Bo Kyungban

   
Bo Kyungban

Plot Ideas

Things

Relic Hunting
Never a shortage of relics to find. Theoretically, this will be an endless source of RP entertainment if nothing else is going on.
Bo's Organization

Name
This group needs a damn name!
Relic hunting ideas
Go make some crap up so I can have people help Bo find it.
NPCs to Recruit
Light-in-Darkness (Leader of the London Enclave)
Oni Changeling (Leader of the Asian Enclave)
Spike (Bo's apprentice)
Oleander
Whim and/or Seventeen
Squick (IT support!)
Pietro (Private Investigator)
Dominic (Also a PI)
Mark
Lisa/01 (Support/Research Consultant; not a proper member)
Donny (Legal support/consultant; not a proper member)
People

Anna and David

Avery

Civitas
See also: Guardians of the Veil

Epic Gentlemen Adventures in Victorian Europe
Donny
Donny's client, an extremely wealthy individual, is looking for a way to become immortal. This may require Bo teaching the man to become a Purified since the other paths to immortality are not considered acceptable to the client.

Comparison of contacts, closer working relationship between Bo and Donny.
Erin
See also: Guardians of the Veil

Helping with the angel cult investigations.
Karoly/Jack-of-Crows
Lucifer Principle, Pt. 2: The Western Front
Meeting Jack-of-Crows in the modern day. Discuss Martin
Lauren
Is getting better
Michael
Come up with another treasure hunt.
Moon, Vincent

Oleander
Member of the organization now
Penrose, Sophie
Wants cash swords from China, preferably all from the same reign.
Rakesh
Instructing Rakesh on Chinese ritual techniques
Spike
Healing rituals taught, now going to help him explore other things.
Talk to him about his experiences as a tiger.
Talbot, Cedric
Meeting with LeNoir arranged, report back. Also Cedric is just awesome in general.
Whim
Discussions on immortality, researching ways Whim can move her ambitions forward, seeing if they can learn how to make her immortal despite being Awakened, looking at other options either way.
Groups

Guardians of the Veil
Involved with helping Erin deal with the Angels. Investigating Wormwood's Death. Breaking into NASA, California, Romania.
Mysterium

The Seelie Court

Spirits

The Unseelie Court

Bo Kyungban

Type: Purified

Virtue: Faith
Vice: Lust
Mental Attributes: Intelligence 4, Wits 4, Resolve 4
Physical Attributes: Strength 3, Dexterity 4, Stamina 3
Social Attributes: Presence 3, Manipulation 4, Composure 4

Mental Skills:
+1 on History, Mythology
Academics ••••, Computer •,
+1 on Calligraphy
Crafts •••,
+1 on Artifacts
Investigation •••,
+1 on Traditional Chinese Medicine
Medicine ••,
+1 on Spirits, Relics
Occult ••••,
+1 on Spirit Politics
Politics •••, Science ••
Physical Skills:
+1 on Acrobatics
Athletics ••••,
+1 on Kung Fu
Brawl ••••, Drive •, Firearms •, Larceny ••••, Stealth ••••, Survival ••,
+1 on Swords
Weaponry •••
Social Skills: Animal Ken •, Empathy •••,
+1 on Storytelling
Expression ••, Intimidation ••, Persuasion •••, Socialize •, Streetwise •••,
+1 on Lying
Subterfuge ••••

Merits:
Add Brawl instead of doubling Defense on dodge action
Brawling Dodge • ,
Reflexive Wits + Composure when about to do something monumentally stupid. Wits + Composure once per adventure to gain greater insight into the situation.
Common Sense ••••,
Smugglers, Fences, Collectors. Manipulation + Persuasion or Socialize to get information from one of the contact groups.
Contacts •••,
+2 on Wits + Composure rolls to detect an ambush.
Danger Sense ••,
+3 to Speed
Fleet of Foot •••,
Bo ignores wound penalties of up to -3
Iron Stamina •••,
Fluent in: Korean, Chinese, Japanese, English, Arabic, Greek, Latin, French, German, Hindi
Multi-Lingual •••••, New Identity (Criminal Associations) ••,
Bo gains +1 on rolls to try and figure out how to activate relics and magic items.
Relic Analyst •,
$10,000/month in disposable income, $500,000 worth of assets. In Bo's case, many of his assets are valuable collectibles he's accumulated over the years.
Resources ••••,
Bo has three locations in London that he can regenerate his body at if he wishes. The locations are as follows:

1.) Highgate Cemetary, in the Guardians of the Veil stronghold
2.)
3.)
Ritual Crypts •••,
Consonance and Dissonance. See below.
Personal Totem •••••,
Bo gains 9-again on Mental and Social rolls dealing with foreign cultures.
Well-Traveled •

