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Author Topic: Emend (Avenging Angel)  (Read 19272 times)

killa_robot

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Emend (Avenging Angel)
« on: May 22, 2016, 09:26:13 pm »

Emend (Avenging Angel)
Experience: 144/144 Arcane: 82/82

Health 7
[  ][  ][  ][  ][  ][  ][  ][  ][  ][  ][  ][  ]

Willpower 8
[X][X][X][X][X][X][X][X][  ][  ]

Mana (Max 12/3 per round)
[X][X][X][X][X][X][X][X][X][X]
[  ][  ][  ][  ][  ][  ][  ][  ][  ][  ]

Gnosis 3

Size: 5
Defense: 3
Perception: 6
Initiative Mod: 6
Speed: 10

Attacks
Unarmed Strike: Damage 0(B)
Switchblade: Damage 1(L); Size 1; Cost •
9mm Pistol: Damage 2(L); Ranges 20/40/80; Clip 17+1; Size 1; Cost •••         

Armor
1/2* (bulletproof)

Protective Spells
none

Spells Cast Upon Self (Spell Tolerance 3)
none

Active Spells (Max 6)
The Electric Invisible (12 hours)
Supernal Vision (12 hours)
Aura Perception (12 hours)

Dedicated Magical Tool
Necklace with a small golden sword (the same one that lady justice has)

Acana Based Tools
Magnet that has been reshaped to look like a plain silver ring (Forces); Pocket diary (Mind); Ring with a turquoise gemstone (Prime)

Enchanted Items
Emotional Urging Imbued Ring (Mind ••; Gnosis + 2 vs. target Composure + Gnosis)
Ward/Magic-Use Ban Collar (Space/Prime)
Blood Horn (Artifact)
Tass Agates (6)

Equipment Carried
Imbued Ring, Glock 9mm pistol w/ concealed carry permit, cigarettes, lighter, switchblade, ward/ban collar, small padlock, tass

Penalties
none

Benefits
none
« Last Edit: November 04, 2018, 11:28:47 am by BerkaZerka »
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killa_robot

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Re: Emend (Avenging Angel)
« Reply #1 on: May 22, 2016, 09:26:21 pm »

Emend (Avenging Angel)
Chronicle: Disciples

Calling: Avenging Angel
Steward: The Ministering Angel Sarapheen
Mission: North America Region East
Past Life: The Corporate Executive Issac Hardman
Virtue: Justice
Vice: Pride
Integrity: 7
Derangements: none
Languages: English

Mental Attributes [5]
Physical Attributes [3]
Social Attributes [4]
Intelligence
2
Strength
2
Presence
2
~Power
Wits
3
Dexterity
3
Manipulation
2
~Finesse
Resolve
5
Stamina
2
Composure
3
~Resistance
Mental Skills [7]
Physical Skills [4]
Social Skills [11]
Academics
-3
Athletics
1*
Animal Ken
-1
Computer
1
Brawl
-1
Empathy
4
Crafts
-3
Drive
1
Expression
-1
Investigation
1
Firearms
2
Intimidation
1*
Medicine
-3*
Larceny
1
Persuasion
2
Occult
1
Stealth
1
Socialize
2
Politics
4
Survival
-1
Streetwise
-1
Science
1
Weaponry
-1
Subterfuge
3

Specialties
Empathy (Lies); Empathy (Motives); Politics (Scandals)

Arcana (Ruling Arcana: Forces/Prime; Inferior Arcana: Death)
Forces 4; Mind 1; Prime 4; Space 3; Spirit 1

Rotes (*Rote Specialties: Athletics, Intimidation, & Medicine)
Mind Arrows: Presence + Athletics + Forces
Remote Viewing: Intelligence + Investigation + Space
Rend the Weave: Composure + Occult + Prime
Scales of Thought: Wits + Empathy + Mind
Succor: Presence + Persuasion + Prime
Switchbox: Wits + Science + Forces
The Electric Invisible: Wits + Occult/Science + Forces
Undo the Art: Resolve + Occult + Prime vs. target spell's Potency

Merits
~Lingua Intelligentia ●
~Mentor (Sarapheen) ●●●●
~Mentor (Jarome) ●●●●●
~Natural Immunity ●
~Slow Aging ●●●●●
Corporate Executive ●●●
Common Sense ●●●●
Imbued Item (Emotional Urging Ring) ●●●
Resources ●●●●
Sanctum ●●●● (1)
Hallow ●●●● (1)
Library ●●●● (1)

Flaws
none

Assets of Note (not typically carried on person)
Company Car, Upscale Home, Trendy Wardrobe, Heart of Flies (Infernal Artifact of Beelzebub, Lord of The Flies)
« Last Edit: July 07, 2018, 09:19:51 am by BerkaZerka »
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killa_robot

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Re: Emend (Avenging Angel)
« Reply #2 on: May 22, 2016, 09:26:31 pm »

Nimbus
Issac's nimbus is a full suit of silver armour holding onto a large mace. Normally it is shrouded with black mist. If Issac kills then the armour will begin to become covered in blood

Physical Description
6'1"; not buff, but somewhat muscular. Short brown hair and brown eyes.

