Difference between revisions of "Resourceful Vren"
Line 58: | Line 58: | ||
|Combos=xxx | |Combos=xxx | ||
}} | }} | ||
+ | |||
+ | == Artifacts == | ||
+ | Total Commitment: | ||
+ | * | ||
+ | * | ||
Revision as of 15:43, 9 December 2019
Resourceful Vren
|
Concept: Social Engineer, Caste: Night Experience: Total: 3 XP • Unspent: 3 XP |
Attributes
|
Physical: Strength 3, Dexterity 4, Stamina 2 Social: Charisma 2, Manipulation 3, Appearance 2 Mental: Perception 4, Intelligence 4, Wits 3 |
Abilities
|
Dawn: Melee 4 Zenith: Integrity 2, Presence 2, Resistance 1 Twilight: Craft(Earth) 4, Craft(Air) 2, Craft(Fire) 2, Craft(Magitech) 2, Lore 2, Occult Night: Athletics 1, Awareness 1, Larceny 4, Stealth 1 Eclipse: Linguistics 4 |
Backgrounds
|
Artifact 3, Artifact 2, Allies (Other) 1, Contacts 2, Influence 1, |
Willpower
|
Virtues
|
Compassion: 3 • Conviction: 3 • Temperance: 2 • Valor: 1 Virtue Flaw: Heart of Tears |
Intimacies
|
The Elevators(Pride): 3 The Lord Protector and his government(Vitriol): 3 The Riverside Riots(Guilt): 3 |
Essence
|
Personal Pool: 14 • Peripheral Pool: 35 Committed Essence: xxx |
Anima
|
Manifestation: xxx Anima Abilities: xxx |
Combat
|
Join Battle: 4 • Dodge DV: 4 • Parry DV: 5 • Shield: xxx Soak: xxx • Stunning Threshold: xxx • Knockdown Threshold: xxx |
Health Levels: -0, -1, -1, -1, -2, -2, -2, -2, -4, Incap |
Attacks
|
Big Fucking Wrench(Fine) Speed 5, Accuracy +1, Damage +8B, Defense +1, Rate 2 |
Social Combat
|
Join Debate: xxx • Mental Dodge DV: xxx • Read Motivation: Lies xxx, Mood/Intimacy xxx • Hide Motivation: Mood/Lies xxx, Intimacy xxx |
Social Attacks
|
xxx |
Charms
|
Excellencies: Melee Triumphant, Craft Triumphant, Larceny Triumphant, Linguistics Triumphant Craft: Object Strengthening Touch |
Contents
Artifacts
Total Commitment:
Charms
- Essence Triumphant: 2m/Success; Reflexive; Combo-OK; Instant. Add one success per 2 motes spent to a dice pool using the Excellency's Ability. May not increase successes by more than half the (Attribute + Ability) of the original pool. May also increase static values (including DV), increasing value by +1 per success purchased.
- Abilities: Craft, Melee, Larceny, Linguistics
Craft
- Object Strengthening Touch 5m; Simple(speed 5); Combo-OK, Touch; One Scene. Increase the number of Successes to damage an object by the characters essence. It increases the (Strength + Athletics) rating necessary to break the object with a feat of strength by the character’s Essence. No combination of Charms that includes Object-Strengthening Touch can increase these totals by more than the character’s Essence.
Larceny
- Flawlessly Impenetrable Disguise: 7m; Simple (Speed 6 in long ticks); Combo-OK; Until the Character Sleeps. This Charm involves creating a disguise, and the player rolls ([Wits or Manipulation] + Larceny) to determine the disguise’s quality. This Charm allows the character to change his coloration, skin texture, hair color, and eye color. It also lets the character seem anywhere between half and twice his actual age, change his apparent ethnicity, change his apparent gender and adjust his height by as much as 10% in either direction. The character can adjust his voice, accent, speaking style and scent to match. These
aspects of the disguise are impenetrable—the flaws are too subtle for the eye to see or the ear to hear, so that ordinary Awareness and Investigation cannot detect them. Characters with inhuman sensory acuity, such as Lawgivers using Keen Sight Technique or a dog scenting its master, can see through the character’s disguise, but the opposed roll incurs a +4 difficulty penalty. This Charm does not help the character imitate others appearance. The disguise is impenetrable, not exact. If someone sees through an imitation, they will see the character as an imposter who happens to naturally look almost exactly like the target the character is impersonating. This Charm becomes a mundane disguise effect when the magic ends. Changes worked with makeup, posture, attitude and costume rather than Essence remain.