Status Affiliations: The British Museum (Assistant Curator of Antiquities) •••
Friends: Cedric Talbot ••••, Lyla Talbot ••, David Ivenitsky •••, Spike (retainer) •••••, Martin (retainer) •••••
Patrons: Civitas ••, Vincent Moon ••, Jack-of-Crows ••••
Allies: Seelie Court ••, Unseelie Court ••, Mysterium •••••, Guardians of the Veil ••, Michael’s Pack ••••, Local Spirits •••••
Lair: Shadow Sanctum •••• // Size •••, Locus •••, Security •••, Guardian Spirit ••, Library (History, Taoism) ••, Secrecy ••
Spirit Companions: Wu Xing •••••

Fetishes
Skin Sheath (•••) -- Draw as a reflexive action, sheath as an instant action
Relics and Imbued Items
Jian Sword (••) - This relic has extra sharpness and confers a +2 equipment bonus (+5L total damage).
Fighting Styles
Kung Fu:
Reduce Armor and Called Shot penalties by 1
Focused Attack (•),
Bo gains 1 Armor vs. Bashing damage
Iron Skin (••),
Bo may take a -2 penalty on his attack to gain +2 to his Defense
Defensive Attack (•••)
Defensive Armed Combat:
Add Weaponry to Initiative any turn that starts with the weapon sheathed.
Draw and Cut (•),
+2 to avoid ambushes; +4 with Danger Sense
Awareness (••),
Add Weaponry to Dodge action (Stacks with Weaponry Dodge)
Movement of the Sword (•••)
Siddhi
Piercing the Distance:
Roll: Wits + Investigation + Chi (Sympathetic range penalties apply)
Cost: 1 Essence
Action: Extended (target 5, one roll per minute)

Adding a focus, such as a mirror or a crystal ball, can add up to +2 to the roll.

Once Bo reaches 5 successes, he may look at the location or the target. Keeping this Siddhi active requires concentration. Bo may write or speak normally, and may respond to questions, but cannot perform any tasks that would require him to make a roll.

Bo may use this power to look into the Shadow from the mortal realm, and vice versa. Gauntlet strength penalties apply when using the Siddhi in this manner.
Distant Vision (•),
Roll:Presence + Expression + Chi (Sympathetic range penalties apply)
Cost:1 Essence
Action: Extended (target 10, one roll per 10 minutes)

Bo must go into a trance to start using this Siddhi. Once he reaches 10 successes, he may project his an image of himself to the target location. He cannot sense the surroundings where his physical body is, but he can see, hear, and smell things in the location where his image is, exactly as if he was there in person.

The image is completely intangible. Bo cannot affect the physical realm around him, and nothing at the location, including ghosts, spirits, and magicians, can affect Bo's image in any fashion. Bo moves his image at his Speed and may move through solid objects. If Bo enters an area he was not familiar with, he must re-roll the Siddhi's activation roll (but without sympathetic range penalties). Failure means the Siddhi ends.

Once this ability has been activated and the image has been projected, Bo may alter the image's appearance with a Presence + Expression + Chi roll. Success means Bo may change the way his image is dressed, and even make it look like someone else. In order to successfully disguise the image as another person, Bo must make a Wits + Subterfuge roll.

Bo may use this ability to project into the Shadow from the mortal realm, and vice versa.
Ethereal Presence (••),
Roll:Manipulation + Athletics + Chi
Cost: 3 Essence (+1 Essence per person, +3 Essence and 2 Willpower for vehicle)
Action: Extended (target 15, one roll per hour)

Bo spends the first hour wandering the mortal realm, searching for an entrance to the Shadow. After he reaches one success, he passes into the Shadow and makes all further rolls within the Shadow. When he reaches 15 successes, he arrives at his destination. He may only arrive at a location that has a bounded space to emerge from. For example, he can appear in an arch, doorway, tunnel entrance, under a bridge, and so on. The space may be natural or artificial.

Bo may take others with him. He must spend 1 Essence per each additional traveler and all travelers must remain in physical contact with each other. He may also take a vehicle through by spending an additional 3 Essence and 2 Willpower. Anyone accompanying him in a vehicle must remain inside the vehicle for the duration of the trip.

If Bo fails to reach 15 successes, he emerges at a safe location between his origin and his destination. The same happens to any accompanying travelers that break physical contact or leave a vehicle brought in by use of this Siddhi.
Walking the Hidden Shortcut (•••)
Projection:
Roll:Resolve + Investigation + Chi
Cost: No Cost
Action: Instant

Bo lies down and can project his mind into the Shadow. To return to his body, he must find a locus and use the roll again. He may take others with him by spending 1 additional Essence per person. He also brings projections of anything he is wearing and anything in his pockets. By spending 1 additional Essence, he can bring other objects up to size 5.

He may also bring back objects of Size 3 or smaller from the Shadow by spending 1 Essence. The object appears in his hand when he wakes up. He can use this to bring back magical items as well as mundane items.
Spirit Projection (•)
Shifting:
Roll: Dexterity + Athletics + Chi
Cost: No Cost
Action: Instant.