History
History is pretty straight forward. Idolized his father (the very successful businessman Howard Kent Hardman), until he finally graduated university and started working. He got his current girlfriend in university.

After getting into business, Issac found that his father was the 'sell your grandmother for an extra dollar' kind of guy. Issac's father regularly sold businesses out from under the owners, with no regard for the employees that would lose their jobs in the process. But since he got paid, he just considered it 'good business'.

Issac realized the kind of scumbag his father was and started rethinking how he treated everyone. Originally he wanted to be just like him, now he's not so sure anymore.

Doesn't have too many hobbies because of work. He goes to the gym once in a while to stay in shape, goes to public events to keep in touch with important people, and will watch tv/read when he has other free time.

He keeps a lighter + cigarettes with him. He doesn't smoke, but finds it's a good way to speak with important smokers. Also carries a switchblade, simply because he's wealthy enough that he has been the target of theft in the past. Usually dresses quite nicely. His car is also pretty nice.

---

Sins of the Father (Issac Hardman Prolog)

---

Emend & Trucy's Son Nilo Born July 22, 2017
« Last Edit: February 03, 2018, 09:10:47 pm by BerkaZerka »
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killa_robot

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Re: Emend (Avenging Angel)
« Reply #3 on: May 22, 2016, 09:26:39 pm »

Allies
XX

Etc . . .
« Last Edit: May 23, 2016, 04:17:21 pm by BerkaZerka »
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BerkaZerka

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Re: Emend (Avenging Angel)
« Reply #4 on: August 11, 2016, 07:26:13 pm »

XP Bumps
Wits 2 to 3 (15 XP)
Intimidation 0 to 1 (3 XP)
Occult 0 to 1 (3 XP)
---
Gnosis 1 to 2 (16 XP)
Space 0 to 2 (21 XP)
Firearms 0 to 1 (3 XP)
---
Dexterity 2 to 3 (15 XP)
Firearms 1 to 2 (6 XP)
Spirit 0 to 1 (7 XP)
Prime 2 to 3 (18 XP)
---
Gnosis 2 to 3 (24 XP)
Prime 3 to 4 (24 XP)
Undo the Art Rote (8 XP)
Succor Rote (6 XP)
Switchbox Rote (6 XP)
The Electric Invisible Rote (2 XP)
Remote Viewing Rote (4 XP)
---
Forces 3 to 4 (24 XP)
Space 2 to 3 (21 XP)
« Last Edit: July 07, 2018, 09:15:07 am by BerkaZerka »
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killa_robot

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Re: Emend (Avenging Angel)
« Reply #5 on: October 23, 2016, 09:54:16 pm »

Learning Curve (Cleaning House)
Emend learned that it's going to be a very dangerous task to bring down Blume and Blumenthal. He expected this to begin with, of course, but if just a thrall of theirs caused this much trouble, then taking out their other thralls along with the demons themselves will be something that requires much more training. He also learned the value of preparing for battles ahead of time, as an unprepared Kark would have been rather easy for just two of them to defeat, but with her tools and preparation, she was rather formidable (until they burned her alive).
 
After the chaos that ensued in their last mission, Emend has decided that he needs to be in charge of the group. Without a real leader, they risk breaking into small, disorganized groups without any real plans or communication, like what happened here. Emend is pleased with the results of the last mission, especially since he was the one to kill the witch, her beastly creature, and he found the deed, with little going wrong in the process. The others manged to kill Jack, but they blundered greatly in doing so. Saint in particular needs to be watched now, as something is not quite right with him.

Regardless, this experience has made Emend more sure that this is his calling. This world definitely needs his help to destroy the demons attempting to corrupt it.

---

Learning Curve (Loose Ends)
Emend learned that while it's okay to rely on the others to support him during their endeavors, he still needs to be able to pull his own weight. He finished off the demonic mutt, but he hadn't been helpful during the demonic tree, and he had avoided clearing the attic all together. He's decided he needs to improve on his abilities if he wants to maintain the right to call himself the leader of the group.

In addition, now that they have a base of operations, Emend will probably have to rethink his current living situation (which will be made especially hard once he finds out he's a father).

---

Learning Curve (Dark Web)
Emend has learned not only does he need to show restraint when dealing with demons, he also needs to rein in the other disciples. Not only did his desire for justice put Faith into more harm's way, as he left the other disciples alone in the internet without any means of traversing it themselves, but the information he gathered as a result of this held no value. Furthermore, he allowed Saint to destroy an artifact, something which could have been of use to the disciples.

