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An Age of Darkness Mages Empty An Age of Darkness Mages

Post by Admin Tue Nov 17, 2015 9:28 pm



Last edited by Admin on Sat Jan 23, 2016 8:29 am; edited 3 times in total

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An Age of Darkness Mages Empty Re: An Age of Darkness Mages

Post by Admin Sat Jan 23, 2016 8:22 am

Famulus Antha Vossen
An Age of Darkness Mages 80fdae_e50772f579fa419ab785ca90f099bab0
Concept: Magical Corruption Investigator
Virtue: Justice
Vice: Pride
Path: Obrimos (Resistance: Resolve, Ruling Arcana: Forces/Prime, Inferior: Death)
Order: Guardians of the Veil
Obsessions: Finding ways to better combat magical exploitation
------------------------------------- --------------------------------------------------------------
GNOSIS: 00
DEFENSE: 2
ARMOR: 2/1 (Combat Piece-mail)
HEALTH: 0 0 0 0 0 0 (6)
WILLPOWER: 0 0 0 0 0 0 0 (7)
INITIATIVE: 6
SIZE: 5
WISDOM: 0 0 0 0 0 0 0 (7)
MANA 0 0 0 0 0 0 0 (7)
SPEED: 10 (9 w/ armor)
------------------------------------- --------------------------------------------------------------

Intelligence: 00
Wits: 00
Resolve: 0000

Strength: 00
Dexterity: 000
Stamina: 0

Presence: 000
Manipulation: 00
Composure: 000

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

SKILLS

Mental (-3 Unskilled)
Academics: 00
Investigation: 0000 (Magical Corruption +1)
Occult: 00
Politics: 000

Physical (-1 Unskilled)
Athletics: 0
Weaponry: 000 (Staffs +1)

Social (-1 Unskilled)
Empathy 0
Intimidation 0
Persuasion: 00 (Fast Talk +1)
Socialize: 0
Streetwise 0
Subterfuge: 0 (Detect Lies +1)
----------------- ----------------------------------------------------- -------------------------------------

ARCANUM
Forces 000
Prime 00
Mind 00

ROTES
*Forces, Nightsight 0
Practice: Unveiling
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
Description: Each success minuses 1 worth of darkness penalties, however, casting this in already bright conditions is painful to mages.

*Forces, Unseen Shield 00
Practice: Shielding
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: 1 mana (optional)
The mage gains 1 point of armor per dot possessed in Force Arcanum. By spending 1 Mana, this can last one day. It is usually casted during morning rituals by most mages, and cannot be seen with human eyes.

*Forces, Call Lightning 000
Practice: Weaving
Action: Instant and aimed
Duration: Lasting
Aspect: Covert
Cost: None
The mage doesn’t directly attack a person or object w/ this spell, but instead calls a bolt of lightning towards a target of choice. The bolt inflicts 3 points of bashing damage + 1 per success extra bashing. Successive use of this spell within the same scene may be considered improbable by Sleepers, and a third strike is vulgar.

*Forces, Personal Invisibility 000
Practice: Veiling
Action: Instant
Duration: Concentration
Aspect: Vulgar
Cost: 1 Mana
One success is enough to hide the mage from sights, while excess successes act to occlude her from spells used to see or locate her. Although they are physically invisible, their aura can still be seen by those with the ability to perceive auras. Also, the vampire heightened senses from Auspex might sense the mage’s presence through heightened smell or hearing. Mage must maintain concentration as an instant action. They can only also move half speed or gain defense while concentrating. If they do more than that, they’re seen as a blur, allowing others to target her as if barely concealed with a -1 penalty. Anything with advanced olfactory senses can try to use “Fighting Blind” p. 166-167 in WoD Rulebook.

*Forces, Telekinesis
Practice: Weaving
Action: Instant
Duration: Concentration
Aspect: Vulgar
Cost: None
The mage must declare before casting whether they want to apply the Force’s Strength (lifting ability) or Dexterity (fine manipulation ability). The lesser attribute has a default score of 1 dot. The caster can also raise either attribute by choosing to cast the spell with a -1 penalty per dot raised. The mage must concentrate every round, and the spell can not go past the mage’s line of sight (unless scrying).

