
Empathy 1
Expression 1
Intimidation 2
Persuasion 2
Socialize 1
Streetwise 1
Subterfuge 2

MERITS
Native Language: English
Language: French
Area of Expertise: Swords 1
Resources 5
Professional Training: Knight 5
Armed Defense 5
Armored Combat Style 3
Defensive Combat: Weaponry 1
Heavy Weapons 5


Armor: 4/2 Resilence Downgrades 1 Aggravated to Lethal for Free

Initiative Mod : 7
Initiative Mod with Sword and Shield: 2
Initiative Mod with Sword and No Shield: 3


HEALTH 9
000000000

WILLPOWER 7
0000000


Armed Defense (• to •••••; Style)
Prerequisites: Dexterity •••, Weaponry ••, Defensive Combat: Weaponry
You’re able to use a weapon to stop people who are trying to kill you. Often deployed by police officers using riot shields or telescoping batons, it’s just as effective while using a chair leg.

Cover the Angles (•): Whenever you take a Dodge action, reduce the Defense penalties for multiple attackers by 1. You can apply your full Defense against the first two attacks, suffer a -1 penalty against the third, and so on.
Weak Spot (••): You swing against your opponent’s arm, rather than his own weapon. Use this ability when defending against an armed attacker. If your Defense reduces his attack pool to 0, he’s disarmed. If you Dodge, you disarm your opponent if your Defense roll reduces his attack successes to 0.
Aggressive Defense (•••): Anyone dumb enough to come near you is liable to get hurt. When you take a Dodge action, if you score more successes than any attacker, you deal one point of lethal damage to the attacker per extra success. Your weapon bonus doesn’t apply to this extra damage. Drawback: You must spend a point of Willpower and declare that you are using Aggressive Defense at the start of the turn. You cannot combine this maneuver with Press the Advantage or Weak Spot.
Iron Guard (••••): You and your weapon are one. At the start of each turn, you can choose to reduce your weapon bonus (down to a minimum of 0) to increase your Defense by a like amount. If you take a Dodge action, add your full weapon bonus to your Defense after doubling your pool.
Press the Advantage (•••••): You create an opening with a block, and lash out with a fist or foot. When you’re taking a Dodge action, if your Defense roll reduces the attacker’s successes to 0, you can make an unarmed attack against that opponent at a -2 penalty. Your opponent applies Defense as normal.
Drawback: Spend a point of Willpower to make the attack. You can only make one attack per turn in this way.

Heavy Weapons (• to •••••; Style)
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.


Armored Combat (Style, • to •••)
Prerequisites: Strength 000, Stamina 000, Athletics 00
Effect: Armor is heavy, cumbersome, and most of the time not worth it. Who wears riot gear to get a quart of milk from the local convenient store on the corner? That being said, there are times when armor will save your life. Armor used to be very common for warriors on ancient battlefields, however with the rise of ranged weapons, armor became more of a hindrance than a help until modern times. Tactics were developed long ago to help one use armor more effectively, and most of the precepts hold true to for today's heavy Kevlar gear. Getting used to operating in armor can provide several benefits in addition to increased defense.

Second Skin  • – As you grow accustomed to wearing armor it becomes like a second skin. You move more naturally in it, are not as tired, and do not feel as restricted. It is almost like breaking in a new pair of shoes. For a piece of armor that you have trained in or used for longer than a Chapter, reduce all Defense and Speed penalties by 1. If you lose the armor with which you have become familiar, you must wear your new set of armor for a Chapter before this bonus can be applied again.

Impenetrable Fortress •• – While in your armor, your character can feel the flow of combat and interpret where the next blow will land. You have trained yourself to shift your weight and your armor to better defend against incoming blows.  As such, increase the difficulty of all called shots against you by 1 so long as you are wearing armor.

Throw Your Weight Around ••• – At this level of mastery the armored individual is able to use the weight of her armor to throw the full force of her added mass behind her melee blows. By shifting your armored weight in such a way, you may take a penalty of up to -2 to your general armor rating for the rest of the turn. For each -1 you take, add 1 Lethal damage to Melee or Brawl attack rolls.

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.

