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PINKERTONS: Agents of Aegis

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PINKERTONS: Agents of Aegis  Empty PINKERTONS: Agents of Aegis

Post by Admin Mon Feb 27, 2017 6:36 pm

PINKERTONS: Agents of Aegis  80fdae_d477fb339855440785432ae20c953ead~mv2


Roster
0) Argos Alkaios
1) Jack Swift, the Alcoholic Burnt out British Gunman
2) Doctor Henry Utterson, British Fringe Scientist
3) Charlotte Poole, American Farm girl turned Medium for Ghosts
4) Kufika, Former African Sarfari Guide who has experience tracking unnatural beasts
5) Qin Wei, Chinese Martial Artist and Scholar of bizarre Eastern Occult Phenomenon 
6) Jessie Reynolds, Experience Pinkerton Detective who has seen things in the shadows that can not be unseen
7) Della Pope, Tough field agent that has a chip on her shoulder because of sexist field
8 ) Lewis Malone, Discredited medical Doctor who does autopsies
9) Bindra Kusari, Mystical Hinduist
10) Bernard "Benny" Warren, The yet untested young Detective
11) Melvin Yates, Painter of the Future
12) Amus Wilkerson, Pinkerton Brute
13) Mr. Darcy Slate, Affluent London Fixer
14) Erich Weiss, Stage Magician and Hoax Debunker
15) Walton Woodbridge, Administration Aide  
16) Sherman Cooper, Burnt Out Agent


Last edited by Admin on Sat Jul 22, 2017 10:14 pm; edited 15 times in total

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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Mon Feb 27, 2017 6:40 pm

Jack Swift
PINKERTONS: Agents of Aegis  80fdae_2cf9a03612634736820a21fd88f08caa~mv2

“Never mess with a Sandhurst Boy!”

Concept: Broken Down and Weathered English Gunfighter

Virtue: Loyal
Vice: Violent

Physical Description: This weathered English gunman has the red blossom nose of an alcoholic. No doubt there was a time in which Jack Swift was a man in his prime and a fine British Army Officer, Boxer, and Rugby Player.... but those days are many years and glasses of bourbon ago.

Aegis Agency Notes: This man is not fit for the unique challenges Aegis Agents are expected to encounter and overcome in the field. He is far to old and his body to withered away from strong drink to be a capable combatant, rider, or explorer. Despite his experience and education as a former British Military Officer he appears to have retained almost none of his education or practical experience. At best his marksmanship capabilities and ability to occasionally sit up right might qualify him for duty as a train guard so long as he was not allowed access to the drinking car. If not for Doctor William Crookes's nonnegotiable demand that we provide his friend Jack Swift with a means of gainful employ as part of acquiring the Doctor's Services, Jack Swift would not be in our employ.


((So one of the Wierdos I want in the group is a an Older British Scholar who is into the Paranormal, I was thinking someone like William Crookes here. My idea is Jack Swift was only provided an entry level salary and position within the Pinkertons and Aegis Branch because it was a requirement we needed to meet to get Doctor Crookes services. I tried to stat up Jack Swift as someone who had a life time of adventure and accomplishments, but has since grown old drinking the past and himself away. Not exactly an ideal Aegis Agent, so I thought it would be cool if there was a reason we hired him....like he was part of a package deal to get the Docotor of Fringe Science we wanted on the pay roll.))
________________________________________________________________________________________

HEALTH 7
OOOOOOO

WILLPOWER 5
OOOOO

Size: 5
Speed: 10
Defense: 4
Initiative: 8 (11 with Firearms)
Armor: --
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 4, Resolve: 2

PHYSICAL
Strength: 2, Dexterity: 5*, Stamina: 2

SOCIAL
Presence: 2, Manipulation: 2, Composure: 3
________________________________________________________________________________________

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

Physical Skills
Athletics 2 (Rugby) 9 Again
Brawl 3 (Boxing +1)
Drive 1
*Firearms 5 (Revolvers +1) 9 Again
Larceny 2 (Lock Picking)
Stealth 1
Survival 1
Weaponry 1

Social Skills
Animal Ken --
Empathy --
Expression --
Intimidation 1
Persuasion --
Socialize 2 (Over Drinks)
Streetwise 1
Subterfuge --
________________________________________________________________________________________
MERITS
Mystery Cult Initiation: Aegis Agents 1
Status: Pinkertons 1
Professional Training: Gunman 3
Resources 2
Barfly 2
Quickdraw: 1 Revolvers
Fast Reflexes 2

Firefight 3
Shoot First (•): In a firefight, the person shot first is usually the loser. Your character has trained herself to fire first in an altercation. If her gun is drawn, add her Firearms score to her Initiative. If she has Quick Draw, she can use Shoot First to draw and fire with increased Initiative in the first turn of combat.

Suppressive Fire (••): Sometimes, the purpose of a shot is to distract, not necessarily to hit. Your character is trained to fire off a handful of rounds with the intent to startle opponents
and force impulse reactions. When using the Covering Fire maneuver (p. 90), her opponents cannot benefit from aiming against her. She can apply her Defense against incoming Firearms attacks, in addition to any cover bonuses. Additionally, her training allows her to use Suppressive Fire with a semi-automatic weapon.

Secondary Target (•••): Sometimes, shooting an opponent behind cover is all but impossible. However, a bullet can knock objects off balance, or cause ricochets. By using Secondary Target, your character opts not to hit her target, but instead strike them with any collateral objects that might be nearby. She causes bashing damage instead of lethal, but ignores all cover penalties to the roll. The weapon’s damage rating does not add to the damage in this case.
________________________________________________________________________________________
PERSISTENT CONDITION ADDICTED: ALCOHLIC
Your character is addicted to something, whether drugs, gambling or other destructive behaviors. Some addictions are more dangerous than others, but the nature of addiction is
that it slowly takes over your life, impeding functionality. If you are addicted, you need to indulge your addiction regularly to keep it under control. A specific addiction should be chosen upon taking this Condition; characters can take this Condition multiple times for different addictions. Being unable to feed your addiction can result in the Deprived Condition (see below).
Possible Sources: Alcoholism, substance abuse, Vitae Addiction.
Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.
Beat: Your character chooses to get a fix rather than fulfill an obligation.
________________________________________________________________________________________
Equipment

Lock Picks
Pint of bourbon
Flask of bourbon for emergencies
Pipe and tobbaco
Matches
Broken pocket watch
Suitcase full of well worn three piece suits
Bolwer hat
Quick draw holsters
Pinketon Badge

Unarmed
Initiative 8
Dice 3 or 4 if Boxing

Knife
Initiative 7
Dice 3
Damage 0L

Showstoppers
Initiative +8
Dice: +11
Damage 2 Lethal
Range 35/70/140
Ammo 6


Last edited by Admin on Sun Jul 23, 2017 2:52 pm; edited 4 times in total

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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 1:53 pm

Doctor William Utterson, British Fringe Scientist
PINKERTONS: Agents of Aegis  80fdae_cedf744ba3554a7fa30423894adea874~mv2


Dr. William Utterson
“Let no boundaries get in the way of knowledge. ”

Concept: Fringe scientist

Virtue: Determined
Vice: Relentless

Physical Description: This thin middle-aged english man stands at 5’10 with dark hair and bright green eyes. his fingertips are scarred from bunsen burners, and his clothes are plain, but scholarly.

Aegis Agency Notes: Dr. William Utterson uses science to analysis crime scenes, and can determine the identity of chemical evidence (blood, chloroform, etc.), as well as theories based on time and space. when not needed, he spends most of his time with his books and travel science kit. he talks little of his past, and sometimes does not recognize his name when being addressed.
________________________________________________________________________________________

HEALTH:8
WILLPOWER: 4
Size: 5
Speed: 9
Defense: 4
Initiative: +4
Armor: 0
Perception 4  {Wits + Composure}

Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 • Defense = Lowest of Dexterity or Wits + Athletics Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Perception = Wits + Composure
________________________________________________________________________________________

MENTAL
Intelligence: 4, Wits: 2, Resolve: 2

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

SOCIAL
Presence: 2, Manipulation: 2, Composure: 2
________________________________________________________________________________________

Mental Skills
Academics 0000 (Biology +1)
Computer: 0
Crafts: 0
Investigation: 00
*Medicine 0000 (Practices +1)
Occult: 00
Politics
*Science 00000 (Chemistry +1)

Physical Skills
Athletics: 00
Brawl: 000 (Rend +2 w/ Area of Expertise)
Drive: 0
Firearms
Larceny: 0
Stealth: 00
Survival
Weaponry

Social Skills
Animal Ken
Empathy
Expression
Intimidation
Persuasion: 00
Socialize
Streetwise:0
Subterfuge: 0
________________________________________________________________________________________
MERITS
Languages, English: N/A
Resources: 00

Mystery Cult Initiation, Aegis Branch •

Encyclopedic Knowledge, Chemistry (••)
Effect: Choose a Skill. Due to an immersion in academia, pop culture, or a hobby obsession, your character has col- lected limitless factoids about the topic, even if she has no dots in the Skill.
You can make an Intelligence + Wits roll at any time your character is dealing with her area of interest. On a successful roll, the Storyteller must give a relevant fact or detail about the issue at hand. Your character knows this fact, but you must explain within the scope of your character’s background why she knows it. For example, for Encyclopedic Knowledge: Medicine: “Do you remember that time on that show, when the doctor said it doesn’t manifest before puberty?”