Bo reduces his weight dramatically for a scene. He will only take Bashing damage from falls, no matter how far. He may also run or walk over any surface, including water, tissue paper, and thin glass. He may walk across surfaces like mud or sand without leaving tracks. He may also climb up surfaces normally too fragile to support his weight.
Tread Lightly (•),
Roll: Wits + Larceny + Chi
Cost: 1 Essence
Action: Instant

Bo may briefly shift into the Twilight to pass through a solid barrier no more than a yard thick, such as a wall or floor. If Bo tries to use this power to cross a barrier more than a yard thick, the power simply fails.
Breaching Barriers (••),
Roll:Presence + Athletics + Chi
Cost: 2 Essence + 1 Willpower
Action: Instant

Bo shifts into the Twilight for the duration of the scene. He may choose to leave the Twilight sooner by taking an instant action. This return costs no Essence and has no roll.
Twilight Shift (•••)
Command:
Roll:Manipulation + Empathy + Chi
Cost: No Cost
Action: Instant

Bo causes a spirit to feel an emotion he desires. This is not an overwhelming surge, but it can help soothe an angry spirit or make a spirit fearful. Bo may choose to use successes gained on this roll as bonus dice for Social rolls when interacting with the target spirit. Alternately, he may inflict successes as penalties on the spirit's rolls to resist certain effects (such as a penalty to resist fleeing in terror or otherwise giving into the emotion Bo is projecting). The emotions from this ability fade like normal emotions.
Influence Spirit (•)
Summoning:
Roll:Presence + Persuasion + Chi vs. Resistance
Cost: 1 Essence
Action: Instant and contested; target reflexively rolls Resistance.

Bo may summon a specific spirit or put out a general call for spirits of a specific type or rank.

Bo may ask the spirit to appear or use a contested roll to force it to appear. The spirit appears but is not under Bo's control unless he uses another Siddhi. Most spirits appear when called because most are curious about who called them and what they were called for.
Summoning Spirits (•)
Warding:
Roll: Presence + Academics + Chi
Cost: 2 Essence (+1 Willpower to create a lasting ward)
Action: Extended (TN 5; 1 roll per turn for temporary, 1 roll per 10 minutes for lasting)

Bo may raise or lower the Gauntlet in an area by Chi/3 (rounded up). This may only be created as a temporary ward. This may not raise the Gauntlet higher than 5 or lower than 1.

Bo may also prevent spirits, ghosts, and similar beings from outside the mortal world from entering the area. Any being that tries to enter the area or use the Reaching Numen to access the area must roll Power against Bo's reflexive Presence + Academics + Chi. Even if in the Twilight, spirits, ghosts, and similar beings that fail to beat Bo's roll by at least 1 success must wait one full day before trying again.
Ward Against Spirits (•),
Cost: 2 Essence
Dice Pool: Wits + Occult + Chi
Action: Extended (TN 10; 1 roll per turn for temporary, 1 roll per 10 minutes for lasting)

Bo wards an area against all supernatural effects and magic, including werewolf Gifts, vampire Disciplines, spirit Numina, and all similar powers. Bo may name up to two dozen specific individuals that are exempt from this effect.

Regardless of whether Bo is in the area, he can make a reflexive Wits + Occult + Chi as a contested roll against any supernatural ability used on anyone or anything inside the area. If the attacker does not win by at least one success, the ability fails to affect everyone in the warded area.

In addition, even if the attacker wins the contest, subtract the number of successes rolled by Bo from the total successes rolled by the attacker. This subtraction can turn an exceptional success into an ordinary success.
Ward Against Magic (••)
Numina:
Roll: Dexterity + Weaponry + Chi
Effect: Bo deals 1L damage per success to a single target within 10 yards per point of Dexterity. He may spend additional Essence to gain +2 on the roll per point of Essence.
Blast,
Roll: Wits + Stealth + Chi
Effect: Bo can conjure up a dust storm, a fog cloud, or similar effect to conceal his presence. The amount of Essence spent on this ability determines how concealed he is (barely, partially, or substantially; see WoD p. 162). Each success causes this effect to extend for 1 yard from Bo. The effect can last for up to a scene.
Concealment,
Roll: Intelligence + Crafts + Chi
Effect: Bo may cause one technological object he touches to simply fail for 1 turn per success. Valid targets for this numen are industrially-manufactured objects with at least three separate parts. Therefore, a gun is a valid target, but something like a hinge is not. The target may not be larger than Bo, but Bo can use this numen on a specific part of the target. He can disable a car's engine, but not the entire car.
Left-Handed Spanner,
Roll: Dexterity + Athletics + Chi
Effect: Bo may manipulate objects telekinetically. This is typically used to move or lift objects, and does not allow fine manipulation such as neat handwriting. He can use this to make large scrawls. Successes on this roll determine the effective strength for moving the target object.
Telekinesis,
Roll: Dexterity + Larceny + Chi
Effect: Bo may pull an object across the Gauntlet into the Twilight or the Shadow. Objects taken in this way may remain in the other realm for up to 1 minute per Bo's Dexterity, at which point they return at their corresponding location in the physical realm. Bo may force an object to remain in the ephemeral for additional time by spending 1 Essence per minute.
Thieve

Chi: 5
Essence/Per Turn: 48/3
Willpower: 13
Morality: 5
Health: 8
Initiative: 7
Defense: 4
Armor: 0 (1 vs. Bashing)
Speed: 12
Remaining XP: 66

Convert "Multi-Lingual" into 30 XP worth of languages.