Cohesive Unit •••••
Prerequisites:
Presence •••+
Effect:
Your character is a natural leader who brings out the best from those she works with. At three dots, team members add +2 dice to actions dedicated to helping the team. At four dots the team gains access to a pool of dice equal to the character's Presence,
that they can draw upon for actions where they work towards their established purpose. At five dots, team members can reroll a failed result once per dot of Presence the character with this merit has. In each case, the benefits last until depleted, the team
reaches or deviates from its agreed goal, or disbands. The character with this merit can’t access any of the benefits she encourages in others.
Drawback:
The character's natural command can cause confusion in groups where the character is not the recognized leader. If a group benefiting from the character's Cohesive Unit merit receives orders from someone they are expected to follow, and those orders don't
conform with the actions the group is already taking, they suffer a 1-die penalty for a number of turns equal to the character's Presence while they work through the conflicting tasks.


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.

-------------------------------- ------------------------------------------- ------------------------------------------
Equipment

Bastard Sword with Shield
11 Dice with 9 Again
3 Damage

Bastard Sword Two-Handed
11 Dice with 8 Again
3 Damage

Master Crafted Full Plate
Rating: 4/2   Strength: 3   Defense: *-1   Speed: *-2     Coverage: Torso, arms, legs (helmet when worn)

Horse
Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 5, Dexterity 3, Stamina 5, Presence 3,  Manipulation 1, Composure 2
Skills: Athletics 4, Brawl 1 (kicking), Survival 2
Willpower: 5
Initiative: 5
Defense: 7
Speed: 19 (species factor 12)
Size: 7
Weapons/Attacks:
Type Damage Dice Pool
Bite +0 5
Hoof +2* 6
*A successful strike from a horse’s hoof inflicts the Knocked Down Tilt (GMC pg. 211)
Health: 12
Special: Horses can lift four times as much as a human with comparable Strength and Athletics.


Last edited by Admin on Tue Feb 16, 2016 9:13 pm; edited 8 times in total

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Re: An Age of Darkness: Mortals

Post by Admin on Thu Feb 04, 2016 8:49 pm

ENGLISH KNIGHT

Aspirations:
Kill French

MENTAL
Intelligence 2
Wits 3
Resolve 2

PHYSICAL
Strength 3
Dexterity 2
Stamina 3

SOCIAL
Presence 2
Manipulation 2
Composure 2

Mental Skills
Academics 1
Computer --
Crafts 1
Investigation --
Medicine --
Occult --
Politics 2
Science --

Physical Skills
Athletics 4
Brawl 1
Drive --
Firearms 1
Larceny --
Stealth --
Survival 2
Weaponry 3 (Swords, Lance)(9 Again)

Social Skills
Animal Ken 3  (Horses+1)(9 Again)
Empathy --
Expression 1
Intimidation 1
Persuasion 1
Socialize 1
Streetwise --
Subterfuge --

MERITS
Native Language: English
Language: French
Resources 3
Professional Training: Knight 2
Crack Rider:3

Size: 5
Speed: 7 Armored, 10 Unarmored
Defense: 6 Unarmored, 4 Armored, 7 Armored With Shield
Initiative Mod: 4 Unarmed, 1 with Sword, -1 with Sword and Shield

HEALTH 8
00000000

WILLPOWER 4
0000


Equipment

Long Sword
7 Dice with 9 Again
3 Damage

Lance
7 Dice

Full Plate

Horse
Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 5, Dexterity 3, Stamina 5, Presence 3,  Manipulation 1, Composure 2
Skills: Athletics 4, Brawl 1 (kicking), Survival 2
Willpower: 5
Initiative: 5
Defense: 7
Speed: 19 (species factor 12)
Size: 7
Weapons/Attacks:
Type Damage Dice Pool
Bite +0 5
Hoof +2* 6
*A successful strike from a horse’s hoof inflicts the Knocked Down Tilt (GMC pg. 211)
Health: 12
Special: Horses can lift four times as much as a human with comparable Strength and Athletics.


Last edited by Admin on Thu Feb 04, 2016 8:59 pm; edited 1 time in total

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Re: An Age of Darkness: Mortals

Post by Admin on Thu Feb 04, 2016 8:50 pm

FRENCH KNIGHT

Aspirations:
Kill Brits

MENTAL
Intelligence 2
Wits 3
Resolve 2

PHYSICAL
Strength 3
Dexterity 2
Stamina 3

SOCIAL
Presence 2
Manipulation 2
Composure 2

Mental Skills
Academics 1
Computer --
Crafts 1
Investigation --
Medicine --
Occult --
Politics 2
Science --

Physical Skills
Athletics 4
Brawl 1
Drive --
Firearms --
Larceny --
Stealth --
Survival 2
Weaponry 4 (Swords, Lance)(9 Again)