Area of Expertise, Rend (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Investigative Aide, Science (•)
Prerequisites: Chosen Skill at •••+
Effect: Your character has one particular knack that can contribute amazingly to an investigation. Choose a Skill when purchasing this Merit; when making rolls to Uncover Clues (see p. 79), she achieves exceptional success on three successes instead of five. As well, Clues that come from her use of that Skill start with one additional element.
You may purchase this Merit multiple times, to enhance different Skills.
________________________________________________________________________________________
PERSISTENT CONDITION: MR. HYDE 
Each night, Dr. William Utterson must make a Resolve + Composure check. If he succeeds, he fights the urge to allow Mr. Hyde to come out. For each night he succeeds, add an accumulative +1 that increases until Mr. Hyde eventually comes out. At this time, Mr. Hyde takes over. Mr. Hyde wants nothing more but to be the epitome of the "Id", giving into the seven deadly sins with an eager haste. However, in order to help him steal, harm and murder, he gains powerful benefits in the form of Dread Powers.
________________________________________________________________________________________
Equipment

Crime Scene Kit, Chemistry
Dice Bonus +2, Durability 2, Size 3, Structure 2, Availability ••
Effect: A crime scene (or CSI) kit is a toolbox full of investigative aids such as magnifiers, fingerprinting dust, cameras, tape, testing chemicals, and sample bags. While the kits offer a dice bonus to Investigation rolls, the more important benefit of the CSI kit is that it allows evidence to be moved and digested elsewhere. Properly applied, it allows investigators to do the bulk of their work offsite and at their own pace.



......................................................................................................................................................
MR. HYDE

HEALTH:8 (10)
WILLPOWER: 4
Size: 5 (6)
Speed: 9 (11)
Defense: 7 (vs firearms)
Initiative: +4 (+6)
Armor: 0
Perception 4 (6) {Wits + Composure}

STRENGTH 4, DEXTERITY 4, STAMINA 5

Dread Powers:

HYDE FORM •••••
The creature's body contorts, becoming more brawny and ape-like. The user get's the following physical benefits.
Strength, Stamina, Dexterity (+2)
Manipulation: (-2)
Knowledge skills (-3)
Seize: +1
Speed: +1
Perception: +2
Defense vs. Firearms
+2 Athletics

PRODIGIOUS LEAP
The creature can make great, bounding leaps; by spending 1 Willpower, it can jump about four stories straight up or across a six-lane highway (or the equiva- lent distance).

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.

NATURAL WEAPONS, Black Claws (•••)
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 armor- piercing 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.

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


Dice PoolS

UNARMED: +9 Claws, 3L w/ -3 Armor Piercing

PINKERTONS: Agents of Aegis  80fdae_ddcec409c6e74364a39aa821feafdc1c~mv2


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 2:06 pm

Charlotte Poole, American Farm girl turned Medium for Ghosts
PINKERTONS: Agents of Aegis  6c1ea3c256fbf8040a4d7a3e988ad97c--gunslinger-red-dead-redemption

Charlotte Poole
“You don’t understand Mister. The dead have plenty to say. ”

Concept: Farm girl from the americas that claims to see ghosts

Virtue: Hopeful
Vice: Naive

Physical Description: Dirty blonde hair with freckles and pink skin. She wears simple clothes and often smells of peppermint leaves that she chews regularly.

Aegis Agency Notes: The sixteen year girl from the farmland of Indiana started seeing her grandpa in the barn shortly after he hung himself. Her parents thought her cursed by the devil, but before she could be exercised, agents from the Aegis branch rescued her and took her in as a consultant. She can be too trusting, and has nearly been killed during several cases after chasing ghosts that tell her they can help solve the investigation.
________________________________________________________________________________________

HEALTH: 7
WILLPOWER : 5
Size: 5
Speed: 9
Defense: 3
Initiative: +5
Armor: 0/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 3, Resolve: 2

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

SOCIAL
Presence: 3, Manipulation: 2, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer
Crafts:0 (Farming +1)
Investigation: 00
Medicine
Occult: 000 (Ghosts +1)
Politics
Science

Physical Skills
Athletics: 0
Brawl
Drive: 0
Firearms: 0
Larceny
Stealth: 0
Survival: 0
Weaponry

Social Skills
Animal Ken: 000
Empathy: 0000 (Feel the Dead +1)
Expression
Intimidation
Persuasion: 00
Socialize: 00
Streetwise
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 0

Mystery Cult Initiation, Aegis Branch •

Medium (•••)
Prerequisite: Empathy ••
Effect: Your character hears the words and moans of the dead. If he takes the time to parse their words, he can interact with them verbally. Your character has more than just a knack for knowing when ephemeral beings are lurking nearby, he can reach out and make contact with them. By conducting a ritual, meditating, or otherwise preparing to commune with the unseen, and succeeding at a Wits + Occult roll, he temporarily increases the relevant Condition one step along the progres- sion from nothing, to Anchor, Resonance, or Infrastructure, to Open, and finally to Controlled (see p. 133 for more on Conditions as they relate to spirits). The effect lasts until he spends a Willpower point, but if an Influence has been used to progress the Condition further, doing so only reduces it by one step.
Drawback: Speaking with ghosts can be a blessing, but your character cannot turn the sense off, any more than he can turn off his hearing. The character hears the words of the dead any time they’re present. Once per game session, usually in a time of extreme stress, the Storyteller may deliver a disturbing message to your character from the other side. You must succeed in a Resolve + Composure roll or gain either the Shaken or Spooked Condition.

Sympathetic (••)
Effect: Your character is very good at letting others get close. This gives him an edge in getting what he wants. At the beginning of a Social maneuvering attempt, you may choose to accept a Condition such as Leveraged, Swooned, or Vulnerable in order to immediately eliminate two of the subject’s Doors.
________________________________________________________________________________________
PERSISTENT CONDITION:  

________________________________________________________________________________________
Equipment
Plain Women's clothes, cross, jagged piece of stain glass with Jesus' face on it (wrapped in cloth)

Dice Pools


Last edited by Admin on Sun Jul 23, 2017 7:37 pm; edited 7 times in total

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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 2:42 pm

Kufika, Former Safari Guide
PINKERTONS: Agents of Aegis  80fdae_7d8169b49d824e5cbe6b3700f47e62cb~mv2

Kufika
“Feeding the lion only makes it more dangerous. ”

Concept: Native of north-west africa (Current Ghana)

Virtue: Loyal
Vice: Pessimistic

Physical Description: Brawny and of average height, with inked red war paint that can not be removed from his dark skin. His head is bald, though he wears dark modern clothes and hats to keep a low profile.

Aegis Agency Notes: Once a guide in Africa, Kufika saw supernatural phenomenon that nearly cost him his life. He began taking occult investigators and paranormal scholars on tours for a price, and eventually crossed path with the Aegis Branch, who had been scouting him.
________________________________________________________________

HEALTH: 10
WILLPOWER: 5 {Iron Skin: Can reflexively spend 1 Willpower to downgrade 1 Lethal to 1 Bashing}
Size: 5
Speed: 12
Defense: 6 {Streetfighting: Can spend 1 Willpower to use best of Wits or Dexterity (+1)}
Initiative: +5
Armor: 0/0 {1/1 vs Bashing w/ Iron Skin}
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 2, Resolve: 2

PHYSICAL
Strength: 4, Dexterity:3, *Stamina:5

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

Mental Skills
Academics
Computer
Crafts
Investigation: 0
Medicine: 0
Occult: 00 (African Monsters +1)
Politics
Science

Physical Skills
*Athletics: 0000
Brawl: 0000 (Grapple +1)
Drive: 0
Firearms: 0
Larceny:
Stealth: 000
Survival: 00
*Weaponry: 0000 (Knives +1)

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

Street Fighting (•••; Style)
Prerequisites: Stamina •••, Composure •••, Brawl ••, Streetwise ••
Effect: Your character learned to fight on the mean streets. She may have had some degree of formal training, but the methodology came from the real world, in dangerous circumstances. Street Fighting isn’t about form and grace, it’s about staying alive. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as punch daggers, or weapons concealed with the Shiv Merit (above).
Duck and Weave (•): Your character has been beaten all to hell more than a few times. Now she dodges on instinct, not on skill. You can reflexively take a one-die penalty to any actions this turn to use the higher of her Wits or Dexterity to calculate Defense. If you’ve already made a roll without penalty this turn, you cannot use Duck and Weave.
Knocking the Wind Out (••): Shots to the center mass can shake an opponent, and your character knows this well. When your character makes a successful unarmed attack, the opponent suffers a -1 to his next roll.
Kick ‘Em While They’re Down (•••): The best enemy is one on the ground. Your character topples opponents, and keeps them down. Any time your successes on an attack roll exceed an opponent’s Stamina, you may choose to apply the Knocked Down Tilt (p. 285). Additionally, any time your character is close enough to strike when an opponent attempts to get up from a prone position, she can reflexively cause two bashing damage.

Iron Skin (••)
Prerequisites: Martial Arts •• or Street Fighting ••, Stamina •••
Through rigorous conditioning, or extensive scarring, your character has grown resistant to harm. She can shrug off shots that would topple bigger fighters. She knows how to take a strike, and can even move into a hit from a weapon to minimize harm. She gains armor against bashing attacks; one point of armor with ••, and two points of armor with ••••. By spending a point of Willpower when hit, she can downgrade some lethal damage from a successful attack into bashing. Downgrade one damage at ••, two with ••••.
________________________________________________________________________________________
LINGERING CONDITION: FLASHBACKS 
Whenever in combat with supernatural creatures, Kufika replays the slaughter of his tribesmen, and his near death, via supernatural forces. Any Composure checks get a -2. If he fails, Kufika gains the "Shaken" Condition (Shaken: Something has severely frightened you. Any time your character is taking an action where the fear might hinder them, you may opt to fail the roll and resolve the condition.)
________________________________________________________________________________________
Equipment

Longcoat, Bowler Hat, Plain Suit, Bog Boots

Handcuffs
Dice Bonus +2, Durability 4, Size 1, Structure 4, Availability •
Effect: A solid pair of steel handcuffs is made to restrain even a remarkably strong person. Applying handcuffs to an unwilling combatant is an additional option in a grapple. Roll Strength + Brawl - the opponent’s Strength. Success means the handcuffs are where they need to be. Breaking out of successfully-applied handcuffs requires a Strength + Stamina - 4 roll. Each success on the roll reduces the Structure of the cuffs by 1. Cuffs reduced to 0 Structure snap open. Each attempt to escape causes one point of bash- ing damage. A character may also try to finagle their hands out of the cuffs. This requires a Dexterity + Athletics - 4 roll. Success allows for an escape, and causes one point of bashing dam- age. Failure on this roll causes one point of lethal damage, as the thumb jerks out of socket. Attempting to do anything requiring manual dexterity while cuffed incurs a -4 penalty, or -2 if the hands are cuffed in front. Witnesses are unlikely to behave favorably around a cuffed character; Social rolls against strangers incur a -3 penalty.
Many police forces and security companies now prefer heavy-duty plastic zip ties in place of handcuffs. While they’re slightly less durable (Durability 3), they incur a -5 penalty from behind or -3 from the front, because they can be far tighter on the wrists. They can also be cut free.

