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'''Firearms''' 2
 
'''Firearms''' 2
 
'''Larceny''' 1
 
'''Larceny''' 1
'''Stealth''' 3
+
'''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:''' 4/6
+
'''Willpower:''' 6/6
 
'''Chi:''' 3
 
'''Chi:''' 3
 
'''Effective Spirit Rank:''' 3
 
'''Effective Spirit Rank:''' 3
'''Essence:''' 5/12 ''(Spend Rate 2/Turn)''
+
'''Essence:''' 10/12 ''(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:''' 124/152
+
'''Experience Spent/Earned:''' 94/119
  
 
===Merits===
 
===Merits===
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''Dice Pool:'' Dexterity + Athletics + Chi
 
''Dice Pool:'' Dexterity + Athletics + Chi
 
+
''
''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
 
 
''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.
 
'''Spirit Shift''' (•••)
 
The character learns to shift her body fully into the Spirit Realm. By doing so, she becomes completely invisible and intangible, and can physically interact with all ghosts and spirits in the Spirit Realm. She can also use this power to gain access to the interior of almost any building by walking into it in the Spirit Realm and then shifting back to the mortal world inside.
 
 
''Cost:'' 2 Essence + 1 Willpower
 
 
''Dice Pool:'' Presence + Athletics + Chi
 
 
''Action:'' Instant
 
 
The character remains in the Spirit Realm for one scene, unless she decides to leave it earlier. Entering and leaving the Spirit Realm both take one action. Leaving the Spirit Realm requires no roll and no expenditure of Essence.
 
  
 
====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.
 
'''Camouflage'''
 
 
''No Dice Pool Necessry''
 
 
The entity has a means of active camouflage.  The entity spends a point of Essence and remains still.  As long as the entity does not move, the camouflage
 
remains active - up to a scene.  This Numen may be used along with Hibernate to conceal the spirit while sleeping.  Anyone trying to perceive the entity
 
suffers a negative modifier equal to the entity's Finesse or Wits.
 
  
 
'''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
 
'''Innocuous'''
 
 
''No Dice Pool Necessry''
 
 
The entity is very good at being overlooked.  Onlookers suffer a -2 dice penalty on Perception rolls to notice the entity, unless they do something to draw attention to themselves.
 
  
 
'''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).
 
===Special Abilities===
 
 
'''Ephemeral Guise'''
 
 
''Presence + Subterfuge + Chi''
 
 
Derived from the Breaching Barriers Siddhi and the Mortal Mask Numen, this ability enables an individual to alter the form of himself and his attire, enabling him to take the appearance of any humanoid he wishes. It basically works by physically shifting the user to the Spirit Realm for a brief instant where he can modify the physical form of himself and his attire while they are ephemeral, and thus malleable by his will. The user then immediately returns to the corporeal world with his desired appearance.
 
 
The duration of the assumed appearance is a number of hours equal to the successes rolled. If this ability is used to disguise oneself as another person then someone who knows that person may make a Wits + Composure roll penalized by user's Wits to notice something is wrong. If the person doing the potential noticing can currently see into the Spirit Realm then they don't suffer the Wits penalty (which of course that means ghosts and spirits would never suffer the penalty). When the duration of the power has passed or the user decides to drop his guise voluntarily he is yanked back for a brief instant to the Spirit Realm where his form automatically reverts back to its original state, after which the he immediately returns to the material world.
 
  
 
===Equipment===
 
===Equipment===

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