He also learned that the angels that help monitor the Earth are not infallible. The situation in the Philippines could just be due to their inability to monitor their own area, but it could also just be that demons are simply that sneaky. Naturally, this leads Emend to believe their could be a similar ring of terror occurring somewhere nearby as well; a rather upsetting thought.

To top it all off, the kidnapping of Faith made Emend realize that his own child is now at risk due to his profession. While it would only be dangerous to have them live in the castle, Emend should at the very least attempt to bolster the mundane security at their apartment, along with some additional magical defences.

---

Learning Curve (Enemies At The Gates)
Emend learned that diplomacy is a valid option, even when dealing with vampires. Had he attacked Nicolette like he considered, it would have just resulted in more enemies being made. Belials’ Brood showed just how strong vampires can be, and while they managed to shatter and route its members, it will always be a looming threat. However if there is a next time, Emend will be ready, and they will regret showing their faces again.

He also wonders if the Heart of Flies was truly a gift, or if the Camarilla gave it to them in order to further some plan of theirs. Or perhaps it was simply a burden they thought they saw a chance to get rid of. Regardless, the disciples will have to deal with all of the demons that will want its power. Emend hopes they can find someone to help them discover the true purpose of the Heart, so that they may deal with it properly, rather than just watching over it.

And during all this new conflict, the disciples themselves seem to be having issues. Robor and Beats both injured themselves when they were attacked without Emend nearby to help them. Robor then went on to sign a deal with a demon, strengthening their enemies. Clearly Emend needs to monitor them more closely.

But the disciple he needs to watch out for the most is the one he thought he would have the least issues with: Saint. While there were some suspicious things occurring when they first began working together, Saint seems to have changed in recent times. Emend could maybe chalk up his past strangeness to the stress of becoming a disciple, but now he doesn't see any of the good in Saint that was there before. Perhaps the path of a disciple just isn't for him. Emend would like to have a conversation with him, to see what's going on, but this doesn't seem to be the time to prompt some potential in-fighting amongst themselves. For now he'll have to settle for watching Saint more closely.
« Last Edit: July 07, 2018, 09:25:10 am by BerkaZerka »
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killa_robot

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Re: Emend (Avenging Angel)
« Reply #6 on: March 06, 2018, 12:23:52 pm »

Rote List

Adamantine Arrow Rote: Mind Arrows
Dice Pool: Presence + Athletics + Forces
Quote
Telekinetic Strike (Forces •••)
The mage creates a ball of telekinetic force that he hurls at his intended target.
.
Practice: Fraying
Action: Instant and aimed
Duration: Lasting
Aspect: Vulgar
Cost: None

Each success inflicts one point of bashing damage.

With Forces 4, this damage can be lethal. With Forces 5, one Mana can be spent to make the damage aggravated, by tearing apart the target’s cellular structure. This version of Telekinetic Strike actually causes air to ripple in an unnatural fashion, warning a target about the threat. The target is allowed his Defense against the caster’s aiming roll.

Guardians of the Veil Rote: Remote Viewing
Dice Pool: Intelligence + Investigation + Space
Quote
Scrying (Space ••)
The mage can view a location remotely. She can employ all of her senses through these “perceptual windows,” allowing her to see, hear, smell and even touch things on the far side. This spell can be used for a variety of purposes, from checking up on a loved one to spying on a hated enemy. Mages through time have doubtlessly used it for virtually every possible reason.

Practice: Ruling
Action: Instant
Duration: Transitory (one turn)
Aspect: Covert
Cost: None

The spellcasting roll is modified by the mage’s sympathetic connection to the location (see p. 114). The Duration at this level is transitory (once the mage ceases concentration), but with Space 3 the mage can cast the spell with a prolonged Duration (and Space 4 allows him to use advanced prolonged Duration factors; p. 118).

If he touches someone through the scrying window, a reflexive Wits + Composure roll is made for that person to notice. If it succeeds, he knows that something just touched him, but unless he has magical senses, he doesn’t know who or what it was. This sensation is enough to invoke Sleeper Disbelief (see p. 274). The caster cannot actually affect anything with his touch unless he combines this spell with another Space spell such as “Apportation,” p. 234.

Cast conjunctionally with Spirit 2, the caster can scry across the Gauntlet.

Sympathetic Spells
By adding Space 2 to a spell, a mage can affect targets at far distances through a sympathetic connection. See “Sympathetic Spells,” pp. 114-116.

Guardians of the Veil Rote: Rend the Weave
Dice Pool: Composure + Occult + Prime
Quote
Counterspell Prime (Prime ••)
The mage can counter spells from any Arcanum, and he can counter covert spells without first identifying their components.

