Vat:PC/Sophia: Difference between revisions
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>Askewnotion Adding fate points for Lindsay |
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__NOTOC__ | __NOTOC__ | ||
{{Sophia}} | {{Sophia}} | ||
[[File:Sophia.jpg|right|300px]] | |||
{{Template:AspectBlock| | {{Template:AspectBlock| | ||
concept=Forensic Pathologist for the Strange| | concept=Forensic Pathologist for the Strange| | ||
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conflict=Always Wants More| | conflict=Always Wants More| | ||
conflict-blurb=...| | conflict-blurb=...| | ||
story= | story=Calluses Aren't Always Visible| | ||
story-blurb=...| | story-blurb=...| | ||
guest= | guest=Where's the Poop?| | ||
guest-blurb= | guest-blurb=| | ||
}} | }} | ||
== Notes == | == Notes == | ||
{| | {| | ||
|- | |- | ||
| colspan="2" | | | colspan="2" | | ||
== Attributes == | == Attributes == | ||
=== Primary === | === Primary === | ||
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<br/>Consciousness/Survival 6/8 {{-}} Initiative 3 | <br/>Consciousness/Survival 6/8 {{-}} Initiative 3 | ||
<br/>Essence Recovery Rate 1/min | <br/>Essence Recovery Rate 1/min | ||
<br/>Fate Points: 3 | |||
|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
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: Allows you to pull X essence from your pool per turn and recover it at a rate of X per minute. | : Allows you to pull X essence from your pool per turn and recover it at a rate of X per minute. | ||
=== Invocations === | === Invocations === | ||
Invocations have three steps: The Summoning, The Focus, and The Dismissal. These are the drawing forth of essence, shaping it into the desired effect, and then dismissing the essence. Usually, a successful Focus task (willpower+invocation) includes the a successful dismissal. However, a failed focus task will require a separate task to try to dismiss the essence without mishap. Additionally, magic takes the form of the emotions with which it is used. Using invocations chaotically or with malicious or evil intent can cause additional dismissal tasks to be required, possibly even with penalties. (Arma206 or Witch199) | |||
<br/> Invocations known and their rote uses. Other uses of the same invocations can be created (both by the character and by the player). It's best to come up with them beforehand, but if it's exciting to the plot, the might be provisionally approved during play. | |||
;Insight -- 1 | ;Insight -- 1 | ||
: . | : Allows the user to understand another's true nature and possibly even uncover its deepest secrets. | ||
: Perceive True Nature (6+ essence) | |||
: See Mind (2+) (D&Z41) | |||
;Locate -- 1 | ;Locate -- 1 | ||
: | : With this Invocation you can try to find anything or anyone by zeroing in on the Essence "signature" of an object, person or creature | ||
: Search Effect (10+) (MystCod148) | |||
=== Necromancy === | === Necromancy === | ||
;Necromancy Skill -- 1 | ;Necromancy Skill -- 1 | ||
;Death Lordship -- 1 | ;Death Lordship -- 1 | ||
: . | : Command and control spirits and the dead. | ||
: Level 1, Expel Spirit: Force a spirit to leave an area. Willpower + necromancy resisted by simple willpower. Costs 2 essence per attempt. "Non dead spirits" (possibly the likes of elementals) might be commanded with a +2 bonus to their resistance and a cost of 4 essence. | |||
;Death Speech -- 1 | |||
: Communicate with spirits of the dead. | |||
: Level 1, Glimpse the Dead: See spirits within range and mentally overhear them. 1 essence perception + necromancy. Range of 5*willpower. One minute per success level. | |||
;Death Vessel -- 1 | ;Death Vessel -- 1 | ||
: . | : Let spirits of the dead inhabit the body. | ||
;Death | : Level 1, Invite Spirit: Surrender control of your body to a spirit. The spirit can converse with others during this time; the necromancer's spirit is in stasis for this and retains no memory of it. Intelligence + necromancy, no essence cost. d4 minutes. | ||
: . | ;Death Mastery -- 0 -- untrained | ||
| | : Manipulate the forces of life and death. | ||
;Death Raising -- 0 -- untrained | |||
: Raise manipulate and control zombies. | |||
| | |||
== Qualities == | == Qualities == | ||
;Contacts (Polish Mob) -- 2 | ;Contacts (Polish Mob) -- 2 | ||
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;Influence (Medicine) -- 1 level | ;Influence (Medicine) -- 1 level | ||
: Bonus to social skills with this group, including Pulling Strings. | : Bonus to social skills with this group, including Pulling Strings. | ||
;Pulling Strings ( | ;Pulling Strings (Lab [Medicine]) | ||
: ConXp89/90 - willpower + bureaucracy (+ influence) to attempt to have access to (medical facilities/laboratory). | : ConXp89/90 - willpower + bureaucracy (+ influence) to attempt to have access to (medical facilities/laboratory). | ||
;Resources -- 1 level up | ;Resources -- 1 level up | ||
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== Special Possessions == | == Special Possessions == | ||
'''Go Bag:''' Contains a flashlight, hand-crank radio, dust mask, swiss army knife, change of clothes, a map, two bottles of water, two MREs, waterproof matches, firesteel, first aid kit, a toothbrush, a 3 month supply of Valium, passports. | |||
'''.22 pistol''' | |||
'''Vial of Holy Water''' | |||
'''A piece of clear quartz''' | |||
'''Field Medic Kit''' | |||
'''Spray bottle of luminol''' | |||
== Background == | == Background == |
Latest revision as of 21:18, 13 July 2012
Aspects
High Concept: Forensic Pathologist for the Strange
Trouble: My Father is the Polish Godfather
Black Sheep ...
Always Wants More ...
Calluses Aren't Always Visible ...
Where's the Poop? '
Notes
AttributesPrimaryStrength 2 — Dexterity 3 — Constitution 2 Intelligence 4 — Perception 5 — Willpower 4 SecondaryLife Points 32 — Endurance 34 — Speed 10 — Essence 20
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Skills
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Drawbacks
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Powers
Invocations Invocations have three steps: The Summoning, The Focus, and The Dismissal. These are the drawing forth of essence, shaping it into the desired effect, and then dismissing the essence. Usually, a successful Focus task (willpower+invocation) includes the a successful dismissal. However, a failed focus task will require a separate task to try to dismiss the essence without mishap. Additionally, magic takes the form of the emotions with which it is used. Using invocations chaotically or with malicious or evil intent can cause additional dismissal tasks to be required, possibly even with penalties. (Arma206 or Witch199)
Necromancy
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Qualities
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Special Possessions
Go Bag: Contains a flashlight, hand-crank radio, dust mask, swiss army knife, change of clothes, a map, two bottles of water, two MREs, waterproof matches, firesteel, first aid kit, a toothbrush, a 3 month supply of Valium, passports.
.22 pistol
Vial of Holy Water
A piece of clear quartz
Field Medic Kit
Spray bottle of luminol