Mental Attributes: Intelligence: 5, Wits: 5, Resolve: 3Skills
Physical Attributes: Strength: 2, Dexterity: 5, Stamina: 3
Social Attributes: Presence: 3, Manipulation: 4, Composure: 5
Spirit Attributes: Power: 9, Finesse: 9, Resistance: 9
Mental Skills Academics (History) 4, Computer , Crafts , Investigation 2, Medicine 1, Occult (Spirits) 4, Politics 2, Science 3Merits
Physical Skills: Athletics 3, Brawl 1, Drive , Firearms , Larceny 3, Stealth 1, Survival 2, Weaponry (Blast x2) 5
Social Skills: Animal Ken , Empathy 1, Expression 1, Intimidation (Spirits Fear Me) 1, Persuasion 1, Socialize 1, Streetwise 1, Subterfuge 1
Mental Merits: Personal Archive 2Advantages
Physical Merits: Weapon Finesse (Staves), Defensive Combat (Weaponry)
Social Merits: Status (Fusang) 3, Connected, Resources 5*, Allies (Mysterium) 3, True Friend (Jack of Crows)
Supernatural Merits: Ritual Crypt, Otherworldly Gaze
Chi: 5Supernatural Abilities
Initiative: 10 (7 with staff)
Virtue: Righteous - Bo does not tolerate innocents being hurt, especially children and refugees. He will go to great lengths to protect people from fates they do not deserve
Vice: Hasty - Bo strives to abide by Tao, which often leads him to act on impulse or instinct because it feels right.
Ban: Once per scene per person, Bo must truthfully and fully answer the first question he is asked by someone speaking in 16th century Korean.
Bleeds: Dark, ink-like blood; "fresh book smell;" ever-shifting literary tattoo
Influences (Intelligence + Manipulation + Chi)AspirationsSiddhi
QuicksilverQuicksilver 1 - Add (Successes/2, rounded up) to the Toxicity of Mercury.Books
Quicksilver 2 - Mercury can be made to flow in different directions, or to cease to flow. The Influence can affect a single discrete instance of mercury per use (a single puddle or canteen) -- in cases where there is truly an awful lot of mercury, assume a cubic yard per success.
Quicksilver 3 - The mercury can be controlled as if it were a puppet. It can be shaped into forms, leap into the air, briefly solidify, what have you. The mercury has (Successes) Strength and (Successes/2, rounded up) Dexterity, but there needs to be at least one Size point of Mercury present per dot of Strength. The mercury may also be used as an attack, with the mercury active as a 2B weapon. A called shot to the mouth (-5) also poisons the subject for Toxicity 5. Influence (Quicksilver) may also be used to alter a subject's supernatural transformation -- this is contested by their Stamina+Supernatural Resistance, and is a Dodge-type action (you can do it when it's not your turn, but it eats your next Instant Action). If the Influence is successful, the subject is transformed into something else that is within their capabilities to turn into, of the Purified's choice.
All attacks based on physical Influences are Dexterity+Wits+Chi attacks, minus Defense and Armor, with the element providing a damage bonus. Liquids are usually 2B weapons, blunt solids (rocks) are 2L, sharp solids (a serrated disc of metal) are 4L. This assumes that there's a respectable amount of the element present (a cubic foot, say), otherwise the damage goes down.
Books 1 - Add (Successes) to an Academics (Research) roll using the books in question (needs a lot of them). Add (Successes) to the Structure of a book.Exploration
Books 2 - Can alter text to say something else, but the message of the work is still basically the same -- a book about weasels will remain a book about weasels, it might just have an extra chapter about their digestion. This can be used to provide a +1 bonus (+2 on an ES) to a suitable Mental Skill roll (does not stack with Strengthen, but does not require a large amount of reference works to begin with). Noticing the changes is a Wits+Academics roll vs. the Influence's Success. At this stage, the information so produced is limited to information that is public domain or that is known to the Purified personally. This can also be used to translate books, but only into languages that the author might have possibly used (so a modern novel could be written in Spanish instead of English, but could not be written in Demotic Egyptian). Each success translates about 50 pages at a time.
Books 3 - As Manipulate, except that the message of the work no longer needs to be the same. As before, the information of the new material has to be public domain. Can translate any language into any other language, except for supernatural tongues (other than First Tongue, which is fair game for a Purified), still at 50 pages per success.
Exploration 1 - Halve the time to find a location for each Success.
Exploration 2 - Can be used to find a place in the absence of directions or guidance -- the subject of the Influence simply makes every right turn. Add (Successes) to a roll to navigate or find a new place, usually Survival, sometimes Investigation (to look for hidden passages). Alternatively, make someone else not be able to find a place, as an Influence-Subject's Wits rolls, inflicting a (Successes) Penalty to their Survival or Investigation.
Exploration 3 - The Purified rolls Influence vs. a place's Secrecy x3, and if successful automatically finds it. This does not convey precise directions, the Purified simply starts walking and makes every right turn, and so the location has to be within travel distance for them. Alternatively, the Purified rolls Influence vs a subject's Wits+Supernatural Resistance, and if successful causes the target to get lost and end up in a location of the Purified's choice the next time they try to explore. The new location does need to be within the limits of plausibility (you can make a fellow driving in Lewisham get so lost they end up in Highgate, and maybe Oxford on an ES, but Omaha isn't going to happen).
Siddhi of FleshNuminaLightness of Being (Flesh 1)Siddhi of Mind
Lifelike Ghost (Flesh 2) (Stamina + Athletics + Chi)
Breaching Barriers (Flesh 3) (Wits + Larceny + Chi vs. Warding x3)
Summoning Spirits (Mind 1) (Intelligence + Persuasion + Chi vs. Resistance)
Summoning the Body (Mind 2) (Presence + Socialize + Chi vs. Resolve + Supernatural Resistance)
Bind Ghosts and Spirits (Mind 3) (Intelligence + Intimidation + Chi vs. Resistance)
Annihilate Matter (Resolve + Science + Chi)
Blast (Dexterity + Weaponry + Chi)
Greater Influence 4
Healing (Wits + Medicine + Chi)
Liquid Form (Mercury)
Ten Thousand Tongues
Bo can speak and understand all non-supernatural languages
Transmute Gold (Wits + Science + Chi)
Transmute Water (Intelligence + Science + Chi)
Spike -- Achieves Arete 5 via heroic acts. Spike may only gain 1 Arete per adventure if he performs appropriately Extraordinary deeds.Conditions+1 Arete for Mr. PunchMartin -- Achieves Mantle 4 and Status (Seelie Court) 3 via interactions with the Fae community. Martin may achieve one dot depending on activities during an adventure.
+1 Arete for Fei Yu Dang
+1 Arete for helping stop possessed Zev+1 Status from Acts of DiplomacyZev -- Unlock Zev's magical potential
Short Term: Introduce Emma to the supernatural in a healthy way
Short Term: Keep Spelling alive until the end of the adventure.
Short Term: Find a dedicated research assistant for the Fusang
Short Term: Find a dedicated PR person for the Fusang
Short Term: Talk to Maeve about her interest in Seventeen's position.
Short Term: Find out about the Hat Trick Hex
Short Term: Find and meet Culsu and survive the experience.
Short Term: Do some kind of thing to cement relations with the Temple Guard
Leveraged (Smiley Reid - For loaning the Temple Guard on the Mr. Punch Case)Available XP: 3 XP, 2 Beats
Last calcuation: "1 Beat -- Make a Contribution to Chavez's Advancement (Short-Term Aspiration)"
Attributes: 5 Mental/4 Physical/3 Social
Skills: 11 Mental/7 Physical/4 Social