Editing Michael Alan Gold

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'''Firearms''' 2
 
'''Firearms''' 2
 
'''Larceny''' 1
 
'''Larceny''' 1
'''Stealth''' 3
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'''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
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'''Willpower:''' 6/6
 
'''Chi:''' 3
 
'''Chi:''' 3
 
'''Effective Spirit Rank:''' 3
 
'''Effective Spirit Rank:''' 3
'''Essence:''' 5/12 ''(Spend Rate 2/Turn)''
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'''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
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'''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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''No Dice Pool Necessry''
 
''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.
+
The entity is very good at being overlooked.  Onlookers suffer a -2 dice penalty on Perception rolls to notice the entity, unless they does something to draw attention to themselves.
  
 
'''Telekinesis'''
 
'''Telekinesis'''

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