*Mind, Third Eye
Practice: Unveiling
Action: Instant
Duration: Prolonged (1 scene)
Aspect: Covert
Cost: None
See Resonance Rules, p. 227-280, for scrutinizing magic with a spell.

*Prime, Counterspell
Practice: Shielding
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
As the rules for “Counterspell,” p. 123, but the mage can now counter spells from any Arcanum (He does not need 1 dot in at least 1 of the spell’s Arcana) and he can counter covert spells even if he has not had time to identify their components.
---------------------------- ---------------------------------------------------------- ---------------------
MERITS

Sanctuary (Free, Guardians of the Veil Academy) Size: 000 Security: 0000
Native Language: English
Language, French: 0

Resources: 0 0

---------------------------- ---------------------------------------------------------- ---------------------
EQUIPMENT
Mage Piecemail 2/1
Iron Staff +2L, -2 Initiative
Backpack
Fine Robes +1 to certain Mage based Social rolls


Last edited by Admin on Wed Mar 16, 2016 10:57 am; edited 1 time in total

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An Age of Darkness Mages Empty Re: An Age of Darkness Mages

Post by Admin Mon Jan 25, 2016 8:07 pm

Nakai
An Age of Darkness Mages 80fdae_a6441f7f4a3c4949a2822f3a4bcd0f43

Concept: Necromancer Elitist
Virtue: Faith
Vice: Greed
Obsession: Prove his Necromatic Superiority to Exarchs
Path: Moros {Tremere Lich}
Order: Ex-Mysterium
Health: 0000000 (7)
Willpower: 00000000 { 8 )
Gnosis: 000000 (6)
Mana: 15/ 6 Mana per Turn (+1 Aura), Base Paradox Dice Pool 3, Extended Action Time: 30 minutes per roll
Wisdom: 3
Size: 5
Speed: 11
Defense: 3
Armor: 5/5 (Entropic Guard)
Initiative: 6


ATTRIBUTES
*Intelligence 000000
Wits 000
*Resolve 0000

*Strength 000
Dexterity 000
Stamina 00

*Presence 000
*Manipulation 000000
Composure 0000


SKILLS
(Mental -3 Unskilled)
Academics: 0000
Craft: 00000
Investigation: 000
Medicine: 000
Occult: 000000 (Necromancy +1)
Politics: 00
Science: 00000

(Physical -1 Unskilled)
Athletics: 000
Brawl: 00
Drive:0
Firearms:
Larceny: 0
Stealth: 0000 (Stalking +1)
Survival:0
Weaponry:0

(Social -1 Unskilled)
Animal Ken: 0
Empathy:0
Expression: 0
Intimidation: 000
Persuasion: 0000
Socialize:0
Streetwise: 000
Subterfuge: 000000 (Lying +1)

ARCANA
Death: 00000 (Master) {As Tremere Lich, can not cast "Steal Lifespan" spell"
Fate: 000 (Disciple)
Forces: 000 (Disciple)
Life: 00 (Apprentice)
Matter: 0000 (Adept)
Mind: 000 (Disciple)
Prime: 000 (Disciple)
*Spirit: 0 (Initiate)
Space: 000 (Disciple)
Time: 000 (Disciple)

Merits
Languages, Latin: 00 (native)
Languages, Italian: 00
Languages, English: 00
Languages, French: 00
Languages, Greek: 0
Languages, Arabic: 0
High Speech: 000

Resources: 00

Ghost Familiar: 000
Potent Familiar: 00

Summoner's Soul: 000

Tremere Lich
1st: Hideous Stipend
Prerequisite: Gnosis 3, Death 2 (Primary)
The mage can steal souls from Sleepers, similar to the Death 3 "Sever the Sleeping Soul" spell p.141, although he does not need to spend Mana. An extended action with a Presence + Intimidation + Death roll is required, contested by the victim's Resolve. By doing so, he does not age until the Soul begins to desiccate. Also, can use Soul Jar to store others, as well as view the health of a soul before he severs it, similar to Death 1 p. 135 "Soul Marks".