Curved Hunting Knife
Damage: +1, Initiative -1, Strength 1, Size 2, Special Enhanced Crafts/Survival


Dicepools

Knife: +9, 1L

Unarmed:+8 (+9 when grappling), +0B


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 2:46 pm

Qin Wei, Chinese Martial Artist and Eastern Occultist
PINKERTONS: Agents of Aegis  80fdae_ed5e6ff787ac4cefb55e57f28221aa55~mv2

Qin Wei
“The thorn defends the rose. It harms only those who would steal it’s blossom.”

Concept: Chinese Martial Artist and Eastern Occultist

Virtue: Honest
Vice: Dogmatic

Physical Description: Short at 5’4, Quin Wei wears dark clothes with little accessories. He has black hair and pale skin. His fingers are crooked from being broken many times, and his dark eyes seem almost all black.

Aegis Agency Notes: While he initially attempted to get into the Pinkerton agency as a knowledgable scholar of the eastern philosophies, there was no real need for him. The Pinkertons didn’t even wish to take him in for his martial ability, as Chinese were highly untrusted. However, after the passing of an Aegis member, Agent Argos Alkaios decided to give the young master a shot. He has proven to be a good choice, even if he is a bit preachy. _______________________________________________________________
Integrity: 7
HEALTH : 8
WILLPOWER: 4
Size: 5
Speed: 13
Defense: (Martial Arts, Defensive Strike: Can add +1/+2 to Defense so long as they have an attack and -1/-2 to it)
Initiative: +5
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 4, Resolve: 2

PHYSICAL
Strength: 3, *Dexterity: 5, Stamina: 3

SOCIAL
Presence: 2, Manipulation: 2, Composure: 2
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer:
Crafts:0
Investigation: 000
Medicine: 000 (Eastern Medicine +1)
Occult: 0000 (Eastern Creatures +1)
Politics
Science

Physical Skills
Athletics: 00000
*Brawl: 00000 (Martial Arts +1)
Drive
Firearms
Larceny
Stealth
Survival
Weaponry: 00

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

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

Martial Arts (•••; Style)
Prerequisites: Resolve •••, Dexterity •••, Athletics ••, Brawl ••
Effect: Your character is trained in one or more formal mar- tial arts styles. This may have come from a personal mentor, a dojo, or a self-defense class. It may have been for exercise, protection, show, or tradition. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as a punch dagger, or a weapon using the Shiv Merit (see below).
Focused Attack (•): Your character has trained exten-sively in striking specific parts of an opponent’s body. Reduce penalties for hitting specific targets by one. Additionally, you may ignore one point of armor on any opponent.
Defensive Strike (••): Your character excels in defending herself while finding the best time to strike. You can add 1 or 2 points to your character’s Defense. For each Defense point you take, subtract a die from any attacks you make. This can only be used in a turn in which your char- acter intends to attack. It cannot be used with a Dodge.
Whirlwind Strike (•••): When engaged, your char-acter becomes a storm of threatening kicks and punches; nothing close is safe. As long as your character has her Defense available to her, and is not Dodging, any character coming into arm’s reach takes one bashing damage. This damage continues once per turn as long as the enemy stays within range, and occurs on the enemy’s turn. If you spend a point of Willpower, this damage becomes two bashing until your next turn.
________________________________________________________________________________________
PERSISTENT CONDITION:  

________________________________________________________________________________________
Equipment
Drab clothes, Necklace with Dojo's Kung-fu symbol

Dicepool
Unarmed: +11, 0B
(Anyone who enters his square takes 1B so long as he has his defense)


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 2:50 pm

Jessie Reynolds, Experience Pinkerton Detective
PINKERTONS: Agents of Aegis  80fdae_295d4bd7d3484aaab66c36db85d77c03~mv2

Jessie Reynolds
“We’re here to solve mysteries, not be heroes. We are Pinkertons, not police.”

Concept: Veteran Agent

Virtue: Patient  
Vice:  Corrupt

Physical Description: This dapper dark featured man has a hairstyle fashionable of the time with a clean mustache and naked chin. He wears his favorite suit, a black ensemble with gold pinstripes, the most, along with his holstered revolver.

Aegis Branch Notes: This Edwardsville, IL native moved to Chicago in order to join the Pinkerton Agency, after being a local police office became boring. He took to the city life, and began using his authority to earn money, get loose women and earn favors. He was being investigated for corruption, when he was shot by local Chicago street gangs he’d been looking into. After he healed, there was no real place for him but the strange Aegis Branch.
________________________________________________________________________________________

HEALTH: 7
WILLPOWER: 4
Size: 5
Speed: 9
Defense: 2
Initiative: 5
Armor: 0/0
Plasm: 7
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 2, Resolve: 2

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

SOCIAL
Presence: 2 , Manipulation: 4 , Composure: 2
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer: 0 (Typewriters +1)
Crafts
Investigation: 000 (Murders +1)
Medicine
Occult: 0
Politics: 0
Science

Physical Skills
Athletics: 0
Brawl: 0
Drive
Firearms: 0
Larceny
Stealth: 0
Survival
Weaponry

Social Skills
Animal Ken
Empathy: 0
Expression:
Intimidation:
Persuasion: 00
Socialize: 000
Streetwise: 000 (Gathering Information +1)
Subterfuge: 00
________________________________________________________________________________________
MERITS
Language, English: Native

Numina
MORTAL MASK
This Numen disguises a Materialized entity as a hu- man, and can be used at the same time as the Materialize Manifestation Effect. Using the Numen costs 1 Essence, and the human seeming lasts for activation successes in hours. The human “costume” is flawed — witnesses may make a Wits + Composure roll penalized by the entity’s Finesse to realize that something is wrong. Characters able to sense the entity in Twilight do not suffer the penalty.

SEEK
The entity can sense the presence of suitable Conditions from a distance. The base range is two miles per Rank; entities may spend an Essence to multiply this by 10. If successful on a Finesse roll, the entity becomes aware of the direction and distance to the nearest suitable Anchor, Infrastructure, or Resonant Condition.

TELEKINESIS
The entity can manipulate objects without using a Manifestation Effect. This Numen costs 1 Essence, and suc- cesses on the activation roll become the entity’s “Strength” when attempting to lift or throw an item. Fine motor control is impossible using this Numen.

OPEN (Free)
The place, object, animal, or person covered by an existing Condition is now prepared to accept the entity. That entity can now Fetter or Possess the subject of the Condition or, if the Condition is on a location, Materialize the

MATERIALIZED
The entity has shifted from ephemeral to material sub- stance, manifesting in physical form. All the rules
for ephemeral entities’ traits still apply except for the effects of being in Twilight. This Condition protects most entities from Essence bleed for its duration; it does not protect a Supernal entity from losing Mana, however.
Causing the Condition: This Condition is created either by an entity using the Materialize Manifestation Effect on an Open Condition, or through the Spirit or Death Arcana being used to create a physical form for an ephemeral entity. If the Open Condition used is on an object or person, the entity must Materialize within its Rank in yards.
Ending the Condition: The entity remains Materialized for one hour per success rolled. When the duration ends, the entity fades back into Twilight. The Spirit and Death Arcana can also remove the Condition early.
Prerequisites: The Anchor or Resonant Condition for the same phenomenon to which this Condition is tagged.
Causing the Condition: This Condition is usually the result of fine-tuning the prerequisite Condition. This is an extended action, involving the subject and entity acting in concert for a number of scenes equal to Rank or a living subject’s Resolve, whichever is higher. Using a Control In- fluence or the Death, Spirit, or Mind Arcana as appropriate allows an entity to temporarily upgrade Resonant to Open as an instant action.
Ending the Condition: Removing the prerequisite Condition ends Open. The Death, Spirit, or Mind Arcana can also end it as appropriate for the type of entity.

RESONANT
The subject of this Condition is within the sphere of Influence of a spirit or Goetia.
Causing the Condition: This Condition is common. If an object, phenomenon, person, or place matches the entity’s pur- view in some way, it has this Condition. Anything matching the description of one of a spirit or Goetia’s Influences counts as having this Condition tagged to the entity. The Spirit and Mind Arcana can instill this Condition by manipulating Resonance, emotions, and thoughts.
Ending the Condition: The Condition can be removed through ending the phenomenon causing it, and through the Spirit and Mind Arcana.