Social Skills
Animal Ken 3  (Horses+1)(9 Again)
Empathy --
Expression 1
Intimidation 1
Persuasion 1
Socialize 1
Streetwise --
Subterfuge --

MERITS
Native Language: French
Resources 3
Professional Training: Knight 2
Crack Rider:3

Size: 5
Speed: 7 Armored, 10 Unarmored
Defense: 6 Unarmored, 4 Armored, 7 Armored With Shield
Initiative Mod: 4 Unarmed, 1 with Sword, -1 with Sword and Shield

HEALTH 8
00000000

WILLPOWER 4
0000


Equipment

Long Sword
8 Dice with 9 Again
3 Damage

Lance
8 Dice

Full Plate

Horse
Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 5, Dexterity 3, Stamina 5, Presence 3,  Manipulation 1, Composure 2
Skills: Athletics 4, Brawl 1 (kicking), Survival 2
Willpower: 5
Initiative: 5
Defense: 7
Speed: 19 (species factor 12)
Size: 7
Weapons/Attacks:
Type Damage Dice Pool
Bite +0 5
Hoof +2* 6
*A successful strike from a horse’s hoof inflicts the Knocked Down Tilt (GMC pg. 211)
Health: 12
Special: Horses can lift four times as much as a human with comparable Strength and Athletics.

--------------------------------------------------------------------- ------------------------------------------------------
Genoese Crossbowmen

The Genoese crossbowmen (Italian: Balestrieri genovesi) were a famous military corps of the Middle Ages, which acted both in defence of the Republic of Genoa, and as mercenaries for other Italian or European powers.
Armed with crossbows made in Genoa by the Balistai Corporation, they fought both on land and in naval battles; notable cases of the latter are the battles of Meloria and Curzola. They came also from other parts of Liguria, but were trained and organized in Genoa. Apart from the crossbow, they were equipped with a dagger, a light metal helmet, a gorget, a hauberk and a large shield, called a pavese (pavise), which was used while reloading the crossbow. A groom often supported the shield during the reloading. Commanders of the companies usually came from the noble families of the city.


Size: 5
Speed: 10
Defense In Armor: 3
Defense Without Armor: 4
HEALTH 7
WILLPOWER 7
Armor: 2/0 Hard Leather covers Torso and Arms (Chainmail 3/1 for Crossbow Elitist)
Initiative Mod with CROSSBOW: 4
Initiative Mod Unarmed: 6
Initiative Mod with Dagger: 5



MENTAL
Intelligence 2
Wits 2
Resolve 3

PHYSICAL
Strength 2
Dexterity 3 (Crossbow Elitist 4)
Stamina 2

SOCIAL
Presence 2
Manipulation 2
Composure 3

Mental Skills
Academics 1
Computer --
Crafts 2 (Crossbow Maintenance) 9 AGAIN
Investigation --
Medicine --
Occult --
Politics 1
Science --

Physical Skills
Athletics 2
Brawl 2
Drive --
Firearms 3 (Crossbows) 9 AGAIN, (Crossbow Elitist 4)
Larceny --
Stealth --
Survival 2
Weaponry 2

Social Skills
Animal Ken --
Empathy --
Expression --
Intimidation 1
Persuasion 1
Socialize 2
Streetwise 2
Subterfuge 1

MERITS
Native Language: Italian
Multilingual: French and German
Resources 3
Professional Training: Crossbowmen 2
Marksmanship: 1
Through the Crosshairs (•): Your character is a competent sniper, able to sit in position and steel her wits. Usually, the maximum bonus from aiming is three dice. With Through the Crosshairs, it’s equal to her Composure + Firearms.
Firefight:1
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.


Equipment

CROSSBOW (3 carried by his loaders)
7 Dice with 9 Again  (Crossbow Elitist 9, 9-again)
2 Damage (3 Damage for Crossbow Elitist)


DAGGER
4 Dice
1L Damage

UNARMED
4 DICE
Bashing Damage


(2) Crossbow: 4L, Only Takes 2 rounds to reload


Last edited by Admin on Sat Mar 26, 2016 8:53 pm; edited 10 times in total

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Re: An Age of Darkness: Mortals

Post by Admin on Tue Feb 16, 2016 8:37 pm

Rudolph the Valiant


Rudolph (1320 – 26 August 1346), called the Valiant (le Vaillant), was the Duke of Lorraine from 1329 to his death.[1] He was the son and successor of Frederick IV and Elisabeth, daughter of Albert I of Germany, a Habsburg, whence his name. Though he was but nine years of age when his father died and he succeeded to the duchy under the regency of his mother (until 1334), he was a warrior prince, taking part in four separate wars in Lorraine, France, Brittany, and Iberia. He was killed at the Battle of Crécy.