2nd: Wicked Claim
Prerequisite: Gnosis 5, Death 3
The mage can bind a stolen soul to himself, similar to Death 4 "Soul Binding" spell p.144. The process is an extended action involving Presence + Empathy + Death rolls, with one roll allowed per hour. Additionally, the mage can steal Willpower and/or Mana from injured or dying victims, similar to Death 3 "Devouring the Slain". An instant action is performed and Manipulation + Intimidation + Death is rolled, subtracting the victim's Stamina from the dice pool.
Optional Arcanum: Prime 3
Lych can distill a soul into tass instead of attaching it or storing it in a soul jar, similar to the Prime 3 "Create Tass" spell. The tass automatically has an amount of Mana equal to its original owner's Mana (for a mage) or Willpower dots (for a Sleeper). This effect is lasting until the mage chooses to dissolve the tass, sending the soul back into a Twilight state, in which disembodies souls normal exist. Note that souls in tass form can still be affected by any magic that affects souls.

3rd: Supernal Theft
The mage can now take an Awakened soul, as he did a Sleeper soul w/ the first attainment. The city contests with Resolve + Gnosis. In addition the mage can drain his enemies of their strength, similar to Death 4 "Enervation" spell, with an instant action and a Presence + Occult + Death roll. See the spell description on p. 143 for complete rules.

Soul Nourishment
1-50 year old Tremere: Soul erode after One year and Tremer needs to steal another soul
51-75: Nine Months
76-100: Six Months
100+: One month


Protective Spells
Entropic Guard 00 (Death 5)

Equipment
Robes
Leather Equipment Belt w/ Pouch
Artifact: Coin of the Jester King 0000 {Durability 6, Size 1, Structure 7, Mana Capacity 11}
Whoever bears the coin on his person gains the benefit of Fate 1 "Quantum Flux" p. 148, allowing him to send time "aiming" any action to offset any dice penalties up to 3 dice worth

Artifact: Tooth of the Pharaoh 00000
This item activates immediately upon initiative, activating an earlier casted Protective Spell of rating 5 or lower into its user. Even if the user is surprised, so long as initiative is cast, the armor activates.


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An Age of Darkness Mages Empty Re: An Age of Darkness Mages

Post by Admin Wed Jan 27, 2016 7:39 pm

Sarsicus
An Age of Darkness Mages 80fdae_18b1d25aaa8f455ea79119438f348f28
"Ha,ha, ha! You stew'pid fool!"

Concept: Infernalist Cult Leader
Virtue: Justice
Vice: Greed
Obsession: Can not pass up the chance to do things no other mage has
Path: Mastigos
Order: Mysterium
Health: 0000000 (7)
Willpower: 00000000 { 8 )
Gnosis: 00000(5)
Mana: 14/ 5 Mana per Turn, Base Paradox Dice Pool 3, Extended Action Time: 30 min. per roll
Wisdom: 4
Size: 5
Speed: 11
Defense: 3
Armor: 5/5 (Untouchable)
Initiative: 7


ATTRIBUTES
*Intelligence 0000
Wits 000
*Resolve 0000

*Strength 00
Dexterity 000
Stamina 00

*Presence 0000
*Manipulation 0000
Composure 0000


SKILLS
(Mental -3 Unskilled)
Academics: 0000
Craft: 000
Investigation: 0000
Medicine: 000
Occult: 00000
Politics: 000
Science: 0000

(Physical -1 Unskilled)
Athletics: 000
Brawl: 000
Drive:0
Firearms:
Larceny: 00
Stealth: 00
Survival:0
Weaponry:0

(Social -1 Unskilled)
Animal Ken: 000
Empathy:00
Expression: 0000 (Guitars +1)
Intimidation: 0000
Persuasion: 0000
Socialize:0
Streetwise: 000
Subterfuge: 000

