Boss

From OakthorneWiki
Revision as of 21:56, 13 June 2013 by Chillos (talk | contribs) (New page: {| align="right" border="1" style="background: black" |- | http://oakthorne.net/wiki/images/Hound.jpg |- |} ''"quote" - who'' <br><br> ==Biography== '''The Boss'''<br> '''Mastigos; [[Gu...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search
Hound.jpg

"quote" - who

Biography

The Boss

Mastigos; Guardians of the Veil; Legacy; Cabal (Position)

Boss (born Serendipity Charlemagne Boss); Fortitude/Wrath; The Big Brother

Words go here.

Stats

Hound2.jpg
  • Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 2, Dexterity 4, Stamina 2, Presence 2, Manipulation 2, Composure 3 (effectively 7)
  • Abilities: Computer 1, Investigation 2(R), Politics 1, Athletics 2, Brawl 1, Firearms 5 (SP: pistols, assault rifles), Larceny 2, Stealth 1(R), Persuasion 2, Socialize 1, Streetwise 2, Subterfuge 2(R)
  • Merits: High Speech, Status 2 (Guardians), Ritual Improv., Quick Draw, Fighting Style: Combat Marksmanship 5, Supernal Tolerance (Composure) 2, Resources 4, Allies 2 (criminals), Contacts 4 (police, media, hospitality, hackers), Status 2 (underworld)
  • Flaws: Wards (his crew)
  • Advantages: Health 7, Willpower 6 (effectively 10), Wisdom 5, Size 5, Speed 11, Defense 3* (Armor -), Initiative 11 or 16
  • Nimbus: Words go here.
  • Magic: Gnosis 3; Mind 4, Fate 2, Space 1
  • Spell Tolerance: 3/7; Spell Control: 3/6

Active Spells, Self

  • Augment the Spirit (Mind•••): Potency x, Duration 4. This spell is cast on Boss personally, and renewed once a month. (Average Casting Time: x hours)
  • Misperception + Mental Shield (Mind•• + Mind••): Potency x/x, Duration 4/4. These spells are cast on Boss personally, and renewed once a month. (Average Casting Time: x hours)
  • Sybil Sight + Third Eye (Fate• + Mind•): Potency x/x, Duration 4/4. These spells are cast on Boss personally, and renewed once a month. (Average Casting Time: x hours)


Active Spells, Other


Rotes

  • xxx: "Exceptional Luck", Fate••, xxx+xxx+Fate; (optional phantom dice for factors) +1 for xxx, +1 if xxx.
  • xxx: "xxx", Time•, xxx+xxx+Time+1r; (optional phantom dice for factors) +2 spend one minute xxx, +1 for marking the xxx.
  • Moment out of Time: "Perfect Timing", Time•, Composure+Subterfuge+Time+1r
  • xxx: "xxx", Time•, xxx+xxx+xxx;


The Eleventh Question

Legacy: X; Attainments: 1st — X, 2nd — X, 3rd — X

  • The Unobvious Answer

Also known as “Sherlock Holmes’ party trick,” the Question simply looks at a subject or location for a round. By examining the subject for physical clues using Matter to instantly identify various infinitesimal traces of mud or stains, and then using Time to gaze backwards along the objects’ timelines, the Question is able to deduce seemingly impossible facts about the subject. Roll Intelligence + Investigation + Time.
Dramatic Failure: The Question’s interpretation of the target is completely inaccurate, not just failing to provide information, but specifi cally misinforming the mage.
Failure: The Question fails to gather any useful information from the subject’s appearance.
Success: The mage learns basic facts about the target’s life, as well as specific facts about the subject’s recent activities, up to the previous 24 hours.
Exceptional Success: The mage knows intimate details of the subject’s life, including secrets no other person knows. In particular, the mage is able to reconstruct the subject’s activities for the past 72 hours. Optional Arcanum: Mind 1 or Death 1 If the mage also knows Mind 1, the Question can also ascertain emotional cues, akin to the Mage 1 “Aura Perception” spell. He also can combine the Attainment with the Death 1 spell “Forensic Gaze,” when using the ability on a corpse.

Fighting Style: Combat Marksmanship

Effect: Your character is not only proficient with firearms, but has trained extensively to maintain her accuracy in the stress of combat (see “Marksmanship in Combat,” p. 51, for a discussion of these challenges). She most likely has experience in law enforcement or the military, though she may simply be a self-defense advocate or a dedicated hobbyist with uncommon self-possession. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Tactical Reload” until she has “Shoot First.” The maneuvers and their effects are described below, most of which are based on the Firearms Skill.
Shoot First (•): Your character’s trained reflexes give her a split-second edge in a gunfight. Whenever she begins a combat with a firearm already in her hand, she gains a bonus to her Initiative roll equal to her Firearms Skill. If she also has the Quick Draw Merit for firearms (see the World of Darkness Rulebook, p. 113) and draws a firearm during the first turn of combat, this bonus is added retroactively, starting at the beginning of the second turn of combat.
Tactical Reload (••): Your character’s muscle memory enables her to reload without conscious thought. Once per turn, she may reload a firearm that feeds from a detachable magazine or use a speedloader to reload a revolver, as a reflexive action.
Double Tap (•••): When using a lever-action, pump-action or semi-automatic firearm, your character may make short burst attacks as if her gun were capable of autofire.
Bayonet Range (••••):Your character can maintain accuracy and control even when facing an opponent at arm’s length. The target’s Defense does not apply to firearm attacks your character makes within close-combat range (see p. 155, the World of Darkness Rulebook).
Rapid Fire (•••••): Your character’s concentration is such that she can unleash a hail of bullets. In a single action, she may make one extra Firearms attack for each point by which her Composure exceeds 2. Each extra attack is made at a cumulative –1 modifier. Thus, she can perform a total of two attacks at Composure 3 (the second of which is at –1), three attacks at Composure 4 (the third of which is at –2) and four at Composure 5 (the fourth of which is at –3). She must declare the targets of all attacks before rolling the first one. Each attack not directed against her initial target suffers an additional –1 penalty. All attacks made with this maneuver must be single shots. Drawback: Your character cannot use her Defense against any attack in the same turn in which she intends to use this maneuver. If she uses Defense against attacks that occur earlier in the Initiative roster, before she can perform this maneuver, she cannot use Rapid Fire this turn. In addition, your character may not use this maneuver with bolt-action or break-action firearms.


Ownership & Possession

  • Possessions: xxx
    • Magical Items:
    • Magical Tools: xxx
    • Weapons: xxx
  • Sympathy Bag:
  • Residence: xxx

Experience Points

Earned: 0+0a (arcane)
  • Starting Total: x (x+10 from loss of Wisdom)
  • Session x.x.13: x


Spent: x; Unspent: 0+0a

  • Purchased: