Drinking & Dragons

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== Attributes ==
== Attributes ==
=== Primary ===
=== Primary ===
Strength 5 {{-}} Dexterity 3 {{-}} Constitution 4 {{-}} Intelligence 2 {{-}} Perception 4 {{-}} Willpower 4
Strength 5 {{-}} Dexterity 3 {{-}} Constitution 4 {{-}} Intelligence 2 {{-}} Perception 2 {{-}} Willpower 4
=== Secondary ===
=== Secondary ===
Life Points 49 {{-}} Endurance 49 {{-}} Speed 14 {{-}} Essence 32
Life Points 49 {{-}} Endurance 44 {{-}} Speed 14 {{-}} Essence 30
<br/>Consciousness/Survival 8/9 {{-}} Initiative 3
<br/>Consciousness/Survival 8/9 {{-}} Initiative 3
<br/>Essence Recovery Rate 1/min
<br/>Essence Recovery Rate 1/min
<br/>Fate Points: 5
<br/>Fate Points: 4
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== Skills ==
== Skills ==
* Bureaucracy 2
* Bureaucracy 1
* Climbing 1
* Climbing 1
* Dodge 3
* Dodge 3
* Guns (Shotgun) 1
* Drive: Class C Vehicle 1
* Fast Talk 1
* Intimidation 1
* Intimidation 1
* Martial Arts (Dambe)* 4
* Martial Arts (Dambe)* 1
* Notice 2
* Notice 1
* Science (Geology) 1
* Science (Geology) 1
* Stealth 2
* Stealth 1
* Streetwise 1
* Streetwise 1
* Weight Lifting 1
* Weight Lifting 1
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== Powers ==
== Powers ==
;Essence Channeling -- 1 level
;Essence Channeling -- 1 level
: 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 1 per minute.


=== Disciplines of the Flesh ===
=== Primal Casting ===
;Anguish Skill -- 3 levels
;Primal Casting Skill -- 3 levels
: Skill for activating Discipline powers. (MystCodex 165)
: Skill for activating Primal powers. (Armageddon 275)
: Can channel 1 essence per perception (plus channeling) per turn.
: Can channel limitless essence per turn.
: Channels 5 essence per turn for Disciplines.
: May ''Assume Aspect'' for 5 essence per minute.
;Defense
::+3 Strength, +2 Dexterity, +12 life, +9 endurance, +9 speed, +2 initiative.
: If subject to a known mental attack of some sort, may project anguish. Intruder must pass difficult willpower test or suffer psychic backlash draining d10x2 essence and stunned for 1 minute (with -2 penalties).
==== Warrior Aspect ====
;Detect
;Way of War
: Can detect others with great suffering (past or present) with a perception and anguish check.
: +3 to attacking. '''Always active.'''
==== Known Disciplines ====
;Recovery
;Fury
: Regenerate 1 life point/ turn. '''Always active.'''
: Reshape the body with superhuman physical characteristics. The form will be frightening and oddly proportioned to observers (think comic book super hero proportions, like Hulk). Willpower + Anguish and 5 essence to activate. Each success level provides 3 points to distribute between strength, dexterity, constitution (which recalculate life endurance and speed) or 15 points to secondary attributes. Lasts 10 minutes.
;Iron Muscles
;Flesh Chitin
: Natural AV of 4. '''Always active.'''
: Thicken skin, muscles and bones to defend the body. Constitution + Anguish to activate. Gain an armor value of 1d6xEseence spent. The thicker the armor, the more abnormal the appearances. This has a duration of 1 minute (per errata).
;Increased Strength
;Reshape
: +3 Strength (+12 life, +9 endurance). '''Assume Aspect.'''
: Freely morph the body and change its traits, is painful to use. Constitution + Anguish.
;Enhanced Dexterity
: Minor: Weapons to deal 1d4x(Str-1) slashing damage, claws, bonus to intimidate, beefier fist, adjust height by 2 inches. 1 essence and 1 minute per success level.
: +2 Dexterity (+4 speed, +2 initiative). '''Assume Aspect.'''
: Noticeable: Long claws (1d6xStr), quite inhuman form, cause fear (-3 penalty), enlarge body by feet, flatten body to pass thin areas. 2 essence and 6 turns per success level.
;Fleetness of Foot
: Major changes: huge claws, gaping maw, etc dealing 1d8xStr damage. Nightmarish form, inspire fear (-5 penalty), limbs up to a yard long, can't be tied up. 5 essence and 6 turns per success level.
: +5 Speed. '''Assume Aspect.'''
: Absolute changes: completely fluid form and terrifying fear-inspiring sight. 10 essence and one turn per success level.