In 1337, Count Henry IV of Bar refused to do homage for a few seignories he held of the duke. Rudolph was forced to devastate Pont-à-Mousson and its environs. In a series of reprisals, Henry ravaged the west of Lorraine and Rudolph attacked the Barrois. Only by the intervention of Philip VI of France was the war ended. By that time, the ties of Lorraine to France had become very strong. They were to become stronger under the half-Habsburg Rudolph. His second marriage was to the daughter of a French lord, Guy I of Blois, and niece of the king of France. He also assisted Philip with troops to lift Edward III of England's Siege of Tournai (1340) in the opening phase of the Hundred Years' War.

During a brief Anglo-French peace, he journeyed to the Iberian Peninsula to aid Alfonso XI of Castile in the Reconquista. He battled the Moors of Granada and shone in the Battle of Gibraltar on 3 November 1340.

On his return to France, he came to the aid of his French brother-in-law, Charles of Blois, in the War of the Breton Succession. He returned to Philip's side at the Battle of Crécy and was killed there, along with many illustrious French cavaliers, on 26 August 1346.

His first wife was Eleanor (Aliénor), daughter of Edward I of Bar, and Mary of Burgundy. Their marriage took place at Pont-à-Mousson in 1329, but they had no children before Eleanor's death in 1332. He was remarried to Mary (1323–1380), daughter of the aforementioned Guy and Margaret of Valois, the sister of King Philip. They had three children: twins (died before 31 July 1343) John (1346–1390), his successor

Size: 5
Speed: 9 Armored, 12 Unarmored
Defense Unarmed and Unarmed: 7
Defense Armed but Unarmored: 8
Defense Armed and Armored in Platemail with Large Shield: 11
Defense Armed and Armored in Platemail with No Shield: 8


MENTAL
Intelligence 3
Wits 3
Resolve 3

PHYSICAL
Strength 4
Dexterity 3
Stamina 4

SOCIAL
Presence 3
Manipulation 2
Composure 4

Mental Skills
Academics 2
Computer --
Crafts 1
Investigation 1
Medicine --
Occult --
Politics 3
Science 1

Physical Skills
Athletics 4
Brawl 2
Drive --
Firearms 1
Larceny --
Stealth --
Survival 1
Weaponry 5 (Swords +2)( 9 Again)

Social Skills
Animal Ken 3  (Horses+1)(9 Again)
Empathy 1
Expression 1
Intimidation 2
Persuasion 2
Socialize 1
Streetwise 1
Subterfuge 2

MERITS
Native Language: English
Language: French
Area of Expertise: Swords 1
Resources 5
Professional Training: Knight 5
Armed Defense 5
Armored Combat Style 3
Defensive Combat: Weaponry 1
Heavy Weapons 5


Armor: 4/2 Resilence Downgrades 1 Aggravated to Lethal for Free

Initiative Mod : 7
Initiative Mod with Sword and Shield: 2
Initiative Mod with Sword and No Shield: 3


HEALTH 9
000000000

WILLPOWER 7
0000000


Armed Defense (• to •••••; Style)
Prerequisites: Dexterity •••, Weaponry ••, Defensive Combat: Weaponry
You’re able to use a weapon to stop people who are trying to kill you. Often deployed by police officers using riot shields or telescoping batons, it’s just as effective while using a chair leg.

Cover the Angles (•): Whenever you take a Dodge action, reduce the Defense penalties for multiple attackers by 1. You can apply your full Defense against the first two attacks, suffer a -1 penalty against the third, and so on.
Weak Spot (••): You swing against your opponent’s arm, rather than his own weapon. Use this ability when defending against an armed attacker. If your Defense reduces his attack pool to 0, he’s disarmed. If you Dodge, you disarm your opponent if your Defense roll reduces his attack successes to 0.
Aggressive Defense (•••): Anyone dumb enough to come near you is liable to get hurt. When you take a Dodge action, if you score more successes than any attacker, you deal one point of lethal damage to the attacker per extra success. Your weapon bonus doesn’t apply to this extra damage. Drawback: You must spend a point of Willpower and declare that you are using Aggressive Defense at the start of the turn. You cannot combine this maneuver with Press the Advantage or Weak Spot.
Iron Guard (••••): You and your weapon are one. At the start of each turn, you can choose to reduce your weapon bonus (down to a minimum of 0) to increase your Defense by a like amount. If you take a Dodge action, add your full weapon bonus to your Defense after doubling your pool.
Press the Advantage (•••••): You create an opening with a block, and lash out with a fist or foot. When you’re taking a Dodge action, if your Defense roll reduces the attacker’s successes to 0, you can make an unarmed attack against that opponent at a -2 penalty. Your opponent applies Defense as normal.
Drawback: Spend a point of Willpower to make the attack. You can only make one attack per turn in this way.