FETTERED
The entity has secured itself to an object or creature. As long as it remains Fettered, the entity is safe from Essence Bleed. The being remains in Twilight and must stay within five yards of the Fetter. Most entities Fettering themselves literally hide inside their Fetters if they are small enough.
The entity pays one fewer Essence for using Influences on the Fetter, but may not use them or Numina on another target as long as the Fetter lasts.
Prerequisites: The intended subject of this Condition must have the Open Condition, tagged to the entity attempting to cause it.
Causing the Condition: This Condition is created by an entity using the Fetter Manifestation Effect.
____________________________________________________________________________________
PERSISTENT CONDITION: GHOST  
The character doesn't know it yet, but he's dead. Perhaps he's had a few clues, but he's willing to ignore them in order to go on with his daily life...or unlife. People who can somehow communicate with ghosts have 2 extra doors to try to get to him about his condition. Otherwise, anyone else can not see him, though the player tricks himself into thinking they do, or that the world is just busy. One thing is for sure, once the character learns that he is dead, he'll be whisked away to the afterlife.
________________________________________________________________________________________
Equipment
None, though it appears that he has a revolver, some cigarettes and clothes.

Unarmed


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 3:32 pm

Della Pope, Frustrated Female Pinkerton Agent
PINKERTONS: Agents of Aegis  80fdae_a59db28995b54f9f82c8b0f4c9d4e65d~mv2_d_2490_3694_s_4_2

Della Pope
“I’m not a woman. I’m an agent. Treat me like one.”

Concept: Female Undercover Agent

Virtue: Courageous  
Vice: Deceitful

Physical Description: An extremely tall and athletic woman with coffee colored hair. Della is attractive, but can dull her looks by neglecting makeup and toying with her hair.

Aegis Branch Notes: By far the most willing to risk it all, Della enjoys her work. She is great at luring in unsuspecting fools, and can manipulate the best in order to get the answers she’s looking for. She often has a chip on her shoulder however, as she feels everyone looks down on her for being a female.
________________________________________________________________________________________

HEALTH :7
WILLPOWER:4
Size: 5
Speed: 11
Defense: 3
Initiative:+5
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 3, Wits: 2, Resolve: 2

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

SOCIAL
Presence: 3, *Manipulation: 5, Composure: 2  
________________________________________________________________________________________

Mental Skills -3 Unskilled
Academics: 0
Computer:
Crafts
Investigation: 000
Medicine
Occult
Politics
Science

Physical Skills
Athletics: 00
Brawl: 0
Drive
Firearms: 00
Larceny
Stealth: 00
Survival
Weaponry

Social Skills
Animal Ken
Empathy: 000 (Determine Intentions +1)
Expression:0
Intimidation
*Persuasion:0000 (Seduction +1)
Socialize: 0000
Streetwise: 000
*Subterfuge 0000 (Hiding Emotions +1)
________________________________________________________________________________________
MERITS
Language, English: N/A
Resources: 00

Alternate Identity: 0

Mystery Cult Initiation, Aegis Branch (•)
Cults are far more common than people would like to admit.. “Mystery cult” is the catch-all term for a phenomenon ranging from secret societies couched in fraternity houses, to scholarly cabals studying the magic of classical symbolism, to mystical suicide cults to the God-Machine.

Table Turner (•)
Prerequisites: Composure •••, Manipulation •••, Wits •••
Effects: Your character can turn any attempt to leverage her into an opportunity. Any time a character initiates a Social Maneuvering action against yours (see p. 81), you may spend
a Willpower point to preempt that attempt with one of your own, or another Social action.

Sympathetic (••)
Effect: Your character is very good at letting others get close. This gives him an edge in getting what he wants. At the beginning of a Social maneuvering attempt, you may choose to accept a Condition such as Leveraged, Swooned, or Vulnerable in order to immediately eliminate two of the subject’s Doors
________________________________________________________________________________________
PERSISTENT CONDITION: JADED
Any time the character is discriminated against for being a woman, she must automatically make a Resolve + Composure check. Upon a failure, the character gains a -2 to all Persuasion, Socialize and Empathy checks against the discriminator. This does not go away for 1 year per person.
________________________________________________________________________________________
Equipment

Disguise
Dice Bonus +2, Durability 1, Size 3, Structure 2, Availability ••
Effect: 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 into the crowd. Any rolls to actively detect the outsider suffer a penalty equal to the dice bonus of the disguise; the disguised character also gains the bonus to remain hidden. With a disguise, a character can emulate the first dot of a single Social Merit that would make sense within the scope of the scene. For example, it doesn’t make money appear from thin air, but it would allow a character to get their drinks on a nonexistent tab, reflecting Resources •. 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 affect the witness.

(2) Hold Out Derringers
Range: 5/10/20
Clip: 1
Initiative Penalty: 0
Damage: 1L
Minimal Strength: 1
Size: 1
Availability: 3


Unarmed


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 3:37 pm

Lewis Malone, Discredited Medical Doctor
PINKERTONS: Agents of Aegis  80fdae_7dfcccb4490e4d1b9cf770b3f292fb0e~mv2
Lewis Malone
“A corpse can tell you so much about themselves if you let them.”

Concept: Former doctor and Medical Aid.

Virtue: Determined
Vice: Secretive

Physical Description: Of average height and weight, with sandy colored hair, beady eyes and a long face. Lewis has track marks from the numerous drugs he injects in himself on his off time.

Aegis Branch Notes: A schooled Doctor, Lewis lost his practitioner’s license for undisclosed reasons. Desperate for money, he took to an advertisement for the Pinkerton's, but was deemed as too odd by most branches. Desperate for a coroner, the often neglected Aegis branch took in Lewis, tolerating his weird behavior and reluctance to give insight beyond the facts.
________________________________________________________________________________________

HEALTH :7
WILLPOWER :7
Size: 5
Speed: 10
Defense: 2
Initiative:+7
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
*Intelligence: 5, Wits: 2, Resolve:3

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

SOCIAL
Presence:2 , Manipulation: 2, Composure: 4
________________________________________________________________________________________

Mental Skills
*Academics:0000
Computer: 0
Crafts: 0
Investigation: 0000 (Autopsies + 1, 3 is Exceptional Success)
*Medicine: 0000 (Surgery +2 w/ Area Expertise)
Occult: 00
Politics
Science: 0000

Physical Skills
Athletics
Brawl
Drive: 0
Firearms
Larceny: 0
Stealth: 00
Survival
Weaponry

Social Skills
Animal Ken: 0
Empathy
Expression
Intimidation
Persuasion
Socialize: 0
Streetwise: 000 (body markets +1)
Subterfuge: 00
________________________________________________________________________________________
MERITS
Languages, English: N/A
Resources: 00

Mystery Cult Initiation, Aegis Branch •

Area of Expertise, Surgery (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Encyclopedic Knowledge (••)
Effect: Choose a Skill. Due to an immersion in academia, pop culture, or a hobby obsession, your character has col- lected limitless factoids about the topic, even if she has no dots in the Skill.
You can make an Intelligence + Wits roll at any time your character is dealing with her area of interest. On a successful roll, the Storyteller must give a relevant fact or detail about the issue at hand. Your character knows this fact, but you must explain within the scope of your character’s background why she knows it. For example, for Encyclopedic Knowledge: Medicine: “Do you remember that time on that show, when the doctor said it doesn’t manifest before puberty?”

Investigative Aide, Autopsies (•)
Prerequisites: Chosen Skill at •••+
Effect: Your character has one particular knack that can contribute amazingly to an investigation. Choose a Skill when purchasing this Merit; when making rolls to Uncover Clues (see p. 79), she achieves exceptional success on three successes instead of five. As well, Clues that come from her use of that Skill start with one additional element.
You may purchase this Merit multiple times, to enhance different Skills.


________________________________________________________________________________________
PERSISTENT CONDITION: Addiction, Necrophilia 
Your character is addicted to something. Some addictions are more dangerous than others, but the nature of addiction is that it slowly takes over your life, impeding functionality. If you are addicted, you need to indulge your addiction regularly to keep it under control. A specific addiction should be chose, characters can take this Condition multiple times for different addictions. Being unable to feed your addiction can result in the Deprived Condition.

Deprived: Your character suffers from an addiction. She is unable to get her fix, however, leaving her irritable, anxious and unable to focus. Remove one from her Stamina, Resolve and Composure dice pools. This does not influence drives traits; it only influences dice pools that use these Attributes.
Resolution: Your character indulges their addiction.
________________________________________________________________________________________
Equipment
Lab coat, rubber apron, rubber gloves
First-Aid Kit
Die Bonus 0 or +1, Durability 1, Size 2, Structure 3, Availability • or ••
Effect: A first-aid kit contains all the necessary supplies to stabilize an injury and stop wounds from getting worse until the victim can find proper treatment. The one-dot version of the first-aid kit does not offer a die bonus; it simply allows for treatment. The two-dot version offers a +1 to treatment rolls due to superior supplies.


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 3:47 pm

 Bindra Kusari, Mystical Hinduist
PINKERTONS: Agents of Aegis  80fdae_412c98557f034fcba975b1d986d951a0~mv2

——————————————————————————————————————————————
Bindra Kusari

“We are all on a journey. We are both our guide and our obstacles during our trek.”

Concept: Mystical Hinduist

Virtue: Trustworthy
Vice:  Contemplative

Physical Description: This 5’2 woman in her thirties is thin with black hair. She is often found wearing gray silks, gold jewelry, and decorating her face and hands with hindu symbols and stones. She smells of exotic incense.