Practice: Shielding
Action: Instant; successes subtract from the target spell’s Potency
Duration: Lasting
Aspect: Covert
Cost: 1 Mana

As the rules for “Counterspell,” p. 123, but the mage can now counter spells from any Arcanum (he does not need one dot in at least one of the spell’s Arcana) and he can counter covert spells even if he has not had time to identify their components.

Guardians of the Veil Rote: Scales of Thought
Dice Pool: Wits + Empathy + Mind
Quote
Third Eye (Mind •)
The mage gains the Mage Sight (see “Mage Sight,” p. 110). He senses when others nearby use exceptional mental powers, such as telepathy, psychometry or ESP, reading the telltale ripples left by the movements of exceptionally advanced thought.

The mage can also read resonance, discerning the emotional and psychic qualities of it: the particular nuances of will, conscious or otherwise that went into creating it. He can feel the mental processes that went into creating the resonance (such as strong emotional states or a powerful exercise of will), effectively detecting its context within reality, the “why” behind the resonance.

Practice: Unveiling
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None

See “Resonance,” pp. 227-280, for rules on scrutinizing magic with this spell.

Adamantine Arrow Rote: Succor
Dice Pool: Presence + Persuasion + Prime
Quote
Imbue Mana (Prime •••)
The mage can imbue a living creature with Mana.

Practice: Weaving
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: None

The mage gives a living creature one of his Mana points per success. The caster must touch the target during casting (with Prime 4, he can affect the subject at sensory range). If combined with “Channel Mana,” p. 224, or “Siphon Mana,” p. 231, the mage can take Mana from one source (other than himself) to give to another.

Channeling Mana into a living being usually does nothing to it (save perhaps for a feeling of being energetic or edgy) unless the subject is Awakened, in which case she adds the Mana to her total.

If the number of points of Mana invested in a Sleeper’s Pattern exceeds her Size, the subject suffers one Health wound of bashing damage per point of Mana by which her Size is exceeded, as the celestial fire literally tears her Pattern apart like an over-inflated balloon rupturing. In this case, the target can resist the spell by subtracting her Stamina from the caster’s roll.

Mysterium Rote: Switchbox
Dice Pool: Wits + Science + Forces
Quote
Control Electricity (Forces •••)
The mage can diminish an electrical current and/or alter its direction of flow. He could cut the power to a certain outlet, redirect all the electricity in the building to a single outlet, or send the power coursing through one outlet to multiple outlets (assuming the physical wiring exists or there is some other way to control conductivity). He cannot increase the current at this level, since that involves generating new electricity. He can work with only existing electricity at this level.
.
Practice: Weaving
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None

Each success can send a single line of power in a new direction, or divert it elsewhere. If the mage attempts to diminish the power, each success brings it down by one degree. For example, one success reduces a main line to a junction box. Two successes takes a junction box down to an industrial socket. Three successes reduces an industrial socket to a regular wall socket.

Mysterium Rote: The Electric Invisible
Dice Pool: Wits + Occult or Science + Forces
Quote
[Read Matrices (Forces •)
The mage gains the Mage Sight (see “Mage Sight,” p. 110). He can perceive energy and magical resonance, detecting the presence of all of the universe’s various forms of energy: heat, gravity, electromagnetism and the like, including the presence or absence of different sorts of radiation, such as x-rays or cosmic radiation, either visually or through tactile perception.

An undiscerning mage might be fairly blinded by the overwhelming variety and sheer quantity of energy that moves around her at all times, unable to process the ever-shifting tapestry of power that is all but invisible to the untrained eye.

The mage is also especially aware of resonance’s energetic aspects and flow, its vibratory frequency and movement.
.
Practice: Unveiling
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None

See “Resonance,” pp. 277-280, for rules on scrutinizing magic with this spell. When scrutinizing energetic phenomena (like the electromagnetic spectrum), the more invisible that energy is to the naked eye, the more dice penalties the mage suffers.

Spectrum    | Dice Penalties
Gamma rays    –3
X-rays    –2
Ultraviolet rays    –1
Visible light    0
Infrared rays    –1
Radar    –2
Radio, TV    –3


Free Council Rote: Undo the Art
Dice Pool: Resolve + Occult + Prime vs. target spell’s Potency
Quote
Supernal Dispellation ( Prime ••••)
The mage can dispel magic. He can attack the Pattern of a spell, destroying it by pulling apart the threads that comprise it. At this level, the mage does not need to have any dots in the Arcana used in the magic to be dispelled. His Prime lore is enough to unweave any spell.

Practice: Unraveling
Action: Instant and contested; successes are compared to the target spell’s Potency
Duration: Lasting
Aspect: Covert
Cost: None

This effect works like “Dispel Magic,” p. 220, but the mage does not need to posses all the Arcana involved.
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BerkaZerka

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BerkaZerka

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Re: Emend (Avenging Angel)
« Reply #8 on: July 07, 2018, 09:26:31 am »

Good to go!  8)
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