ARCANA
Death: 00 (Apprentice)
Fate: 000 (Disciple)
Forces: 000 (Disciple)
Life: 00000 (Master)
*Matter:  (None){Inferior}
Mind: 00000 (Master)
Prime: 000 (Disciple)
Spirit:  (None)
Space: 00000 (Master)
Time: 0 (Initiate)

Merits
Languages, English: 00 (Native)
Languages, French: 00

High Speech: 000

Resources: 000

Protective Spells
Untouchable 00000 (Space 5)

Equipment
Robes
Leather Equipment Belt w/ Pouch
Artifact: Skull of the Master 0000 {Durability 6, Size 1, Structure 7, Mana Capacity 11}
This gives the wearer of the skull the spell, Telepathic Control p.216, over any creature he's physically or mentally altered without having to spend any Mana. This can only be focused on one creature at a time, and is locked onto that creature until they die or the user spends an hour meditating to focus on a new creature they wish to have control over.


Last edited by Admin on Sun Apr 03, 2016 4:52 pm; edited 3 times in total

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An Age of Darkness Mages Empty Re: An Age of Darkness Mages

Post by Admin Wed Jan 27, 2016 9:20 pm

Treven Olwhisk
An Age of Darkness Mages 80fdae_9edc43e7508c41008ae46e290b937944

Concept: Walker in Mists
Virtue: Hope (Dreamer)
Vice: Greed
Obsession: Nomadic- Can not settle down in one place for long
Path: Acanthus
Legacy: Walker in the Mist
Order: Mysterium
Health:
Willpower:
Gnosis: 000 ( 3 )
Mana: 12/ 3 Mana per Turn, Base Paradox Dice Pool 2, Extended Action Time: 1 hour per roll
Wisdom: 7
Size: 5
Speed: 10
Defense: 4
Armor: 3/3 (Temporal Dodge)
Initiative: 7


ATTRIBUTES
*Intelligence 0000
Wits 0000
*Resolve 000

*Strength 0
Dexterity 0000
Stamina 000

*Presence 00
*Manipulation 00
Composure 000


SKILLS
(Mental -3 Unskilled)
Academics: 000
Craft: 00
Investigation: 00000
Medicine: 0
Occult: 0000
Politics: 0
Science: 0

(Physical -1 Unskilled)
Athletics: 0000 (Hiking +1)
Larceny: 00
Stealth: 00
Survival:000 (Forests +1)
Weaponry:0

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

ARCANA
Death: None
Fate: 000 (Disciple)
Forces: None {Inferior}
Life: 00 (Apprentice)
*Matter: None
Mind: None
Prime: 000 (Disciple)
Spirit: None
Space: 00 (Apprentice)
Time: 000 (Disciple)

Merits
Languages, English: 00 (Native)

High Speech: 000

Sidhe 00

Resources: 00


Protective Spells
Temporal Dodge 3/3 p. 261

Walker in Mists Attainments
1st: Peer into the Mists
Prerequisite: Gnosis 3, Life 1, Space 2 (primary)
The mage peers into the Mists, the continuum of Nature the tiles hidden behind the mundane world, hidden even from the Mage Sight. Doing so allows him to scry into distant places as if he were using the "Scrying" spell  p. 235.
He must scry through plant life- trees, flowers, bushes or even grass. As long as there is some form of plant life in the place he wishes to scry, the mage can see there. To peer into the Mists and spy the desired location (i.e., to open a crying window), an instant action is performed and Wits + Survival + Space is rolled, modified by the sympathetic distance (see pp. 114-115). After he has established the window, a reflexive action is required to view through it.
Optional Arcanum: Time 2
If the mage also has Time 2, he can peer into the past at the location he is scrying similar to the "Postcognition" spell p.260. He literally speaks to plants to get their memory of vents viewed. He can view the past only if the plants currently present at the location were there during time the mage wishes to view.

Equipment
Travel Robes
Leather Equipment Belt w/ Pouch
Wood Wedding Ring

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