Temple Above the Falls (Bo's Sanctum Spirit)
* Thanks to Nefu for the idea

Power
Finesse •••••
Resistance ••••
(Allocate 10 dots to the above stats)

Willpower 5/5
Initiative 8
Essence 15/15
Defense 5
Speed 0 (This spirit is immobile and can never move under its own power)
Size 35
Corpus 39/39

Influence Safety ••
Numina
When the Temple is unoccupied, it afflicts a penalty equal to its Finesse on all rolls to find or notice it.
Camouflage,
This spirit imposes an additional -2 to all attempts to locate or notice it unless it draws attention to itself.
Innocuous
Other Traits
- The Temple Above the Falls is shrouded from view by the mist from the waterfalls surrounding it. It imposes a -7 penalty to all attempts to locate it (-5 from Shadow Sanctum dots and an additional -2 from Numen: Innocuous). When the Temple is unoccupied, this penalty increases to -12 (-5 more from Numen: Camouflage).
- The Temple Above the Falls has a Durability of 10 when sealed. Bo can seal the Temple in one turn.
- The Temple Above the Falls has light, heat, running water, a well-stocked pantry, entertainment facilities, a practice room, guest housing, and other luxuries.
Ban To be determined

Temple Above the Falls is a gorgeous, expansive Asian temple complex suspended above a lake surrounded by waterfalls. Mist from the falls roils across the lake and billows up around the Temple, obscuring it from view. Only the most sharp-eyed beings have any hope of noticing the Temple.

The Temple has a central platform and bridges connecting the center to five surrounding buildings in a pentagram shape. Five is a sacred number in Taoism, and indicates the number of elements. The five outer buildings are connected to each other by bridges as well, but one can only traverse the bridges clockwise. The Temple deliberately foils any attempts to move counter-clockwise around the outer circle. The proper path is Water -> Wood -> Fire -> Earth -> Metal -> Water. Bo makes obeisance to the Temple at least once a week by following the circuit and meditating briefly at the shrines in each outer building.

The central platform is the largest section. It is made of a vast courtyard that is equal parts garden, equal parts wooden walkways. A large meditation chamber lies in the center. The chamber is decorated with shrines to various spirits and several of Bo's ancestors. Consonance and Dissonance resides in its shrine here when it is at the Temple. The center also holds Bo's personal quarters, his kitchen and a few other amenities.

Each of the five outer chambers holds a guest wing, a shrine to the element it represents, and assorted other facilities. Fire contains a shrine with an eternal flame and contains Bo's gymnasium. Water contains a pond (swimmig is allowed in moderation) and a heated bath house. Earth contains display areas for Bo's artifacts and serves as a sort of museum. Wood has a small, but dense garden with a carefully plotted path that, when seen from above, resembles a great yellow dragon. Metal also contains relics and artifacts of a more martial nature and holds another practice area geared specifically toward weapon combat.

All of the furniture and objects in the Temple are carefully and deliberately placed in order to observe and maintain the feng shui of the structure. The Temple attempts to keep the flow of its qi via geomancy, but sometimes requires Bo's help. When the geomantic organization is properly aligned, one can veritably feel the energy flowing through the air, out from the center, around the circle, and back to the center again. It gives off a feeling of tranquility, relaxation, and safety.

Consonance and Dissonance (Bo's Personal Totem)

Power
Finesse ••••
Resistance ••••

Willpower 8/8
Initiative 8
Essence 15/15
Defense 4
Speed 8
Size 4
Corpus 8

Influence Order ••, Chaos ••
Numina
Add one dot to Order and Chaos each
Greater Influence x2,
Power + Finesse; Can look through the Gauntlet into the Material World, 1 minute per success.
Material Vision,
Finesse; Can get a general impression of direction and distance to an event or thing directly related to its sphere(s) of influence. Range is about 2 miles, can spend Essence to extend the radius by a factor of 10, can detect multiple instances but is always drawn toward the closest
Seek
Other Traits
- Consonance and Dissonance grants Bo an additional 28 Essence (14 points)
- Consonance and Dissonance grants Bo an additional 5 Willpower (10 points)
- Consonance and Dissonance gains Numen: Greater Influence (3 points)
- Consonance and Dissonance gains Numen: Seek (3 points)
Ban To be determined

Consonance and Dissonance is actually two spirits, one of order, one of chaos, conjoined into one. It spends much of its time at the Temple Above the Falls unless asked to come to Bo's location.

It communicates via musical sounds that resembles a fugue or a counterpoint melody. Whenever it manifests, it resembles a floating yin-yang with ephemeral faces at each of the dots. The black face appears female, while the white one appears male (yin represents the feminine, yang represents the masculine).

The spirit ultimately represents balance between opposing forces and requires Bo to create balance by disrupting order or giving harmony to chaos. It uses its "Seek" Numen to identify locations it wants Bo to address.