Heavy Weapons (• to •••••; Style)
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.


Armored Combat (Style, • to •••)
Prerequisites: Strength 000, Stamina 000, Athletics 00
Effect: Armor is heavy, cumbersome, and most of the time not worth it. Who wears riot gear to get a quart of milk from the local convenient store on the corner? That being said, there are times when armor will save your life. Armor used to be very common for warriors on ancient battlefields, however with the rise of ranged weapons, armor became more of a hindrance than a help until modern times. Tactics were developed long ago to help one use armor more effectively, and most of the precepts hold true to for today's heavy Kevlar gear. Getting used to operating in armor can provide several benefits in addition to increased defense.

Second Skin  • – As you grow accustomed to wearing armor it becomes like a second skin. You move more naturally in it, are not as tired, and do not feel as restricted. It is almost like breaking in a new pair of shoes. For a piece of armor that you have trained in or used for longer than a Chapter, reduce all Defense and Speed penalties by 1. If you lose the armor with which you have become familiar, you must wear your new set of armor for a Chapter before this bonus can be applied again.

Impenetrable Fortress •• – While in your armor, your character can feel the flow of combat and interpret where the next blow will land. You have trained yourself to shift your weight and your armor to better defend against incoming blows.  As such, increase the difficulty of all called shots against you by 1 so long as you are wearing armor.

Throw Your Weight Around ••• – At this level of mastery the armored individual is able to use the weight of her armor to throw the full force of her added mass behind her melee blows. By shifting your armored weight in such a way, you may take a penalty of up to -2 to your general armor rating for the rest of the turn. For each -1 you take, add 1 Lethal damage to Melee or Brawl attack rolls.

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.

Cohesive Unit •••••
Prerequisites:
Presence •••+
Effect:
Your character is a natural leader who brings out the best from those she works with. At three dots, team members add +2 dice to actions dedicated to helping the team. At four dots the team gains access to a pool of dice equal to the character's Presence,
that they can draw upon for actions where they work towards their established purpose. At five dots, team members can reroll a failed result once per dot of Presence the character with this merit has. In each case, the benefits last until depleted, the team
reaches or deviates from its agreed goal, or disbands. The character with this merit can’t access any of the benefits she encourages in others.
Drawback:
The character's natural command can cause confusion in groups where the character is not the recognized leader. If a group benefiting from the character's Cohesive Unit merit receives orders from someone they are expected to follow, and those orders don't
conform with the actions the group is already taking, they suffer a 1-die penalty for a number of turns equal to the character's Presence while they work through the conflicting tasks.


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.

-------------------------------- ------------------------------------------- ------------------------------------------
Equipment

Bastard Sword with Shield
11 Dice with 9 Again
3 Damage

Bastard Sword Two-Handed
11 Dice with 8 Again
3 Damage

Master Crafted Full Plate
Rating: 4/2   Strength: 3   Defense: *-1   Speed: *-2     Coverage: Torso, arms, legs (helmet when worn)

Horse
Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 5, Dexterity 3, Stamina 5, Presence 3,  Manipulation 1, Composure 2
Skills: Athletics 4, Brawl 1 (kicking), Survival 2
Willpower: 5
Initiative: 5
Defense: 7
Speed: 19 (species factor 12)
Size: 7
Weapons/Attacks:
Type Damage Dice Pool
Bite +0 5
Hoof +2* 6
*A successful strike from a horse’s hoof inflicts the Knocked Down Tilt (GMC pg. 211)
Health: 12
Special: Horses can lift four times as much as a human with comparable Strength and Athletics.