Aegis Branch Notes: This woman showed up on the doorsteps of the Aegis Branch unprompted. She declared that they would need her, and that her mystical upbringing allowed her to ponder and meditate in order to widen her gaze with her third eye. While skeptical, the group did find that she was able to give answers that they couldn’t explain, and she slowly crept into their ranks as a consultant. She is hard to get a quick answer from, as she takes her time with making decisions, but sticks to them once she does.
________________________________________________________________________________________

HEALTH: 6
WILLPOWER: 5
Size: 5
Speed: 8
Defense: 7
Initiative:+6
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 4, Resolve: 2 {+3 on Resolve + Composure rolls due to Meditation}

PHYSICAL
Strength: 1, Dexterity: 3, Stamina:2

SOCIAL
Presence: 2, Manipulation: 1, Composure: 3 {+3 on Resolve + Composure rolls due to Meditation}
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer
Crafts: 0
Investigation: 000
Medicine: 00
*Occult: 00000 (Hindu Mysticism +1)
Politics
Science

Physical Skills
Athletics: 000 (Yoga +1)
Brawl
Drive
Firearms
Larceny
Stealth
Survival: 0
Weaponry

Social Skills
Animal Ken: 0
Empathy: 000
Expression: 0
Intimidation
Persuasion: 000
Socialize:00  
Streetwise: 0
Subterfuge
________________________________________________________________________________________
MERITS
Language, Hindi: N/A
Multilingual: English, French (•)
Effect: Your character has a strong affinity for language acquisition. Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, he may also read enough of the language to understand context. If you purchase the Language Merit for either of these languages, replace the Multilingual language. For example, if you have Multilingual (French, Italian), and purchase Language: Italian, you may choose to take Multilingual (French, Portuguese).

Clairvoyance, Meditation (•••)
Effect: Your character can project her senses to another location. She sees, hears, smells, and otherwise experiences the other place as if she were there. This ability requires a point of Willpower to activate, successful meditation, and a Wits + Occult roll.
Suggested Modifiers: Has an object important to the place (+1), never been there (-3), scrying for a person and not a place (-3), scrying for non-specific location (-4), spent significant time there (+2), touching someone with a strong connection to the place (+1)
Drawback: When choosing this ability, determine how your character is able to scry. It may be through a crystal ball, through a drug-induced trance, with esoteric computer models, or any other reasonable method. She cannot scry without that tool or methodology.

Meditative Mind (••••)
Effect: Your character’s meditation is far more fulfilling than for other characters. With the one-dot version of this Merit, the character does not suffer environmental penalties to meditation (see p. 75), even from wound penalties.
With the two-dot version, when the character has successfully meditated, she gains a +3 bonus on any Resolve + Composure rolls during the same day, as she’s steeled herself against the things in the world that would shake her foundation. At the four-dot level, she only needs a single success to gain the benefits of meditation for the day, instead of the normal four.
________________________________________________________________________________________
PERSISTENT CONDITION:  

________________________________________________________________________________________
Equipment
Silk Sari (tattered a bit), Nothing else as Bindra is poor

Dice Pool
+9 to use Clairvoyance w/ modifiers accordingly

Meditation +7
A character can improve her chances of resisting a breaking point by meditating. Meditation is an extended action with a pool of Composure + Wits, target successes of 4, and an interval of 30 minutes. After successfully meditating, the character gets a +1 bonus to her next breaking point roll. Once this bonus is used or the character sleeps, it disappears, and must be regained by meditating again. Soothing music or relaxation tapes can provide a +1 to +2 equipment bonus. A dedicated meditation room, perhaps in the character’s Safe Place, provides +3. Loud noises, an uncomfortable environment, or lack of sleep inflict a -1 penalty each. Lack of food inflicts a -1 to -3 penalty.


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 3:52 pm

Bernard "Benny" Warren, The yet untested young Detective
PINKERTONS: Agents of Aegis  80fdae_a42822b71ee44a1da2c635076522300a~mv2

Bernard “Benny” Warren & Ajax

“What are you picking up boy?”

Concept: Untested Agent and dog handler

Virtue: Just
Vice:  Flighty  

Physical Description: Though Benny is Twenty-three, he appears to be sixteen with his bright blue eyes, stiff hazelnut hair, and skinny body. He wears well-kept clothes, and has a brown leather leash that he wraps around his forearm in order to keep his loyal companion, Ajax, at his side.

Aegis Branch Notes: Benny is a good kid, but doesn’t make the cut for most branches of the detective agency. When Argos and company saw how effective he was at using his dog in the field (detecting and combat), they decided to give the kid a chance. He’s proven to need Ajax to do anything risky, using the pup as a crutch. Ajax meanwhile is fearless and fierce.

________________________________________________________________________________________

HEALTH :7
WILLPOWER: 5
Size: 5
Speed: 9
Defense: 5
Initiative: 4
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 3, Resolve: 3

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

SOCIAL
Presence: 4, Manipulation: 1, Composure: 2
________________________________________________________________________________________

Mental Skills
Academics: 00
Computer: 0
Crafts: 0
Investigation: 0000 (Crime Scenes +1)
Medicine: 0
Occult: 00 (Cults +1)
Politics
Science

Physical Skills
Athletics: 000
Brawl:
Drive: 000 (Carriages +1)
Firearms: 000
Larceny
Stealth: 0
Survival: 0
Weaponry

Social Skills
*Animal Ken: 00000 (Dogs +1)
Empathy: 0
Expression
Intimidation
Persuasion: 0
Socialize: 0
Streetwise: 0
Subterfuge
________________________________________________________________________________________
MERITS
Language, English: N/A
Resources: 00

Mystery Cult Initiation, Aegis Branch •

K-9 (Style, ••••)
Prerequisite: This Merit works in conjunction with a dog of least Size 3. The character must possess Wits •••, Animal Ken •••, and share the Bonded Condition with the dog.
Effect: Under your supervision a dog may perform excep- tional actions. You purchase this Merit for your character, who may apply it to any dog she shares the Bonded Condition with after a reasonable amount of training time together. Police and military forces are the place to go to learn to work with an animal in combat, but independent trainers might know this style as well. Note that each maneuver includes the special ability to never require an Animal Ken roll to order its use. Your character’s dog obeys without a second’s pause.
Detection, TRACKS (•): Your character’s dog has been trained to detect a certain class of substances by smell and indicate its lo-cation. Choose from one of the following: Drugs, Explosives, Tracks, People, and Corpses. When your character works with his dog it gains the Rote benefit (re-roll failed dice) on Wits + Survival rolls to detect the target substances. You may purchase this Merit multiple times for different categories.
Targeted Bite (••): Your character may command his dog to target specific body parts. Reduce penalties to attack specific targets by –2.
Tactical Positioning (•••): The character’s dog knows how to position itself to make it difficult for opponents to fight you both. When acting side by side against a single op-ponent, one of the pair gains +1 to Defense against that oppo-nent, and the other benefits from +2 to attack rolls targeting the opponent. Your character decides which participant gets the offensive or defensive bonus at the beginning of each turn. Finally, you never take a penalty to ranged combat rolls to avoid shooting the dog, because he avoids your line of fire.
Takedown Bite (••••): At your character’s command, his dog may inflict a Drop Prone or Hold grappling maneuver on a target if it hits with a successful bite attack. The target may be no more the double the dog’s Size, however. This immediately initiates a grapple. Dogs may employ the above maneuvers along with Break Free, Control (opponent’s) Weapon, and Damage.
________________________________________________________________________________________
PERSISTENT CONDITION: TIMID 
Your character doesn't want to step on anyone's toes. In order to stand up for themselves when there is a command, issue or order, they must spend a point of Willpower.
________________________________________________________________________________________
Equipment
Dress Suit, Leash

Lighter: (As Glowstick)
Dice Bonus +2, Durability 1, Size 1, Structure 1, Availability •
Effect: Glowsticks use a chemical mixture to summon forth enough light to see in a small area. Most commercial glowsticks last a couple of hours; police and other professional varieties can last 12. Because they’re small, airtight containers, they serve the added benefit of being useful underwater or in the rain. Functionally, they work the same as a flashlight. However, they cannot be used to blind a target, since their soft glow is far less obtrusive than a flashlight’s beam. They’re also very conveniently worn, which can serve strategic purposes for a group operating in low-light conditions. A member will not go missing without being noticed so long as they have a glowing neon bar on their belt.

Handcuffs
Dice Bonus +2, Durability 4, Size 1, Structure 4, Availability •
Effect: A solid pair of steel handcuffs is made to restrain even a remarkably strong person. Applying handcuffs to an unwilling combatant is an additional option in a grapple. Roll Strength + Brawl - the opponent’s Strength. Success means the handcuffs are where they need to be.
Breaking out of successfully-applied handcuffs requires a Strength + Stamina - 4 roll. Each success on the roll reduces the Structure of the cuffs by 1. Cuffs reduced to 0 Structure snap open. Each attempt to escape causes one point of bash- ing damage. A character may also try to finagle their hands out of the cuffs. This requires a Dexterity + Athletics - 4 roll. Success allows for an escape, and causes one point of bashing dam- age. Failure on this roll causes one point of lethal damage, as the thumb jerks out of socket. Attempting to do anything requiring manual dexterity while cuffed incurs a -4 penalty, or -2 if the hands are cuffed in front. Witnesses are unlikely to behave favorably around a cuffed character; Social rolls against strangers incur a -3 penalty.
Many police forces and security companies now prefer heavy-duty plastic zip ties in place of handcuffs. While they’re slightly less durable (Durability 3), they incur a -5 penalty from behind or -3 from the front, because they can be far tighter on the wrists. They can also be cut free.

Double Action Light Revolver
Range: 20/40/80
Clip: 6 cylinder
Initiative Penalty: 0 for Double Action
Damage: 1L
Minimal Strength: 2
Size: 1
Availability: 2

*High Power Hunting Rifle (Has 10 Extra Rounds)
Range: 200/400/800
Clip: 1
Initiative Penalty: -5
Damage: 5L
Minimal Strength: 3 (So he takes a penalty)
Size: 4
Availability: 5
Special: Gives "Stunned" Condition to targets

Dicepools
Command Dog: +10

AJAX
PINKERTONS: Agents of Aegis  4a93a0abe2efe603d48a76c2d4cb7cbd--funny-german-shepherds-german-shepherd-dogs
Dog (Large)
Willpower: 7
Initiative: 6
Defense: 8
Speed: 14 (species factor 7)
Size: 4
Health: 7

Attributes:
Intelligence 1, Wits 4, Resolve 4
Strength 4, Dexterity 3, Stamina 3
Presence 4, Manipulation 1, Composure 3

Skills: Athletics 4(Running +1), Brawl 3 (Bite +1), Intimidation 3, Stealth 1, Survival 3 (Tracking +1)

Weapons/Attacks:
Bite: +8, 0L


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 3:56 pm

Melvin Yates, Painter of the Future
PINKERTONS: Agents of Aegis  80fdae_9cc08a8a0dff4a638b999caee92621c1~mv2

Melvin Yates

“I paint what they tell me to.”

