Notices


Bo Kyungban

   
Bo Kyungban

Bo Kyungban

Attributes
Mental Attributes: Intelligence: 5, Wits: 5, Resolve: 3
Physical Attributes Strength: 3, Dexterity: 3, Stamina: 5
Social Attributes Presence: 4, Manipulation: 2, Composure: 5
Skills
Mental Prodigy - Bo receives permanent +1 to all Mental Skills (not included in skill totals)
Mental Skills:
Academics (History) 3, Computer , Crafts , Investigation 2, Medicine 1, Occult (Spirits) 3, Politics , Science 1
Physical Skills: Athletics 3, Brawl 2, Drive , Firearms , Larceny , Stealth 1, Survival , Weaponry 1
Social Prodigy - Bo receives a permanent +1 to all Social Skills (not included in skill totals)
Social Skills:
Animal Ken , Empathy 2, Expression , Intimidation (Spirits Fear Me) 2, Persuasion 1, Socialize , Streetwise , Subterfuge 1
Merits
Mental Merits:
Your character has an exceptionally sound and rational mind. With a moment’s thought, she can weigh potential courses of action and outcomes. Once per chapter as an instant action, you may ask the Storyteller one of the following questions about a task at hand or course of action. Roll Wits + Composure. If you succeed, the Storyteller must answer to the best of her ability. If you fail, you get no answer. With an exceptional success, you can ask an additional question.
Common Sense
Physical Merits:
Your character’s body goes further than it rightfully should. Add the dots in this Merit to any rolls to resist disease, poison, deprivation, unconsciousness, or suffocation.
Hardy 3
Social Merits: Allies (Consilium) 3, Allies (Mysterium) 3, Mentor (Jack of Crows) 4, Status (Fusang Tong) 3, Resources 5*
Supernatural Merits: Medium (Shadow), Medium (Twilight)

*Resources increased by 1 due to Organization benefit. Score reflects all changes
Advantages
Arete: 5
Defense: 2
Health: 10
Initiative: 7
Size: 5
Speed: 10
Willpower: 13
Innocence: 5

Virtue: Righteous - Bo does not abide by 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.
Extraordinary Abilities

Paragon Powers
Mental Prodigy: Your character acquires a permanent +1 bonus to all Mental Skills.
Social Prodigy: Your character acquires a permanent +1 bonus to all Social Skills.
Connected: Your character gains +3 Social Merit dots. These are open and undefined, and can be switched from one Merit to another in anywhere from a scene to a day, though they can’t be combined with the character’s other Merits. Connected may be used for the following merits: Allies, Alternate Identity, Anonymity, Contacts, Fame, Mentor, and Resources, and cannot create a Merit above 5 dots. You may select this again for each Social Attribute you have at 5 (to a maximum of 3 times).
Immortality
Whether through alchemical processes, diabolic pacts, or the wonders of super-science, the character is able to come back from the dead. This power costs 10 XP, and using it costs willpower:
• 1 WP brings the dead character back to life, provided the character is in one piece.
• 1 WP reassembles a severely damaged (dismembered or burned to ash) body.
• 1 WP moves the body to a prepared location (a Ritual Crypt, a laboratory, a sacred hollow, etc).
Rejuvenated characters begin with all but one health box filled with Lethal damage, which may then be healed in a normal fashion. If they lack the WP, they slowly regain 1 WP per 24 hours 'dead'. Each immortal can still be destroyed under specific circumstances or conditions.
--In Bo's Case: While 'dead', Bo can be summoned and bound as any ephemeral entity, and can be destroyed by more powerful spirits or ghosts.

Immortality also grants the character improved health. They are immune to all mundane diseases, gain the Hardy merit at 3 dots, and heal from wounds at a more rapid pace: 1B per 5 minutes, 1L per 6 hours, 1A per 24 hours.
Summoning (Castigation) 5

Mechanically, Bo uses the Castigation Endowment for these powers. However, rather than demon summoning and blood sacrifice, Bo typically uses spirit summoning and expends spirit energy as a sacrifice. In all cases, the costs are the same.
Master of the Ten Thousand Tongues (Tongue of Babel)
Bo speaks and understands all spoken languages
Summon Spirits (Calling Forth the Pit) - Presence + Resolve + Castigation vs. Resistance
Heavenly Binding Chains (Shackles of Pandemonium) - Presence + Intimidation + Castigation vs. Resistance
Command of the Yellow Emperor (Mandate of Hell) - Presence + Composure + Castigation vs. Resistance
Burning Phoenix Pinions (Hellfire) - Dexterity + Intelligence + Castigation - target's Defense
Skill Tricks
Academics
Befuddling Double-Talk: Add Academics to all Fast-Talking rolls
Linguist: Can translate any document given a few words to go off of. Supernatural languages require an Int + Academics roll.
Athletics
Perfect Physique: Add Athletics to any rolls reliant on physical appearance (Seduction, Intimidation, some Expression rolls, etc.)
Occult
Myth Expert: Add (Occult/2, rounded up) to all rolls to gain knowledge about something supernatural.
Aspirations
Spike -- Achieves Arete 5 via heroic acts. Spike may only gain 1 Arete per adventure if he performs appropriately Extraordinary deeds.
+1 Arete for Mr. Punch
+1 Arete for Fei Yu Dang
+1 Arete for helping stop possessed Zev
Martin -- 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 Status from Acts of Diplomacy
Zev -- Unlock Zev's magical potential

Short Term: Help Martin make a good impression on Lujza
Short Term: Find and meet Culsu and survive the experience.
Short Term: Help Zev/Binary reach a decision.
Short Term: Chat up selkies
Short Term: Introduce Emma to the supernatural in a healthy way
Short Term: Find out who killed Emil
Short Term: Find out information about the Mirror of Stars
Short Term: Keep Spelling alive until the end of the adventure.
Short Term: Get access to Emil's body
Short Term:
Short Term:
Short Term:
Short Term:

For later

Conditions
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)"



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

Revamped Bo

Attributes
Mental Attributes: Intelligence: 5, Wits: 2, Resolve: 3
Physical Attributes Strength: 3, Dexterity: 2, Stamina: 2
Social Attributes Presence: 4, Manipulation: 2, Composure: 5
Skills
Mental Prodigy - Bo receives permanent +1 to all Mental Skills (not included in skill totals)
Mental Skills:
Academics (History) 3, Computer , Crafts , Investigation 2, Medicine 1, Occult (Spirits) 3, Politics , Science 1
Physical Skills: Athletics 3, Brawl 2, Drive , Firearms , Larceny , Stealth 1, Survival , Weaponry 1
Social Prodigy - Bo receives a permanent +1 to all Social Skills (not included in skill totals)
Social Skills:
Animal Ken , Empathy 2, Expression , Intimidation (Spirits Fear Me) 2, Persuasion 1, Socialize , Streetwise , Subterfuge 1
Merits
Mental Merits:
Your character has an exceptionally sound and rational mind. With a moment’s thought, she can weigh potential courses of action and outcomes. Once per chapter as an instant action, you may ask the Storyteller one of the following questions about a task at hand or course of action. Roll Wits + Composure. If you succeed, the Storyteller must answer to the best of her ability. If you fail, you get no answer. With an exceptional success, you can ask an additional question.
Common Sense
Physical Merits:
Your character’s body goes further than it rightfully should. Add the dots in this Merit to any rolls to resist disease, poison, deprivation, unconsciousness, or suffocation.
Hardy 3
Social Merits: Allies (Consilium) 3, Allies (Mysterium) 3, Mentor (Jack of Crows) 4, Status (Fusang Tong) 5, Resources 4
Supernatural Merits: Medium (Shadow), Medium (Twilight)
Advantages
Arete: 5
Defense: 2
Health: 7
Initiative: 7
Size: 5
Speed: 10
Willpower: 13
Innocence: 5

Virtue: Righteous - Bo does not abide by 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.
Extraordinary Abilities

Paragon Powers
Mental Prodigy: Your character acquires a permanent +1 bonus to all Mental Skills.
Social Prodigy: Your character acquires a permanent +1 bonus to all Social Skills.
Connected: Your character gains +3 Social Merit dots. These are open and undefined, and can be switched from one Merit to another in anywhere from a scene to a day, though they can’t be combined with the character’s other Merits. Connected may be used for the following merits: Allies, Alternate Identity, Anonymity, Contacts, Fame, Mentor, and Resources, and cannot create a Merit above 5 dots. You may select this again for each Social Attribute you have at 5 (to a maximum of 3 times).
Immortality
Whether through alchemical processes, diabolic pacts, or the wonders of super-science, the character is able to come back from the dead. This power costs 10 XP, and using it costs willpower:
• 1 WP brings the dead character back to life, provided the character is in one piece.
• 1 WP reassembles a severely damaged (dismembered or burned to ash) body.
• 1 WP moves the body to a prepared location (a Ritual Crypt, a laboratory, a sacred hollow, etc).
Rejuvenated characters begin with all but one health box filled with Lethal damage, which may then be healed in a normal fashion. If they lack the WP, they slowly regain 1 WP per 24 hours 'dead'. Each immortal can still be destroyed under specific circumstances or conditions.
--In Bo's Case: While 'dead', Bo can be summoned and bound as any ephemeral entity, and can be destroyed by more powerful spirits or ghosts.

Immortality also grants the character improved health. They are immune to all mundane diseases, gain the Hardy merit at 3 dots, and heal from wounds at a more rapid pace: 1B per 5 minutes, 1L per 6 hours, 1A per 24 hours.
Summoning (Castigation) 5

Mechanically, Bo uses the Castigation Endowment for these powers. However, rather than demon summoning and blood sacrifice, Bo typically uses spirit summoning and expends spirit energy as a sacrifice. In all cases, the costs are the same.
Master of the Ten Thousand Tongues (Tongue of Babel)
Bo speaks and understands all spoken languages
Summon Spirits (Calling Forth the Pit) - Presence + Resolve + Castigation vs. Resistance
Heavenly Binding Chains (Shackles of Pandemonium) - Presence + Intimidation + Castigation vs. Resistance
Command of the Yellow Emperor (Mandate of Hell) - Presence + Composure + Castigation vs. Resistance
Burning Phoenix Pinions (Hellfire) - Dexterity + Intelligence + Castigation - target's Defense
Elixirs - None yet
Aspirations
Spike -- Achieves Arete 5 via heroic acts. Spike may only gain 1 Arete per adventure if he performs appropriately Extraordinary deeds.
Martin -- 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.

Short Term: Hire Emma (or another receptionist), hire Ollie as a trainer, and open the gym
Short Term: Speak with leaders of the Seelie Court about a position for Martin
Short Term: Convince Civitas that Chavez is a good match for Seventeen.
Conditions
Leveraged (Smiley Reid - For loaning the Temple Guard on the Mr. Punch Case)





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