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Re: An Age of Darkness: Mortals

Post by Admin on Thu Mar 03, 2016 9:31 pm

Hanzo Kimura


Age: 26
Virtue: Justice
Vice: Wrath
Size: 5
Speed: 11, 9 w/ Armor (+1 in Oni Form)
Defense: 8, 6 w/ Armor (apply defense to ranged attacks in Oni form)
Armor: 4/2
Initiative Modifier: 6 (for 1st three rounds even w/ Katana out) 3 w/ Katana normally
Willpower: 000000 ( 6 )
Health: 8 (10 in Oni form)
Integrity: 00000 ( 5 ) {Recently decreased due to his weapon }

ATTRIBUTES

Intelligence: 00
Wits: 000 (+2 for Perception checks in Oni form)
Resolve: 000

Strength: 000- 0
Dexterity: 000
Stamina: 000- 0

Presence: 00
Manipulation: 00 (-1 in Oni form)
Composure: 000


SKILLS

(Mental -3 unskilled)
Academics: 0
Crafts: 00
Investigation 0
Medicine: 0
Occult: 0
Politics: 0

(Physical -1 unskilled)
Athletics 000
Brawl 0000 (Grapple +1)
Stealth: 0
Survival: 0
Weaponry: 00000 (Swords +1)

(Social -1 unskilled)
Animal Ken: 0
Empathy: 0
Expression: 0 (Poems +1)
Intimidation: 0

MERITS
Language, Native: Japanese

Defensive Combat 00
Effect: Use brawl or weaponry to calculate defense rather than Athletics.

Quick Draw: Swords 0


Merit

Bonded Relic (●)
Effect: Your character establishes a connection with a relic in their possession. The method of establishing the bond can differ from relic to relic, but most require either a one-time expenditure of willpower equal to the relic’s dot rating, or a one-time sacrifice of life force as the relic deals lethal damage equal to its dot rating (Storytellers choice on which type of cost is appropriate). Certain relics will not function unless the possessor establishes this bond.
Once that Bond is established, the character gains a +1 equipment bonus to dice rolls involved in the use or activation of that specific relic. In addition, once per chapter the character may reduce any Willpower cost for using or activating the relic by one (to a minimum of 0). The possessor of the bonded relic can always sense the presence of the relic and never takes penalties to rolls to locate the item.
A relic can only be bonded to one individual at a time; a new individual bonding with that specific relic severs any previous bond. Likewise, destroying the relic (if possible) also severs the bond. If the bond is severed, per the Sanctity of Merits, dots in Bonded Relic can be reallocated.

Iaijutsu 00000
-Zanshin 0: Add Weaponry to Perception tests vs surprise attacks.
-Batto 00: Ignore initiatie penalties from weapon for first 3 rounds (athletics) following a quick draw.
-Shihogiri 000: Spend 1 Willpower to make a single attack against a number of targets equal to Dexterity (3). Can only use while under effects of Bato 00.
-Uke Nagashi 0000: Spend 1 Willpower to increase your defense by a number equal to damage rating of weapon (3). If opponent attacks you, make a counter attack negating the attack and using whatever successes rolled on attack as damage rating for your weapon. This may only be used while under effects of Bato.
-Semei 00000: Make Presence  + Weaponry roll resisted by target's Resolve. If you win, target is "Beaten Down" tilt for remainder of combat.

Armed Defense 00000
-Cover the Angles 0: When taking Dodge action, reduce Defense penalties for multiple attacks by 1.
-Weak Spot 00: When defending against armed attacks, if Defense reduces opponent's attack pool to zero, he's disarmed. If you Dodge, you disarm opponent if roll reduces them to zero.
-Agressive Defense 000: Spend a Willpower point. When taking Dodge action, if you score more successes, deal one point of lethal damage per extra success. Weapon bonus doesn't apply for this.
-Iron Guard 0000: At start of each turn, reduce weapon bonus (down to zero) to increase your Defense by a like amount. If you take a doge action, add full weapon bonus to your defense after doubling your pool.
-Press Advantage: Spend 1 Willpower. When taking Dodge action, if your Defense roll reduces attacker's successes to zero, you can make an unarmed attack -2.

