Editing Michael Alan Gold
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'''Firearms''' 2 | '''Firearms''' 2 | ||
'''Larceny''' 1 | '''Larceny''' 1 | ||
− | '''Stealth''' | + | '''Stealth''' 2 |
'''Survival''' 1 ''(The Spirit Realm)'' | '''Survival''' 1 ''(The Spirit Realm)'' | ||
'''Weaponry''' 3 ''(Knife, Stun Gun)'' | '''Weaponry''' 3 ''(Knife, Stun Gun)'' | ||
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===Status=== | ===Status=== | ||
'''Health:''' 7/7 | '''Health:''' 7/7 | ||
− | '''Willpower:''' | + | '''Willpower:''' 5/6 |
'''Chi:''' 3 | '''Chi:''' 3 | ||
'''Effective Spirit Rank:''' 3 | '''Effective Spirit Rank:''' 3 | ||
− | '''Essence:''' | + | '''Essence:''' 11/12 ''(Spend Rate 2/Turn)'' |
'''Morality:''' 7 | '''Morality:''' 7 | ||
'''Size:''' 5 | '''Size:''' 5 | ||
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'''Speed:''' 10 | '''Speed:''' 10 | ||
'''Initiative Modifier:''' 6 | '''Initiative Modifier:''' 6 | ||
− | '''Experience Spent/Earned:''' | + | '''Experience Spent/Earned:''' 64/87 |
===Merits=== | ===Merits=== | ||
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''Dice Pool:'' Dexterity + Athletics + Chi | ''Dice Pool:'' Dexterity + Athletics + Chi | ||
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− | ''Action:'' Instant | + | Action:'' Instant |
The character greatly reduces her weight for the next full scene. Although this reduction in weight does not allow the character to fly or even jump further than normal, but she takes only bashing damage from falling, regardless of the distance. In addition, she can walk or run over any surface, including water, tissue paper or thin panes of glass. She can also walk across mud, dry sand or any other surface without leaving tracks or getting her feet even damp. She can also climb up surfaces too fragile to support her normal weight. However, she cannot run any faster or climb any better than usual. | The character greatly reduces her weight for the next full scene. Although this reduction in weight does not allow the character to fly or even jump further than normal, but she takes only bashing damage from falling, regardless of the distance. In addition, she can walk or run over any surface, including water, tissue paper or thin panes of glass. She can also walk across mud, dry sand or any other surface without leaving tracks or getting her feet even damp. She can also climb up surfaces too fragile to support her normal weight. However, she cannot run any faster or climb any better than usual. | ||
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''Dice Pool:'' Wits + Larceny + Chi | ''Dice Pool:'' Wits + Larceny + Chi | ||
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''Action:'' Instant | ''Action:'' Instant | ||
Briefly stepping into the Spirit Realm allows the character to walk through any barrier that is no thicker than one yard. He can step through a closed door, walk through a wall, or even jump from one floor down to another. When walking through a barrier, the character makes no noise and does not disturb the barrier at all. Instead, he vanishes for an instant and reappears just on the other side of the barrier. The character cannot use this power to pass through a barrier thicker than one yard. Attempts to do so automatically fail, leaving the character bumping his nose against the barrier. | Briefly stepping into the Spirit Realm allows the character to walk through any barrier that is no thicker than one yard. He can step through a closed door, walk through a wall, or even jump from one floor down to another. When walking through a barrier, the character makes no noise and does not disturb the barrier at all. Instead, he vanishes for an instant and reappears just on the other side of the barrier. The character cannot use this power to pass through a barrier thicker than one yard. Attempts to do so automatically fail, leaving the character bumping his nose against the barrier. | ||
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====Warding==== | ====Warding==== | ||
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The entity may wound opponents at a distance. Range is equal to 10 yards per dot of Power and the entity does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L weapon. The entity may increase the lethality of its Blast by paying Essence — every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the entity’s Rank. | The entity may wound opponents at a distance. Range is equal to 10 yards per dot of Power and the entity does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L weapon. The entity may increase the lethality of its Blast by paying Essence — every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the entity’s Rank. | ||
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'''Hallucination''' | '''Hallucination''' | ||
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The entity may create an illusion experienced by a single target: it can be anything from a sight or sound to an imaginary person who holds a conversation. The Numen costs one Essence and is contested by the victim’s Wits + Composure | The entity may create an illusion experienced by a single target: it can be anything from a sight or sound to an imaginary person who holds a conversation. The Numen costs one Essence and is contested by the victim’s Wits + Composure | ||
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'''Telekinesis''' | '''Telekinesis''' | ||
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Spend one Essence point and roll Dexterity + Athletics + Chi. The number of successes rolled determines the entity’s relative Strength when attempting to lift and/or move an object (see Chapter 2: Attributes, p. 47, for more details on lifting/moving objects). If the successes rolled are equal to the Strength needed to lift an object, the entity can move it up to one yard. Each extra success allows the entity to move the object an additional yard. If the entity wishes to hurl an object at someone and enough successes are rolled to lift the object (and reach the target), the total number of telekinesis | Spend one Essence point and roll Dexterity + Athletics + Chi. The number of successes rolled determines the entity’s relative Strength when attempting to lift and/or move an object (see Chapter 2: Attributes, p. 47, for more details on lifting/moving objects). If the successes rolled are equal to the Strength needed to lift an object, the entity can move it up to one yard. Each extra success allows the entity to move the object an additional yard. If the entity wishes to hurl an object at someone and enough successes are rolled to lift the object (and reach the target), the total number of telekinesis | ||
successes is rolled as a dice pool in an attack against the target. Alternately, the entity can make a direct attack on a victim, using its raw power to inflict cuts, bruises and bites on the victim’s body. Treat this as a normal attack with a -3 modifier. The attack ignores the target’s Defense trait, any available cover and any armor worn (unless the armor is supernatural in nature). | successes is rolled as a dice pool in an attack against the target. Alternately, the entity can make a direct attack on a victim, using its raw power to inflict cuts, bruises and bites on the victim’s body. Treat this as a normal attack with a -3 modifier. The attack ignores the target’s Defense trait, any available cover and any armor worn (unless the armor is supernatural in nature). | ||
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===Equipment=== | ===Equipment=== |