Spike
Daniel Farrell

Type: Mortal (Sorcerer)
Profession: Bo's Apprentice

Virtue: Hope: Next time will be different. If the last few years have taught Daniel anything, it's that everything can change in the blink of an eye. Just keep your eye out for the main chance, and when it comes by, grab it. Don't wait. Don't hesitate.
Vice: Greed: Spike's really something of a cynic. Spiritual fulfillment, faith, beauty, love, are all count for very little when you're squatting in a council estate with no future and no past. The only thing that lasts is cold, hard, cash, and Spike's going to grab it when he can.

Background: Daniel Farrell wasn't born a bad kid. He grew up in the council estates of Camden, and for a while, he really thought he'd break out of it. Sure, he was a scruffy kid from the lowest classes of society (his mother ran a daycare of sorts, his father worked in construction), with an older brother in prison and a dad who was a drunk. Hey, he figured, he at least had a dad. That had to count for something?

It didn't. Daniel worked in school, but the system was always stacked against him. What point to education if there aren't any teachers who know enough to teach? When the school stank of burning weed, and the only thing when you got out was a minimum wage job or a stint in jail. And so he sort of lost hope. Daniel wasn't a martyr and he wasn't a crusader, and when society gave up on him, he gave up on society.

So he dropped out of school (too boring, not much use to it) and started working a succession of odd jobs. He worked as a construction worker with his dad, worked as a mechanic at a garage, served behind the counter of a convenience store (Chelty's Food-Mart). He wasn't a criminal, though he did sell a few drugs on the side, a few pills, a few cuts of powder, nothing serious. At least it paid better than anything else, and he partook a fair bit. Daniel styled his hair and started calling himself Spike, which was something that got him a little respect.

Then... everything changed. Spike only remembers bits and pieces of it. Sometimes it shows up in his nightmares. But he got sucked into a world where nothing made sense. Where magic was real and where people wanted Spike. Privately, Spike thought most of his employers were completely insane, but if they wanted to give him money and magic, that was an insanity Spike wholly approved of. First there was the poof of a mage with his even more poof of a dragon-friend. Then there was Bo. Who was weird, in a Mr. Miyagi sort of way, but Spike's weirdness-censors have been rapidly dying out. Whatever happens, it beats working at the convenience store.

Personality: No one will ever call Spike the brightest mind in the world, but he's determined to hold onto what he thinks is the best thing that's ever happened to him. Sure, the people are freakish and the situations dangerous, but Spike will let go of his apprenticeships when they pry them from his cold, dead fingers. Past that, he's really just an easy-going, not very ambitious youth, who never saw a future for himself but is coming to understand that maybe, just maybe, he won't have to be a second-class citizen all his life. Maybe there is a future for him, if Spike can grab it.

Note: Courtesy of Melissa, Spike is thoroughly clean and off drugs. Unfortunately, magic, even with best intentions, is a fundamentally blunt instrument for dealing with societal problems. As a result of Melissa's efforts, Spike has gained an Avoidance derangement geared towards drugs, and gets nervous around any kind of medications or narcotics, from cocaine to asprins.
Mental Attributes: Intelligence 2, Wits 3, Resolve 4
Physical Attributes: Strength 3, Dexterity 3, Stamina 4
Social Attributes: Presence 4, Manipulation 2, Composure 3

Mental Skills
-3 untrained
: Academics •, Computer •,
Mechanics
Crafts •, Investigation ••, Medicine •, Occult ••, Politics 0, Science 0
Physical Skills
-1 untrained
:
Running
Athletics •••,
Dirty Tricks
Brawl ••••, Firearms •, Larceny ••, Stealth ••, Survival 0, Weaponry •
Social Skills
-1 untrained
: Animal Ken 0, Empathy •, Expression ••••, Intimidation •, Persuasion ••,
Bar Hopping
Socialize •,
Rumors
Streetwise •••, Subterfuge ••

Merits:
Spike gains +2 on rolls to resist illness
Natural Immunity •• ,
Spike is capable of getting himself and others into almost any bar or club in virtually any location.
Barfly •, Language (Chinese) •,
Spike gains +1 Speed
Fleet of Foot •,
Spike is aware of phenomena associated with spirits. He receives sensations when in the presence of unseen spirits or when spirits use numina around him. At Spike's discretion, he may roll Wits + Composure to gain one of the following effects:

- Spike automatically senses loci in his vicinity. As an extended action, he may determine the type of resonance a locus has. He requires successes equal to 10 minus the locus's rating and each roll is one turn.
- Spike automatically senses when numina or aspects are used within about 20 feet of him. He may roll and take a penalty equal to the spirit's Finesse to roughly determine the effects of the numen used. On an exceptional success, Spike gains absolute, clear understanding of the numen's effects.
- Spike is automatically aware of any time a spirit in the Twilight passes within 20 feet of him. He may determine the rough direction the spirit is traveling and whether it is hurrying. If the spirit is trying to hide, Spike takes a penalty on his roll equal to the spirit's Finesse.
- Spike automatically knows when a spirit riding a human or an animal passes within 20 feet of him. His roll, contested reflexively by the target's Finesse, will allow him to determine specifically which creature is ridden.
Unseen Sense (Spirits) ••••