- Flawless Pick-pocketing Technique: 1m; Reflexive (Step 1 for attacker, Step 2 for defender); Combo-OK; Until the Character Sleeps.
Linguistics
- Letter Within a Letter: 1m; Reflexive (Step 1 for attacker, Step 2 for defender); Combo-OK, Social; Until next action.
Melee
- Hungry Tiger Technique: 1m; Supplemental; Combo-OK; Instant. This Charm allows the Solar’s player to count extra successes on the attack roll twice for the purposes of determining raw damage.
- Dipping Swallow Defense: 2m; Reflexive (Step 2); Combo-OK; Instant. This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Parry DV when resolving that attack. Her Parry DV is still 0 if it’s inapplicable, but it takes no further penalties.
Resistance
- Ox-Body Technique: – ; Permanent; Stackable; Permanent. May purchase once per dot of Resistance. Each purchase provides one of the following: one -0 health level • two -1 health levels • one -1 and two -2 health levels.
- Purchases (1): -1 + -2 + -2
Craft
- Mastery of Small Manners: 1m; Reflexive (Step 1 for attacker, Step 2 for defender); Combo-OK, Social; Until next action. Treat all enemy social groups as one Magnitude lower in rating. Increases effective Appearance by +1. Other characters are more apt to do small favors and provide hospitality. Ensures character understands the basic motivations of everyone present in the scene, as though Solar had rolled three successes on a mundane Investigation roll to estimate each person's motives.
Combat Summary
Join Battle
- Wits + Awareness roll: 4 Dice
Attacks
Attack Overview
- Step 1: Declare Attack
- Choose number of Attacks.
- Choose Charms
- 1 mote for Hungry Tiger
- Step 3: Attack Roll
- Dex + Meleee + Accuracy of weapon
- Purchase up to 4 Successes for 2 motes per success.
- Count up total Successes
- Step 5: Subtract External Penalties
- ST will give you Penalty. Subtract this number from your total Successes.
- Step 7: Calculate Damage Dice Pool.
- Take Remaining Successes from Step 5. This is your damage pool.
- Optional: If Hungry Tiger used double damage pool dice now.
- Add Strength + Weapon damage to damage pool.
- Step 8: Apply Soak/Hardness. Subtract Soak value from damage pool.
- GM will give you soak value.
- Step 10: Roll Damage.
- Roll your remaining damage pool dice.
- 10's DO NOT COUNT DOUBLE FOR DAMAGE
Big Attack
One Big Single Attack.
- Cost: 9 Motes (1 Mote for Hungry Tiger, 8 Motes for Melee Triumphant)
- Speed: 5 DV Penalty: -1
- Step 3: Attack Roll 9 Dice + 4 Successes
- Step 5: Subtract External Penalties Subtract Penalty given by ST.
- Step 7: Calculate Damage Dice Pool. ((Step 3 - Step 5) * 2) + 8 Bashing
- Step 8: Apply Soak/Hardness. Subtract Opponents Soak from Step 7 total.
- Step 10: Roll Damage. Roll dice from Step 7 Minus targets soak.
Minion Sweeping Attack
Two attacks intended to clear out minions.
- Cost: 2 Motes (1 Mote for Hungry Tiger for each attack)
- Speed: 5 DV Penalty: -2
- Step 3: Attack Roll's
- First Attack 7 Dice
- Second Attack 6 Dice
- Step 5: Subtract External Penalties Subtract Penalty given by ST.
- Step 7: Calculate Damage Dice Pool. ((Step 3 - Step 5) * 2) + 8 Bashing
- Step 8: Apply Soak/Hardness. Subtract Opponents Soak from Step 7 total.
- Step 10: Roll Damage. Roll dice from Step 7 Minus targets soak.
Defenses
Experience
Earned: 3
Attributes (rating x 4) • Ability (3 for 1st; rating x2 after, -1 for Favored/Caste) • Essence (rating x8) • Virtue (rating x3) • Willpower (rating x2) • Specialty (3) • Charm (10, 8 for Favored/Caste, 16 for non-Solar)
Investments
- Essence (4): 0/32