Vat:PC/Amiri
From Drinking and Dragons
Revision as of 16:23, 22 May 2012 by >Mqs
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
- important possessions
- fill out adversary
Attributes
Primary
Strength 5 — Dexterity 3 — Constitution 4 — Intelligence 2 — Perception 4 — Willpower 4
Secondary
Life Points 49 — Endurance 49 — Speed 14 — Essence 32
Consciousness/Survival 8/9 — Initiative 3
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Skills
- Bureaucracy 2
- Climbing 1
- Dodge 3
- Guns (Shotgun) 1
- Intimidation 1
- Martial Arts (Boxing)* 4
- Notice 2
- Science (Geology) 1
- Stealth 2
- Streetwise 1
- Weight Lifting 1
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Drawbacks
- Adversary (Family) -- 2 points
- DETAILS PLEASE. 2 Points is a weak organization.
- 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.
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Powers
- Essence Channeling -- 1 level
- Allows you to pull X essence from your pool per turn.
Disciplines of the Flesh
- Anguish Skill -- 3 levels
- Skill for activating Discipline powers. (MystCodex 165)
- Can channel 1 essence per perception (plus channeling) per turn.
- Channels 5 essence per turn for Disciplines.
- Defense
- 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).
- Detect
- Can detect others with great suffering (past or present) with a perception and anguish check.
Known Disciplines
- Fury
- 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.
- Flesh Chitin
- 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).
- Reshape
- Freely morph the body and change its traits, is painful to use. Constitution + Anguish.
- 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.
- Noticeable: Long claws (1d5xStr), quite inhuman form, cause fear, enlarge body by feet, flatten body to pass thin areas. 2 essence and 6 turns per success level.
- Major changes: huge claws, gaping maw, etc dealing 1d8xStr damage. Nightmarish form, inspire fear, limbs up to a yard long, can't be tied up. 5 essence and 6 turns per success level.
- Absolute changes: completely fluid form and terrifying fear-inspiring sight. 10 essence and one turn per success level.
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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.
- 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.
- Natural Toughness
- AV 4 against blunt attacks
- Resources -- 2 levels up
- Well-off. $180k in property. $6k/month pre-tax.
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Special Possessions
Background