Fighting Styles:
Dirty Fighting:
If Spike's Brawl attack has more successes than his target's Composure, the target loses its next action.
Low Blow (•),
Spike may use Brawl instead of Weaponry when wielding small improvised weapons.
Shank (••),
Spike may spend 1 Willpower to ignore all wound penalties for 1 scene
Suck It Up (•••)
Kung Fu:
Armor and Called Shot penalties are reduced by 1
Focused Attack (•)
Summoning Rites:
Cost: 1 Willpower
Action: Instant

Failure: The spirit of the Tiger fails to respond.
Success: Spike gains +3 Defense, +5 Initiative and 5 temporary Health. He may re-roll all his attack rolls and take the better of the two results. This lasts for the remainder of the scene.
Exceptional Success: As above, plus all of Spike's rolls during combat gain the 9-again feature.

Drawback: Using this power more than once in a 12-hour period causes a -2 penalty to activate it. This penalty is cumulative for each use.

Hunter - Spirit Slayers, p. 160
Wearing the Tiger's Skin,
Cost: 1 Willpower
Action: Extended (TN 10, 5 minutes per roll)

Failure: The meditation fails to work.
Success: The meditation lasts for up to 7 hours. While the meditation is in effect, Spike can perform the following abilities:
Cure the Sick: Spike can make an extended Wits + Medicine roll, 15 minutes per roll. Minor illnesses like colds and flus have TN 5. More serious illnesses like cancer have TN 15. Supernatural diseases have TN 20.
Heal the Wounded: Extended Wits + Medicine roll, 10 minutes per roll. Successes can be allotted to heal damage. 1 success heals 1B, 2 successes heal 1L, 4 successes heal 4A.
Exceptional Success: No additional benefit.

Drawback: When healing the sick, Spike takes 1B (for minor illnesses), 1L (for serious illnesses), or 1A (for supernatural illnesses) for each extended action roll made.
(Spirit Slayers, p. 157)
Healing Meditation,
Cost: 1 Willpower
Action: Extended (10 successes required, 1 minute per roll)

Failure: The spirit fails to respond.
Success: Spike may select any one skill. The spirit accompanies Spike and, for 24 hours, Spike gains the rote action quality on all rolls using that skill. Spike suffers a -1 penalty to all rolls not associated with that spirit's purview.
Exceptional Success: Spike gains the above benefits and also does not suffer the -1 penalty.

Hunter: Spirit Slayers p 157
Spiritual Guidance,
Cost: None
Action: Instant

Failure: The spirit fails to respond.
Success: Spike gains +5 to all rolls involving jumping and only takes 1B damage from a fall, no matter how far he fell.
Exceptional Success: Spike gains the above benefits and may also move his full Speed as a reflexive action once per turn.

Hunter: Spirit Slayers p 156
Light as a Feather

Equipment
4-dot imbued item
Shield Charm -- This item confers a persistent potency 2 Mental Shield effect on the wearer. It resembles a Taoist pentacle.
Willpower: 7
Morality: 6
Derangements: Avoidance (Drugs & Pharmaceuticals; Mild)
Virtue: Hope
Vice: Greed

Initiative: 5 (10 with Tiger active)
Defense: 2 (5 with Tiger active)
Armor: 0
Size 5
Health: 9 (+5 temp Health with Tiger active)
Speed: 10

Martin the Lion
Martin Scrivener

Concept: The Noble Lion
Type: Changeling
Court: None Yet
Seeming Beast
Kith: Truefriend

Virtue: Hope: There's no real problem that can't be solved if people just work together. People can do anything with enough teamwork, understanding, and good will.
Vice: Sloth: Martin's not lazy (hyperactive kitten is a more accurate description), but he is given to despair. When something goes wrong, it's never someone else's fault, it's always Martin's fault.

Note: The physical stats in parentheses are for when Martin transforms into a lion.
Mental Attributes: Intelligence 2, Wits 3, Resolve 4
Physical Attributes: Strength 4(6), Dexterity 2(4), Stamina 3(2)
Social Attributes: Presence 4, Manipulation 2, Composure 3

Mental Skills: Academics (School Study) 2, Crafts 1, Medicine 1, Politics (Supernatural Relations) 3
Physical Skills: Athletics (Sprint) 4, Brawl 4, Survival (Camping) 2
Social Skills: Animal Ken (Felines) 3, Empathy 2, Expression 1, Intimidation 2, Persuasion (Leadership) 3, Socialize 3

Merits: Allies (Old Money) 2, Charmed Life 2, Giant 4, Inspiring 4, Languages (Chinese, German) 2, Membership (Harbingers) 1, Retainer (Plush Lion) 1, Spring Mantle 2, Striking Looks 2, Strong Back 1

Willpower: 7
Clarity: 7

Initiative: 5(7)
Defense: 2(3)
Size: 6 (8)
Health: 9 (10)
Speed: 11 (25)

Wyrd: •••
Contracts
Fang & Talon (Felines):
Cost: 1 Glamour
Dice Pool: Wyrd + Animal Ken
Action: Instant
Catch: The changeling gives the animal a new name.