Concept: Painter of dead whispers

Virtue: Honest
Vice: Curmudgeon  

Physical Description: This furry man has a slight hunchback, dark eyes and unkept hair. He wears bland clothing, and often has paint stains on his fingers and sleeves. He smells of paint thinner.

Aegis Branch Notes: Another consultant, Melvin was once a criminal that Aegis hunted due to his Voyeurism. Melvin claimed to be painting what the specters told him to, and was left off on good behavior. Argos kept in contact, and used him when he was in the Missouri area to help with clues. Upon heading to London, Melvin was collected out of need, and because the strange man was running out of money and needed a charitable contract.
________________________________________________________________________________________
Integrity: 6
HEALTH :7
WILLPOWER : 7
Size: 5
Speed: 9
Defense: 3
Initiative:+7
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 00, Wits: 0000, Resolve: 00

PHYSICAL
Strength: 00, Dexterity: 00, Stamina: 00

SOCIAL
Presence: 0, Manipulation: 0, Composure: 00000
________________________________________________________________________________________

Mental Skills
*Academics: 0000 (Literature +1)
Computer: 0
*Crafts: 0000 (Sculpting +1)
Investigation: 00
Medicine
Occult: 000 (Ghosts +1)
Politics: 0
Science

Physical Skills
Athletics: 0
Brawl
Drive: 0
Firearms
Larceny
Stealth: 00
Survival
Weaponry

Social Skills
Animal Ken: 0
Empathy: 0
Expression: 0000 (Painting +2 w/ Area of Expertise)
Intimidation: 0
Persuasion
Socialize
Streetwise: 00
Subterfuge: 000
________________________________________________________________________________________
MERITS
Language, English: N/A
Resources: 0

Good Time Management (•)
Prerequisite: Academics •• or Science ••
Effect: Your character has vast experience managing complex tasks, keeping schedules, and meeting deadlines. When taking an extended action, halve the time required between rolls.

Automatic Writing, Painting (••)
Your character can enter a trance of sorts, in which she’s temporarily overtaken by a spirit or ghost, and compelled to write mysterious things.
Effect: Your character must meditate for at least one min-ute. Spend a point of Willpower and roll Wits + Composure to enter the trance. For every success, your character writes a single statement or clue about something occurring in the area or relating to a pertinent issue. The Storyteller provides these clues, and they may at first seem completely nonsensi- cal. Characters may attempt to interpret the clues with Wits + Investigation or research efforts.

Interdisciplinary Specialty, Painting (•)
Prerequisite: Skill at ••• or higher with a Specialty
Effect: Choose a Specialty that your character possesses when you purchase this Merit. You can apply the +1 from that Specialty on any Skill with at least one dot, provided it’s justifiable within the scope of the fiction. For example, a doctor with a Medicine Specialty in Anatomy may be able to use it when targeting a specific body part with Weaponry, but could not with a general strike.

Area of Expertise, Painting (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Trained Observer (•)
Prerequisite: Wits ••• or Composure •••
Effect: Your character has spent years in the field, catch- ing tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality.
________________________________________________________________________________________
PERSISTENT CONDITION: Anti-Social 
Your character hates interacting with others. In order to engage people in conversation, your character must spend a point of Willpower. Otherwise, they reply with a shrug of the shoulder, one-word-answers, and occasional sound effects.
________________________________________________________________________________________
Equipment
Drab Suit, Painting Kit +1

Unarmed


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 4:01 pm

Amos Wilkerson, Pinkerton Brute
PINKERTONS: Agents of Aegis  80fdae_21ff7769c0394692b1a7923f5e61ac84~mv2_d_2480_3508_s_4_2

Amos Wilkerson

“Seems I can’t get you to understand. I’ll have to put more muscle into it.”

Concept: Pinkerton Brute

Virtue: Brave
Vice:  Bullying  

Physical Description: Amos has been lifting since he was a boy, and has bulging muscles that seem to rip out of his tight suit. He is balding, but has red mutton chops, a broad jaw and thick powerful hands.

Aegis Branch Notes: There’s always a need for muscle within the Pinkertons, but when the muscle is unruly, starting fights with others, they are demoted and passed on. Amos listens to who is in charge, but everyone else is just a tool. He picks on anyone that isn’t the boss. When he’s not doing anything, Amos is also looking for anything he can lift, from crates to other agents. He is addicted to challenging his body and making it stronger.
________________________________________________________________________________________
Integrity: 6
HEALTH: 11
WILLPOWER: 6
Size: 6
Speed: 12
Defense: 6
Initiative:+5
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 1, Wits: 2, Resolve: 3

PHYSICAL
*Strength: 5, Dexterity: 2, Stamina: 5

SOCIAL
Presence: 2, Manipulation: 2, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics
Computer
Crafts: 0
Investigation: 00
Medicine: 0
Occult
Politics
Science

Physical Skills
*Athletics: 0000 (Lifting +1)
*Brawl: 0000 (Fisticuffs +1)
Drive: 0
Firearms: 0
Larceny: 0
Stealth: 00
Survival: 00
Weaponry: 0000 (Clubs +1)

Social Skills
Animal Ken: 0
Empathy:
Expression
Intimidation: 0000 (Threats +1)
Persuasion:
Socialize:
Streetwise: 000 (Fighting Venues +1)
Subterfuge
________________________________________________________________________________________
MERITS
Language, English: +1
Resources: 00

Mystery Occult Initiatie, Aegis Branch: •

Strength Performance (••••)
Prerequisites: Strength •••, Stamina ••, Athletics •• Style Tag: Movement (Strong)
Effect: While the Strength Attribute covers all forms of issuing bodily force, your character has specifically trained in lifting, pushing, and pulling enormous weights. He learned this as an Olympic-style weightlifter, strongman competitor, or performer. This doesn’t help your character hit things, but if he does, anything at the other end is going to break and hurt.In addition to learning maneuvers, at ••• dots your character can actually increase in Size after adding prodigious amounts of muscle. You may purchase the Giant Merit for your character during play, or if he began play as Small-Framed, get back the Experience value of those Merit dots while increasing to Size 5, and losing its benefits. (Your character can’t do one after the other — there’s a limit to what her skeleton can support.) Your character must have had Strength Performance ••• for at least one year, and you must tell the Storyteller your character is trying to get bigger. No character can move from Giant to Size 7 this way, and any Size change is optional — small people can still max out in this style.
Strength Tricks (•): Your character combines trained strength with a practical knowledge of physics to perform impressive, if minor, feats of strength. He can rip phone books in half, bend rebar, and smash bricks with his bare hands. The character benefits from a +2 bonus to Performance and Intimidation rolls where he can demonstrate his talents, and an additional +1 to other non-combat feats of Strength.
Lifting (••): Your character can perform incredible feats of raw strength. When attempting a feat of strength that requires a Strength + Stamina roll, you gain the Rote benefit — re-roll failed dice. This does not aid running, jumping, or combat rolls, but does aid in attempts to damage relatively immobile, inanimate objects. In that case your character gains the Rote benefit on a combat dice pool no larger than his Strength + Stamina.
Push/Pull (•••): Have you ever seen someone pull a tractor trailer or airplane with their teeth? Your character’s all over that. If your character’s goal is to move an object laterally, double her effective Strength. If the object is on wheels or friction has other- wise been minimized, multiply her Strength by 5. Practical con- siderations may require equipment such as ropes and a harness, and the quality of this equipment may provide a bonus to the roll.
Stronger Than You (••••): If your character succeeds at Strength-based tasks, he does so with an increased level of performance. You don’t gain bonus dice for Strength-related rolls but if you roll at least one success, add +1 success to the total. This does apply to combat, making this character capable of bone-cracking blows and grips.
________________________________________________________________________________________
PERSISTENT CONDITION:BULLY  
You despise the weak, be it because of childhood trauma or a trained military background. Whatever the reason, you respect only those who stick up to themselves. Those who are weak, feeble or excuse-ridden irritate you, and you need to make a Resolve + Composure check as to not bully them. Failing to bully the weak after a failed check results in the "Deprived" Condition.
________________________________________________________________________________________
Equipment
Custom tailored large man's suit, black leather gloves

Brass Knuckles: +0L, Initiative -0, Size: 1, Availability: 1

Metal Club: +2L, Initiative: -2, Size: 2, Availability: 2

Dice Pools
Unarmed: +10, **1B (**1L w/ Brass Knuckles){**Stronger Than You adds +1 to Total Successes as long as you get one  success}

Metal Club: +10, **3L {Stronger Than You adds +1 to Total Successes for Strength based rolls}, Special: Stun Condition


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 5:49 pm

Mr. Darcy Slate
PINKERTONS: Agents of Aegis  80fdae_cb9c28c480cc4e81b9461cee09f229de~mv2

Mr. Darcy Slate

“Experience is merely the name men gave to their mistakes.”

Concept: Debonair London Fixer

Virtue: Affable
Vice:  Untrustworthy    

Physical Description: This gentleman is the epitome of handsome, both in features and in style. He has ocean blue eyes, perfect skin and dark silky hair. He’s 6’1 with perfect features and a voice that soothing to the ears.