EQUIPMENT
Samurai Armor "Armor of the Moon Clan"

Rating: 4/2
Strength: 3 
Defense: -2    
Speed: -3  
Coverage: Torso, arms, legs


Hanzo's "Oni" Fetish Katana


Merit

Bonded Relic (●)
Effect: Your character establishes a connection with a relic in their possession. The method of establishing the bond can differ from relic to relic, but most require either a one-time expenditure of willpower equal to the relic’s dot rating, or a one-time sacrifice of life force as the relic deals lethal damage equal to its dot rating (Storytellers choice on which type of cost is appropriate). Certain relics will not function unless the possessor establishes this bond.
Once that Bond is established, the character gains a +1 equipment bonus to dice rolls involved in the use or activation of that specific relic. In addition, once per chapter the character may reduce any Willpower cost for using or activating the relic by one (to a minimum of 0). The possessor of the bonded relic can always sense the presence of the relic and never takes penalties to rolls to locate the item.
A relic can only be bonded to one individual at a time; a new individual bonding with that specific relic severs any previous bond. Likewise, destroying the relic (if possible) also severs the bond. If the bond is severed, per the Sanctity of Merits, dots in Bonded Relic can be reallocated.

Uchigatana Kimura
The Kimura Clan rose to the Noble Caste in the year 1190, and the Uchigatana Kimura was forged to celebrate the Family's success. The Master Crafted Blade was far more then a Weapon or a Piece of Art, it was a physical representation of everything the Kimura Clan believed in and held true. The power of this belief allowed the ancestor spirits of the Family to find a home between the folds of steel of the blade. For generations the the ancestor spirits of the Kimura Clan would reside within the Blade providing guidance and advise to the current wielder. In the 1300's though Hanzo Kimura brought disgrace to himself and the ancestor Spirit within the Uchigatana Kimura fled. Sometime afterwards Hanzo Kimura wielded the Uchigatana Kimura against Chaos Spirits, and one found a Home between the folds of steel.

Damage: +3
Initiative: -3
Strength: 2
Size: 3
Durability: 4(7)
Availability: 5

Powers

Indestructible: The Uchigatana Kimura is seemingly invulnerable, and is immune to all damage from mundane sources. Even if reduced to scrap metal the blade regenerates a point of structure each night until fully restored.

To use the following abilities, the possessor must purchase the Bonded Relic Merit.

Form of the Oni
When evoked the wielder's body undertakes an instantaneous violent and brutal physical transformation. The wielder's physical frame grows as muscle mass rapidly grows, their hands grow claws and their teeth become fangs, and their eyes glow an unnatural red.

Cost: 1 Willpower and 1 Vitae
Action: Instant
Duration: One Scene

+1 Strength
+1 Dexterity
+1 Stamina
+2 Intimidate
Can see in Darkness, both mundane and supernatural
Size +1
Speed +1
Teeth and Claws do 0 Lethal Damage
Defense vs Firearms

Fetish: "Oni" Katana: (Bound with chaos spirit from Kerrydwen's Tower) Damage +3L,  Initiative: -3,  Rating: 0000 (4), Talen: For one scene, transforms the user into a "Daru" like form
STRENGTH: +1
STAMINA: +1
MANIPULATION: -1
SIZE: +1
SPEED: +1
PERCEPTION: +2
New Defense, Initiative, Armor
TEETH/CLAWS +0L
DEFENSE VS. FIREARMS (Can add defense to ranged attacks)
Regeneration: Spend 1 Willpower to heal 1L or 2B per round
--------------------------------------------------------------------------------------------------------------------------

DICEPOOLS
Attack, Katana: 9 attack (10 in Oni), 3L Damage {Can take away from attack in order to add to Defense}
**Can spend one Willpower per scene to attack a number of adjacent contents equal to Athletics (3) for 3 rounds

Uke Nagashi: 1 Willpower, Add +3 Defense. If opponent attacks you, make a counter attack negating the attack and using whatever successes rolled on attack as damage rating for your weapon. This may only be used while under effects of Bato.


Last edited by Admin on Sat May 21, 2016 8:41 am; edited 1 time in total

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Re: An Age of Darkness: Mortals

Post by Admin on Sun Apr 03, 2016 6:55 pm

Yandel Sellers

Virtue: Competitive (Always pushes himself to excel at whatever he does)
Vice: Greedy (Can't pass up an opportunity to make a profit)
Size: 5
Speed: 10
Defense: 4
Armor: 1/1
Initiative Modifier: +5
Health: 6
Willpower: 4

ATTRIBUTES

INTELLIGENCE 00
WITS 000
RESOLVE 00


STRENGTH 00
DEXTERITY 000
STAMINA 0

PRESENCE 0000
MANIPULATION 0000
COMPOSURE 00

SKILLS

Mental (-3 unskilled)
Academics: 00
Investigation:000
Politics: 00

Physical (-1 Unskilled)
Athletics: 0
Larceny: 00
Stealth: 000 (Shadowing +1)
Survival: 0
Weaponry: 0