Roll Results
Dramatic Failure: The character angers or scares the animal he tries to approach and cannot use this clause for one full scene.
Failure: No communication occurs.
Success: The changeling can speak to all animals of the specified type for the next scene.
Exceptional Success: The animal feels affection and loyalty toward the character. The animal is actively helpful and volunteers information unasked if it considers that information important (so far as its intelligence allows).
Tongues of Birds and Words of Wolves (•),
Cost: 2 Glamour
[b]Dice Pool:[b] Wits + Wyrd
Action: Instant
Catch: The changeling sees or touches an animal of the type being imitated.

Roll Results
Dramatic Failure: The character’s senses become slightly muddied and confused. The character experiences a –1 die penalty to all Perception rolls for the next scene.
Failure: The Contract fails, and the character’s senses are unaffected.
Success: The character gains a +2 dice bonus to all Wits rolls relating to perception for the next full scene. In addition, he gains the chosen animal’s most notable sensory ability — a wolf or dog’s sense of smell, including the ability to identify people and track by scent, an owl or cat’s night vision and so on. If the character’s particular animal has no significant exceptional sense (such as a goat or monkey) , he instead gains a +4 dice bonus to all Wits rolls relating to perception. These bonuses last for the next full scene.
Exceptional Success: The character gains an additional +1 die to all Perception rolls for the scene.
Beast's Keen Senses (••),
Cost: 2 Glamour
Dice Pool: Wyrd + Animal Ken
Action: Instant
Catch: The changeling asks the animal to guard or watch the changeling’s dwelling.

Roll Results
Dramatic Failure: The animal either attacks the character or completely misunderstands the instructions and does the exact opposite of what he commands it to do.
Failure: The character cannot communicate with or command the animal.
Success: The animal can both understand the character’s wishes and obeys the character’s orders to the best of its abilities.
Exceptional Success: The character retains an empathic bond with the animal, allowing him to roughly sense its location and emotional and physical condition. For the next full day, the character can spend one point of Glamour to communicate for one scene with the animal at any distance.

Suggested Modifiers
+1 -- The changeling offers the animal appropriate foodstuffs.
–1 -- The animal is frightened or injured.
Pipes of the Beastcaller (•••),
Cost: 2 Glamour
Dice Pool: Dexterity + Wyrd
Action: Instant
Catch: The character is touching an animal of the correct type.

Roll Results
Dramatic Failure: The Contract fails. The character suffers a –1 die penalty to Speed for the scene.
Failure: The Contract fails, and the character is unaffected.
Success: The character gains the movement capabilities of the animal. Swift runners such as horses or dogs allow the changeling to double her Speed. Aquatic animals allow the changeling to swim as rapidly and as easily as she can walk or run and hold her breath 10 times as long (including any modifiers from the Strong Lungs Merit). Flying, gliding or jumping animals allow the changeling to quadruple her jumping distance and fall any distance without harm. Climbing animals such as monkeys allow the changeling to gain +5 to all climbing rolls and climb at five times normal speed. This enhanced movement lasts for one full scene.
Exceptional Success: The character’s enhanced movement lasts until the sun next sets or rises, whichever comes first.

Suggested Modifiers
+1 -- The changeling wears a mask of the animal or a large garment made from its skin.
–1 -- The clause is invoked someplace the animal is never naturally found.
Tread of the Swift Hooves (••••),
Cost: 4 Glamour
Dice Pool: Manipulation + Wyrd
Action: Instant
Catch: The changeling is in the natural habitat of his associated animal and touching or within touching distance of at least one of these animals.

Roll Results
Dramatic Failure: The character partially transforms, becoming a clumsy half-human being who suffers a –2 dice penalty to all Strength and Dexterity pools and a –2 dice penalty to Defense and Speed. The botched transformation lasts until the character can take two consecutive turns to shift back.
Failure: The Contract fails, and the character cannot transform.
Success: The character successfully transforms into the correct animal. The character can remain transformed for up to a scene or can choose to revert to her normal form at any time. Transforming back into the normal form requires one turn, and ends the clause’s effects. The character’s Health alters if her Size and Stamina change. In animal form, the character automatically gains animal senses, exactly as if she had performed the eagle’s gleaming eyes clause. The creature’s Physical Attributes replace the changeling’s, but she retains her Social and Mental Attributes. Her Skills also remain the same. The changeling gains some measure of the animal’s instinctual drives and motor control, so she can run, fly or swim normally. While in animal form, the character can speak all human languages she knows, and can also communicate normally with animals of the species she has become.
Exceptional Success: The character can remain transformed until the sun next rises. If she has taken the form of an animal with a smaller Size than her own, she retains her full Health as if her Size had not changed.