Aegis Branch Notes: Mr. Slate uses his looks to charm widows out of money, and trick authorities into thinking he’s someone important. Truth be told, Mr. Darcy Slate has been leaking his inheritance for years, and needs a way to keep his mansion in the heart of London. So, he rents it out to agencies such as the Pinkertons in exchange for money and favors. He also uses his contacts to set up relationships that benefit him. He can charm the skin off a snake because he is one.
________________________________________________________________________________________
Integrity: 4
HEALTH:7
WILLPOWER: 4
Size: 5
Speed: 10
Defense: 5
Initiative:5
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 3, Resolve: 2

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

SOCIAL
*Presence: 5, Manipulation: 4, Composure: 2
________________________________________________________________________________________

Mental Skills
Academics: 0  
Computer
Crafts
Investigation: 00
Medicine
Occult: 0 (Curses +1)
Politics
Science

Physical Skills
Athletics: 00
Brawl
Drive
Firearms
Larceny: 0
Stealth: 0
Survival
Weaponry: 000 (Canes +1)

Social Skills
Animal Ken
Empathy: 0
Expression: 00
Intimidation
*Persuasion: 0000 (Seduction +1)
Socialize: 0000 (Black Market +1)
Streetwise: 0000
*Subterfuge 0000 (Misdirection +1)
________________________________________________________________________________________
MERITS
Languages, English: N/A

Resources: 00

Contacts, Criminal Organizations, Grave Robbers, Shop Keepers (•••)
Effect: Contacts provide your character with information. Each dot in this Merit represents a sphere or organization with which the character can garner information. For example, a character with Contacts ••• might have Bloggers, Drug Dealers, and Financial Speculators for connections. Contacts do not provide services, only information. This may be face-to-face, via email, by telephone, or even by séance in some strange instances. Garnering information via Contacts requires a Manipulation + Social Skill roll, depending on the method the character uses, and the relationship between the characters. The Storyteller should give a bonus or penalty, dependent on how relevant the information is to that particular Contact, whether accessing the information is dangerous, and if the character has maintained good relations or done favors for the Contact. These modifiers should range from -3 to +3 in most cases. If successful, the Contact provides the information.
One use of a Contact is to dig dirt on another character. A Contact can find another character’s Social Merits, and any relevant Conditions (Embarrassing Secret is a prime example.)
A character can have more than five Contacts, but the Merit’s rating is limited to five, for the purposes of Allies blocking.

Fixer (••)
Prerequisite: Contacts ••, Wits •••
Effect: Your character is people that knows people. She can not only get in touch with the right people to do a job, but she can get them at the best possible prices. When hir- ing a service (see p. 100), reduce the Availability score of the service by one dot.

Alternate Identity (••)
Effect: Your character has established an alternate identity. The level of this Merit determines the amount of scrutiny it holds up to. At one dot, the identity is superficial and unofficial. For example, your character uses an alias with a simple costume and adopts an accent. She hasn’t established the necessary paperwork to even approach a bureaucratic back- ground check, let alone pass one. At two dots, she’s supported her identity with paperwork and identification. It’s not liable to stand up to extensive research, but it’ll turn away private investigators and internet hobbyists. At three dots, the identity can pass a thorough inspection. The identity has been deeply entrenched in relevant databases, with subtle flourishes and details to make it seem real, even to trained professionals. Additionally, the Merit reflects time the character has spent honing her persona. At one or two dots, she gains +1 to all Subterfuge rolls to defend the identity. At three dots, she gains +2. This Merit can be purchased multiple times, each time representing an additional identity.
________________________________________________________________________________________
PERSISTENT CONDITION: CURSED PORTRAIT
Gives the character the following Dread Power...

IMMORTAL
Bane: The Picture of Dorian Gray
The creature isn’t bound by mortal laws of life and death. It’s not indestructible, per se, but if it’s killed by anything other than its Bane, it just comes back in a later scene like noth- ing happened. Even if it’s destroyed with its Bane, it’s never really gone — some accursed ritual, astrological conjunction, or freak occurrence can always bring the creature back for a sequel story.

PINKERTONS: Agents of Aegis  E13e434f1d17e003fcd119fd3dd915e7--dorian-gray-oscar-wilde
________________________________________________________________________________________
Equipment

Fashion, Socialite
Dice Bonus +3, Durability 1, Size 2, Structure 1, Availability • to •••••
Effect: Never underestimate the value of high fashion. Like a disguise, fashionable clothing allows a character to fit in. However, the point of fashion is to draw attention, not to fade into the crowd. As opposed to anonymity, fashion means being noticed. Note that the clothing chosen must be appropriate to the setting. Punk chic will not work at a Senator’s fundraiser, for example. When improperly dressed, the dice bonus applies as a penalty to all Social Skill rolls.
The dice bonus for Fashion is equal to half the Availability, rounded up.

Cash
Dice Bonus +3, Durability 1, Size 2, Structure 1, Availability • to •••••
Effect: This represents a wad of cash, a briefcase of money, an offshore bank account number, or some other lump sum. It can’t be reflected in the Resources Merit since it’s not a regular income. However, it can be expended to offer a bonus equiva- lent to its Availability on any social roll where a bribe could be beneficial. Also, it can be expended to purchase one item of qual Availability. For more complex uses, consider it a single month’s allotment of the same Resources.

Metal Cane: +2L, Special: Stun Condition

Dicepools
+7, 2L Damage, Stun Condition


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 9:53 pm

Ehrich Weiss, Stage Magician and Hoax Debunker
PINKERTONS: Agents of Aegis  80fdae_eabdcb272a334c3ab221214bb940143e~mv2

Ehrich Weiss

“What the eyes see, the ears hear, and the mind believes.”

Concept: Stage magician and Hoax Debunker

Virtue: Entertaining  
Vice:  Doubtful

Physical Description: This short immigrant is 5’6, but of strong build. He has long wavy hair and pasty skin with light stubble. He wears cheap clothes that he tries to doll up in order to look fancy.  

Aegis Branch Notes: Ehrich Weiss came to the Aegis Branch looking for a quick buck, as he felt that his talents to see what criminals try to quick-hand would be a big help for scam cases. Instead, he signed up and was in training due to his desperation for money. While Ehrich’s true passion is new magic tricks and stage shows, he moonlights with the Pinkerton agency as part-time surveillance  and investigation. He does not believe in the supernatural, which can make him difficult to work with, especially since the Aegis Branch looks into these particular matters.
________________________________________________________________________________________
Integrity: 7
HEALTH: 7
WILLPOWER: 5
Size: 5
Speed: 11
Defense: 7
Initiative:+8
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 3, Resolve: 2 {Trained Observer, 9-Again for Perception}

PHYSICAL
Strength: 2, *Dexterity: 5,  Stamina: 3

SOCIAL
Presence: 2, Manipulation: 3, Composure: 3 {Trained Observer, 9-Again for Perception}
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer
Crafts: 0
Investigation: 0000 (Scrutinize +1)
Medicine: 0
Occult:  
Politics
Science

Physical Skills
Athletics: 0000 (Contortion +1)
Brawl
Drive
Firearms
*Larceny: 00000 (Quick Hands +1)
Stealth
Survival
Weaponry

Social Skills
Animal Ken
Empathy: 0
Expression: 0000 (Stage Magic +1)
Intimidation
Persuasion: 0
Socialize: 0
Streetwise: 0
Subterfuge: 000
________________________________________________________________________________________
MERITS
Language, English: N/A
Resources: 0

Mystery Occult Initiatie, Aegis Branch: •

Double Jointed (••)
Prerequisite: Dexterity •••
Effect: Your character might have been a contortionist, or spent time practicing yoga. She can dislodge joints when need be. She automatically escapes from any mundane bonds without a roll. When grappled, subtract her Dexterity from any rolls to overpower her, as long as she’s not taking any aggressive actions.

Ambidextrous (•••)
Effect: Your character does not suffer the -2 penalty for using his off hand in combat or to perform other actions. Available only at character creation.

Trained Observer (•)
Prerequisite: Wits ••• or Composure •••
Effect: Your character has spent years in the field, catching tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality.

________________________________________________________________________________________
PERSISTENT CONDITION: SKEPTICAL 
The Character just refuses to believe that there's anything out there supernatural. Any exposure to the supernatural requires a Wits + Investigation Check -5. If he succeeds, the character can presume that there is more than just natural causes at work. Otherwise, he writes it off as just some explainable phenomenon.
________________________________________________________________________________________
Equipment
Top hat, ragged performer's suit, long coat

Magician's traveling case, Availability: 2
+1 to Stage Tricks: Deck of Cards, Ringlets, Flower wand, etc.

Handcuffs
Dice Bonus +2, Durability 4, Size 1, Structure 4, Availability •
Effect: A solid pair of steel handcuffs is made to restrain even a remarkably strong person. Applying handcuffs to an unwilling combatant is an additional option in a grapple. Roll Strength + Brawl - the opponent’s Strength. Success means the handcuffs are where they need to be. Breaking out of successfully-applied handcuffs requires a Strength + Stamina - 4 roll. Each success on the roll reduces the Structure of the cuffs by 1. Cuffs reduced to 0 Structure snap open. Each attempt to escape causes one point of bash- ing damage. A character may also try to finagle their hands out of the cuffs. This requires a Dexterity + Athletics - 4 roll. Success allows for an escape, and causes one point of bashing dam- age. Failure on this roll causes one point of lethal damage, as the thumb jerks out of socket. Attempting to do anything requiring manual dexterity while cuffed incurs a -4 penalty, or -2 if the hands are cuffed in front. Witnesses are unlikely to behave favorably around a cuffed character; Social rolls against strangers incur a -3 penalty. Many police forces and security companies now prefer heavy-duty plastic zip ties in place of handcuffs. While they’re slightly less durable (Durability 3), they incur a -5 penalty from behind or -3 from the front, because they can be far tighter on the wrists. They can also be cut free.