Social (-1 Unskilled)
Empathy:0
Expression: 000 (Argument +1, p. 70 WoD)
Persuasion: 000
Socialize: 0000 (Carousing +1, p. 71 WoD)
Streetwise: 00
Subterfuge: 00000 (Disguises +2 w/ Area of Expertise)

Merits
Language, French: Native
Language, English 00
Multilingual 0 (German, Spanish): Your character has an affinity for language acquisition. Each time purchased, choose two languages. You can speak conversationally in those languages. With an Intelligence + Academics roll, you may also read enough of the language to understand context.
Resources 000
Area of Expertise 0, Disguise: Gets +2 for a specialty
Eidetic Memory 00: Character recalls events & details with pinpoint accuracy, gaining +2 bonus to Intelligence + Composure checks to recall facts from swaths of information.
Trained Observer 000: Any time you make a Perceptions roll, you benefit from the 8-again quality.
Allies, French Nobility 00: When making requests that are over the rating, player rolls Manipulation + Persuasion + Allies, with a penalty equal to the favor's rating. If the roll is successful the group does as requested.
Anonymity 000, Yandell Sellers: Character lives off grid. Any attempts to find him by paper trail suffer -1 penalty per dot (-3).
Alternate Identity 00, French Knight: Supports ID w/ Paperwork to even approach a bureaucratic background check. It's not liable to stand up to extensive research, but it will turn away private investigators and internet hobbyists.


EQUIPMENT
Reinforced Clothing Rating 1/0, Strength 1, Defense 0, Speed 0, Coverage of Torso, arms, legs

Camouflage Clothing, Dice Bonus +2, Durability 1, Size 2, Structure 3, Availability 00: These browns and grey allow the user to add +2 to rolls to remain unnoticed.

Dagger: +0L Initiative -1 Strength 1 Size 1

Survival Gear 0, Durability 2, Size 2, Structure 3: +1 to survival rolls and subtracts one from the effective level of environment (see Extreme Environments, p. 97 WoD).

Special Effects, Death-Faking Kit, Durability 2, Size 2, Structure 3: +2 to a trick in order to stage his own bloody death.

Caltrops, Dice Bonus +2, Durability 2, Size 2, Structure 3: Walking through a patch of caltrops is inconvenient and painful. It causes one point of lethal damage and ignore a point of armor or Durability. To move through safely takes a Dexterity + Athletics roll with a penalty of -2 (Dice Bonus). A character may only move at half Speed (rounded down) while moving safely through caltrops. A character may hide caltrops, although it is difficult. A Wits + Larceny -3 roll is require, and the Dice Bonus does not apply.

Lock picking Kit, Dice Bonus +2, Durability 2, Size 2, Structure 2: Picks, tools and rods are used for manipulating tumblers and opening locks. With this equipment, and at least a dot in Larceny, a character can pick a lock without a roll if time is not an issue. If time is an issue, the dice bonus applies to the Dexterity + Larceny roll.

When Dressed as Lord Marcel Hennequin

Fashion, Nobility Outfit, Dice Bonus +3, Durability 1, Size 2, Structure 1: Fashionable clothing allows character to fit in with other noble and royal parties. Fashion means being noticed. This works as a +3 bonus in the proper locations, and a -3 when in improperly dressed circumstances.


Disguise, Sir Gaspart Bellegarde: Knight of the Jolie Faucon (Pretty Hawk)

Disguise 000, War Veteran Knight, Dice Bonus +3, Durability 1, Size 3, Structure 2: A good disguise goes a long way to help fit in with a strange group or to go unnoticed in a crowd where one doesn't belong. Properly costumed for a situation, no rolls are required to blend in. Any roll to actively detect the outsider suffers a -3 penalty. The character also gains +3 if trying to remain hidden in an appropriate crowd. Wit h a disguise, the character can emulate the first dot of a single Social Merit that would make sense within the scope of a s scene. A character for example  could get their drinks on a nonexistent tab, reflecting Resources 0. This requires a Composure + Subterfuge roll to maintain in the face of anyone in the know, contested by the witness's Wits + Subterfuge. The dice bonus of the disguise applies to the liar, but does not effect the witness.

SPEFICIALLY: The scars on his face are painted, and the cut from his broken nose is sticky pig fat. The light ceremonial armor is a brittle metal. The shield is a blend of several vague knightly orders and the sword is a type of scrap iron that would break upon use.

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