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;Gifted
;Gifted
: Allows the of supernatural powers. Greatly increases the ability to perceive the supernatural.
: Allows the of supernatural powers. Greatly increases the ability to perceive the supernatural.
;Primal Human
: Allows access to primal powers.
;Hard to Kill -- 1 level
;Hard to Kill -- 1 level
: +3 life points, +1 to survival tests
: +3 life points, +1 to survival tests
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;Influence (Law Enforcement) -- 1 level
;Influence (Law Enforcement) -- 1 level
: Bonus to social skills with this group, including Pulling Strings.
: Bonus to social skills with this group, including Pulling Strings.
;Natural Toughness
: AV 4 against blunt attacks
;Resources -- 2 levels up
;Resources -- 2 levels up
: Well-off. $180k in property. $6k/month pre-tax.
: Well-off. $180k in property. $6k/month pre-tax.

Revision as of 17:38, 7 August 2012


Amiri

Aspects
High Concept: Made man on a mission of redemption
Trouble: Corrupt Family


I'm rich, bitch! '
For the greater good '
Wardrobe by Shatner '
I'm already involved '

Notes

Attributes

Primary

Strength 5 — Dexterity 3 — Constitution 4 — Intelligence 2 — Perception 2 — Willpower 4

Secondary

Life Points 49 — Endurance 44 — Speed 14 — Essence 30
Consciousness/Survival 8/9 — Initiative 3
Essence Recovery Rate 1/min
Fate Points: 4

Skills

  • Bureaucracy 1
  • Climbing 1
  • Dodge 3
  • Drive: Class C Vehicle 1
  • Fast Talk 1
  • Intimidation 1
  • Martial Arts (Dambe)* 1
  • Notice 1
  • Science (Geology) 1
  • Stealth 1
  • Streetwise 1
  • Weight Lifting 1

Drawbacks

Adversary (Family) -- 2 points
A powerful father and son harvest blood diamonds in Africa. Even though they are far away, if they ever targeted Amiri in retaliation for freeing the enslaved workers, it would be a huge ordeal.
Honorable -- Serious
Do not lie, betray, etc -- to anyone. Do your best to keep any promises and do not willingly betray trust. (May be reluctant to give word in the first place.) Cheating, ambushing, taking an unarmed but known problematic person are okay.
Emotional Problem (Humorless)
Minority
Negative Buoyancy
Drown in only constitution turns if in water.
Obligation (Do good above all else) -- Extreme
Doing good is of the utmost important, even more than your own life -- even your personal life -- is second to the ideal.

Powers

Essence Channeling -- 1 level
Allows you to pull X essence from your pool per turn and recover it at a rate of 1 per minute.

Primal Casting

Primal Casting Skill -- 3 levels
Skill for activating Primal powers. (Armageddon 275)
Can channel limitless essence per turn.
May Assume Aspect for 5 essence per minute.
+3 Strength, +2 Dexterity, +12 life, +9 endurance, +9 speed, +2 initiative.

Warrior Aspect

Way of War
+3 to attacking. Always active.
Recovery
Regenerate 1 life point/ turn. Always active.
Iron Muscles
Natural AV of 4. Always active.
Increased Strength
+3 Strength (+12 life, +9 endurance). Assume Aspect.
Enhanced Dexterity
+2 Dexterity (+4 speed, +2 initiative). Assume Aspect.
Fleetness of Foot
+5 Speed. Assume Aspect.

Qualities

Charisma -- 1 level up
Added to any task when trying to influence other people.
Gifted
Allows the of supernatural powers. Greatly increases the ability to perceive the supernatural.
Primal Human
Allows access to primal powers.
Hard to Kill -- 1 level
+3 life points, +1 to survival tests
Increased Essence Pool -- 2 points (10 essence)
Influence (Law Enforcement) -- 1 level
Bonus to social skills with this group, including Pulling Strings.
Resources -- 2 levels up
Well-off. $180k in property. $6k/month pre-tax.

Special Possessions

  • House on edge of Shadyside
  • 1988 Jeep Wrangler
  • Locket with picture of mother inside
  • Apple II-GS (No idea how it works)
  • Shotgun
  • Fetish-Cestus (Family heirloom)
  • Collection of old vinyls

Background