Lockpicking Kit, Pins
Dice Bonus +2, Durability 2, Size 2, Structure 2, Availability ••
Effect: A lockpicking kit consists of picks, tools, and rods for manipulating tumblers and opening locks. A good kit con- tains a wide array of tools for all types of locks, but guarantee intrusion of an analog lock. With such a kit and at least a dot of 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 rolls. At Availability •, a character may procure a portable lockpick. It has Size 1, Structure 1, and is far more concealable. However, it only offers a +1 bonus and doesn’t allow for picking without rolls since the kit realistically may not have the right tools for a given job. A lockpicking kit only works on mechanical locks. Digital locks require more specific hacking and code prediction.

Dicepool
Stage Tricks: +11 (+12 with Magician's Travel Case)
Lock Picking: +10 (+12 with Lock Pick Set)


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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 10:07 pm

Walton Woodbridge, Administration Aide  
PINKERTONS: Agents of Aegis  80fdae_3eac88019dd9453cb2fb038f9dc64919~mv2

Walton Woodbridge

“I can evict you from your home with a piece of paper, incarcerate you with a pen and have you hanged with a bit of research.

Concept: Administration aide

Virtue: Organized
Vice:  By-the-Books

Physical Description: An average sized fifty year old man with slick hair, bagged eyes and a high lip. Walton dresses in dark clothes that must be perfectly clean, and shoes that are shined to reflect light without flaw. He often uses a handkerchief to move things.

Aegis Branch Notes: Walton was a giveaway from other departments after he drove the detectives mad. However, after multiple passport and documentation issues, Argos needed an administrative aide, and took the paper pusher into his ranks. Walton refuses to do anything that breaks laws, and must always follow the rules.
________________________________________________________________________________________

HEALTH: 7
WILLPOWER: 8
Size: 5
Speed: 9
Defense: 2
Initiative: +6
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
*Intelligence: 5, Wits: 3, Resolve: 4

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

SOCIAL
Presence: 2, Manipulation: 1, Composure: 4
________________________________________________________________________________________

Mental Skills
Academics: 0000 (Research +1)
*Computer: 0000 (Telegraph +1)
Crafts
Investigation: 000
Medicine
Occult
*Politics: 0000 (Legislation +1)
Science

Physical Skills
Athletics:
Brawl
Drive: 00
Firearms
Larceny
Stealth: 00
Survival
Weaponry

Social Skills
Animal Ken
Empathy: 0
Expression: 0000 (Oratory +1)
Intimidation
Persuasion: 00
Socialize: 00
Streetwise: 00
Subterfuge
________________________________________________________________________________________
MERITS
Language, English: N/A
Language, French: 0
Resources: 000

Mystery Occult Initiatie, Aegis Branch: •••

________________________________________________________________________________________
PERSISTENT CONDITION: PROPER 
Your character hates to disobey laws to the point of having a panic attack. Whoever anyone rides the fence on what is legal, your character must make a Resolve + Composure check. Failure means they wish to turn the person in, calling for police or reporting them to the local authorities.
________________________________________________________________________________________
Equipment
Business Attire, Briefcase


Last edited by Admin on Tue Jul 25, 2017 4:30 pm; edited 6 times in total

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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Sat Jul 22, 2017 10:11 pm

Sherman Cooper, Burnt Out Agent
PINKERTONS: Agents of Aegis  80fdae_f801251a00a4449ca412254a59961977~mv2

Sherman Cooper

“I can tell you it gets better, but you’re too smart for that. Loss is loss.”

Concept: Burnt out agent

Virtue: Strong willed
Vice: Exhausted

Physical Description: This man was once a bruiser in his time. His scars, strong jaw and hardened fists prove that. His frazzy gray hair, wrinkles and pock marks show that Sherman is perhaps sixty years old. He has shaky hands and a slight limp. He wears old clothes that have moth holes and smell musty.

Aegis Branch Notes: Sherman was one of Allan Pinkerton’s trusted agents during the war. They conducted sabotage together, and put down recruiting rings for the rebels. But the war, and all the death it brings, burned Sherman out. He became an alcoholic. His wife took their daughter and left him, leaving Sherman to rot on his ranch after the war. Out of pity, Allan Pinkerton took Sherman in from retirement, and assigned him to different cases, but Sherman was never the same. He could help for some of the case, but always unraveled. The Aegis Branch is his last shot.  
________________________________________________________________________________________

HEALTH:7
WILLPOWER: 6
Size: 5
Speed: 10
Defense: 4
Initiative:+6
Armor: 0/0
Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, *Wits: 5, Resolve: 3

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

SOCIAL
Presence: 3, Manipulation: 2, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer: 0
Crafts: 0
*Investigation: 0000 (Crime Scenes +2) {3 Successes is Exceptional w/ Investigative Aide}
Medicine
Occult
Politics: 0
Science

Physical Skills
Athletics: 0
Brawl: 00 (Boxing +1)
Drive: 0
Firearms: 000 (Revolvers +1)
Larceny: 00 (Casing a Building +1)
Stealth: 00
Survival: 0
Weaponry:

Social Skills
Animal Ken: 0
Empathy: 0
Expression
Intimidation: 0
Persuasion: 00
Socialize: 0
*Streetwise: 0000 (Rumors +1)
Subterfuge: 0
________________________________________________________________________________________
MERITS
Language, English: N/A
Language, Cherokee: 0
Resources: 0

Area of Expertise, Crime Scenes (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Common Sense (•••)
Effect: Your character has an exceptionally sound and rational mind. With a moment’s thought, she can weigh potential courses of action and outcomes.
Once per chapter as an instant action, you may ask the Storyteller one of the following questions about a task at hand or course of action. Roll Wits + Composure. If you succeed, the Storyteller must answer to the best of her ability. If you fail, you get no answer. With an exceptional success, you can ask an additional question.
• What is the worst choice?
• What do I stand to lose here?
• What’s the safest choice?
• Am I chasing a worthless lead?

Investigative Aide, Investigation (•)
Prerequisites: Chosen Skill at •••+
Effect: Your character has one particular knack that can contribute amazingly to an investigation. Choose a Skill when purchasing this Merit; when making rolls to Uncover Clues (see p. 79), she achieves exceptional success on three successes instead of five. As well, Clues that come from her use of that Skill start with one additional element.
You may purchase this Merit multiple times, to enhance different Skills.
________________________________________________________________________________________
PERSISTENT CONDITION: CIVIL WAR FLASHBACKS
Your character is broken from the Civil War. Anytime that your character witnesses violence, death or loss, they must make a Resolve + Composure check with a penalty based on the level of intensity. If they fail, they gain the "Broken" Condition.

Broken Condition: Whatever you saw, something inside you snapped. You can barely muster up the will to do your job anymore, and anything more emotionally intense than a raised voice makes you flinch and back down. Apply a -2 die penalty to all Social rolls and rolls involving Resolve, and a -5 die penalty to all use of the Intimidation Skill.
Resolution: Gain a dot of Integrity.
________________________________________________________________________________________
Equipment
Patchy suit, bowler hat, half-smoked cigarettes, Pinkerton Badge

Unarmed

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PINKERTONS: Agents of Aegis  Empty Re: PINKERTONS: Agents of Aegis

Post by Admin Thu Aug 03, 2017 9:55 pm

Argos Alkiaos
PINKERTONS: Agents of Aegis  80fdae_b5fc8d9577104f8daef03973607a8b14~mv2

Concept: Warrior Philosopher

Mask: Martyr
Dirge: Scholar

MENTAL
Intelligence: 3
Wits: 3
Resolve: 4

PHYSICAL
Strength: 3 (5 with Vigor)
Dexterity: 3
Stamina: 3

SOCIAL
Presence: 2 ( 3 with Striking Looks Intense)
Manipulation: 2
Composure: 3

Mental Skills
Academics 3 (Philosophy)
Computer --
Crafts 1
Investigation 2 (Riddles, Crime Scenes) 9 Again
Medicine 1
Occult 2 (Ancient Evils, Strix) 9 Again
Politics 1
Science 1

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

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

Disciplines
Auspex 3
Celerity 1
Obfuscate 3
Protean 1
Vigor 2

Quicken Sight Devoution
Udjat Devotion
Pseshkf Devotion

MERITS
Clan Status: Mekhet 2
Mystery Cult Initiation: Giza Khabit 3
Status: Pinkertons 3
Professional Training: Occult Investigator 4
Professional Training: Reconnoiter 5
Resources 3
Trained Observer 1 9Again on Perception
Independent Study 2
Striking Looks: Intense 1
Meditative Mind 4
Eidectic Memory 2
Unnatural Affinity Urathia/Spirits 1
Area of Expertise: Grappling

Fighting Styles
Street Fighting 2
Close Quarters Combat 4
Grappling 4
Covert Operative 1
Clinch Strike 1

Languages
Aztec
Ancient Eygptian
Greek
Latin
English

Multilingual
French
Spainish
Italian
German
Romanian
Hungarian

Contacts
Society if Cartographers
US Army 8th Calavary Regiement
Customs Agents
Chicago Public Library

Touchstones
Letters to Aegis ( Detacthed)
Ulric Von Klause ( Detached)
Core Pinkerton Agents ( Active)

HEALTH 8
OOOOOOOO

WILLPOWER 7
OOOOOOO

Humanity 4

Banes
Bane of Purity
Clan Mekhet Bane:Tenebrous Curse
Bloodline Khabit Bane: Blinded by Intense Bright Lights

Blood Potency 3

Vitae 12 / spend 3 a round
OOOOOOOOOOOO

Size: 5
Speed: 13
Defense: 6
Initiative: 6

Perception 6 Dice, 9 Again
Can Hear Heartbeats up to 9 yards away.
Can Smell Blood up to 90 yards away without a roll.

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