Suggested Modifiers
+1 -- In the animal’s natural habitat
–1 -- Inside a well-lit building closed off from the outside world
Cloak of the Bear's Massive Form (•••••)
Oath & Punishment: Pursuer's Seven League Leap (•)
Stone:
Cost: 1 Glamour
Dice Pool: Strength + Wyrd
Action: Reflexive
Catch: The character fights multiple opponents simultaneously with his bare hands, not using weapons or tools of any sort.

Roll Results
Dramatic Failure: The character strains his muscles and suffers a –2 dice penalty to his next action involving Strength.
Failure: The changeling’s Strength is unaffected.
Success: The changeling adds a number of additional dots to his Strength for this action equal to the number of successes rolled.
Exceptional Success: The changeling also gains the 8-again quality for the next action he takes using a Strength-based dice pool.

Suggested Modifiers
+1 -- The character yells, grunts or boasts loudly about her great strength.
–1 -- The character acts calm, restrained and sedate.
Might of the Terrible Brute (•),
The character can focus his inhuman prowess against an inanimate object. Using this Contract, the changeling can rip down a wall with his bare hands or bash in the sturdiest door with a lead pipe. The changeling must either touch or be able to clearly see an object to use this clause upon it.

Cost: 2 Glamour
Dice Pool: Strength + Wyrd
Action: Instant
Catch: The changeling is attempting to remove a barrier, such as a door or a wall.
Dramatic Failure: The character strains his muscles, suffering a –2 dice penalty to all Strength-based dice pools for the next scene.
Failure: The object’s Durability is unaffected.
Success: The changeling subtracts one point of Durability per success achieved on the roll. Note that this clause does not affect the object’s Structure. The reduced Durability applies to all attacks on the object and lasts for one scene.
Exceptional Success: No benefit other than that gained from 5+ successes.
Ogre's Rending Grasp (••),
The Ogre can boost his Strength by a significant degree for tasks not involving combat. The character can run, climb, jump and lift heavy objects far more effectively than normal.

Cost: 2 Glamour
Dice Pool: Athletics + Wyrd
Action: Instant
Catch: The character is using this clause for the express purpose of showing off his physical or athletic prowess to others, perhaps to gain some prize or to win acclaim, but not for any more practical purpose.
Dramatic Failure: The character strains his muscles and functions as if his Strength was half normal (round down) for the duration of the scene.
Failure: The character’s Strength is unaffected.
Success: The character gains additional dots of Strength equal to his Wyrd. The character can only use this added might for non-combat purposes. If the character attacks an opponent, the affects of this clause instantly end. Otherwise, it lasts for one full scene and provides bonuses to Speed, to lifting objects, breaking down or holding back a door, climbing, jumping and all other Strength dice pools not including combat. Attempting to break inanimate objects does not count as combat.
Exceptional Success: Along with bonuses already provided, the character gains the 9 again quality to all appropriate Strength rolls for the scene.
Display Grandiose Might (•••)

Vainglory •••
Equipment
4-dot imbued item
Shield Charm -- This item confers a persistent potency 2 Mental Shield effect on the wearer. It resembles a Taoist pentacle.
Glamour: 12/3

Bo's Spirit Army

Vermillion Bird

Power: ••••••
Finesse: •••••
Resistance: •••

Willpower: 9
Initiative: 8
Essence: 15
Defense: 6
Size: 4
Corpus: 7

Influence:
Power + Finesse

For 1 Essence, the Vermillion Bird can enhance fire for up to 1 minute per success.

For 2 Essence, she can exert minor influence over fire. She can direct it or move small flames around.
Fire ••
Numina:
Power + Finesse
Range: 60 yards.

The Vermillion Bird deals 1L fire damage for each success. She may spend additional Essence to gain +2 on this roll per point of Essence spent.
Blast (Fire),
Power + Finesse

The Vermillion Bird may start one small fire per success within 6 yards, up to 2 small fires. She must start these fires on flammable materials. Each fire is about the size and intensity of a torch, but may expand depending on the amount of available fuel.
Firestarter,
The Vermillion Bird automatically adds her Resistance to any fire-based attacks. She also subtracts her Resistance from the damage done by environmental fire effects.
Elemental Immunity (Fire)
Black Tortoise
Power: •••••
Finesse: •••
Resistance: ••••••

Willpower: 11
Initiative: 9
Essence: 15
Armor: 5
Defense: 1
Size: 4
Corpus: 10
Speed: 9 land/20 water

Influence:
Power + Finesse
Water ••
Numina:
Power + Finesse + 3
Range: 25 yards

The Tortoise can drain the water from a target. He rolls Power + Finesse in Bashing damage. Vampires and Prometheans may contest the roll with Stamina + SR, but if the spirit wins, the target loses 1 Vitae or Pyros in addition to the bashing damage.
Desiccation ,
The Tortoise adds +3 to his Desiccation rolls
Savant (Desiccation),
The Tortoise substitutes his Resistance for his Finesse when determining his Armor and Defense.
Stalwart





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