Epiphany

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Contents

[edit] Backstory


Back story goes here, with breaks between paragraphs.

[edit] Info

Shadow Name: Epiphany
True Name: Violette Maeda
Player: Xilanada
Concept: Cynical, profane Woman In Black who works for the Silver Ladder's arm of the FBI
Virtue: Charity
Vice: Wrath
Path: Arcanum
Order: Silver Ladder
Cabal: None

Age: 26
Height: 4' 11"
Hair: Shiny black in color, unruly waves and curls not quite shoulder length.
Eyes: Violet (contact lenses, actually blue)
Nimbus: A magenta halo of time distortion, an effect that both precedes and follows her. The more choices she could make in a situation, the more diffuse the light becomes. Situations with only one possible action, by contrast, result in a purple anticipation of where she will be in seconds.

Clothing description goes here

[edit] Attributes

Strength **
Dexterity ****
Stamina **

Presence **
Manipulation ***
Composure ***

Intelligence ***
Wits ***
Resolve **

[edit] Abilities

Mental
Academics **
Computer **

  • Investigation ***

Occult ***
Politics **

  • Stealth **


Physical
Athletics ***
Brawl **
Drive **
Firearms ***
Larceny *

  • Subterfuge ***

Weaponry *

Social
Empathy *
Intimidate **
Persuasion *
Socialize **
Streetwise **

Rote Specialties Expression, Persuasion, Subterfuge. +1 dice for an order's Rote that uses these skills.

[edit] Advantages

Merits
Resources ** $1,000 a month, 5,000 in assets.
Status **
Hallow *
(Generates its rating in dots of Mana every day, which can be gained at sundown. Makes Tass. Resonance can impose -1 to -2 penalties on spellcasting that's against it, like attacking in a 'peaceful' area. Can do magic with 1 less Mana when within ratingx5 yards of the Hallow. ) High Speech
Sanctum *** Large house (5-8 rooms) (Also, more dots can increase Sanctum Security, subtracting dice per dot from attempts to break in and +1 to initiative per dot for defenders).
Sleepwalker Retainer * Dawn.
Contacts * (Supernatural Babysitters)


Characteristics
Wisdom *******
Initiative: 6
Defense: 3
Speed: 11

Willpower
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Health
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[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Mana
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[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

[edit] Magic

Arcana
Time ***
Fate ***
Prime *

Gnosis **

Casting = Gnosis + Arcanum Maintain up to Gnosis + 3 spells simultaneously. Define Potency (which is both strength and resistance to being countered), Target (one person or place up to Size 20 per Target) and Duration (base is one turn (3 seconds) for transitory, one scene (1 hour) for prolonged). Increases cause dice penalties for instant, or require more successes for extended. Potency is 0 for 1, -2 dice for 2, -4 for 3, -6 for 4, -8 for 5. Target is 0 for 1, -2 for Two, -4 for Four, -6 for Eight, -8 for Eighteen. Size is 0 for 20 or less, -2 for 20-30, -4 for 30-40, -6 for 40-50, -8 for 50-60. Area Effect is 0 for 1 yard radius or 5 cubic yards, -2 for 2 yard radius or 10 cubic yards, -4 for 4 yard radius or 20 cubic yards, -6 for 8 yard radius or 40 cubic yards, -8 for 16 yard radius or 80 cubic yards. Advanced area-effect for Arcanum at 1 dot higher than necessary is 0 for 1 yard radius or 5 cubic yards, -2 for 4 yard radius or 20 cubic yards, -4 for 16 yard radius or 80 cubic yards, -6 for 64 yard radius or 320 cubic yards, -8 for 256 yard radius or 1280 cubic yards. Transitory Duration is 1 turn for 0, 2 turns for -2, 3 turns for -4, 5 turns for -6, 10 turns for -8. Prolonged is the same for hour, 2 hours, 12 hours, 24 hours, 2 days. Advanced Prolongation is the same for hour, 24 hours, two days, one week, one month, indefinite (which won't work on people).

Gnosis 2, Max Mana 11, Max Mana used per turn 2, Base Paradox 1 die, Time per roll for Extended Casting 3 hours Gnosis 3, Max Mana 12, Max Mana used per turn 3, Base Paradox 2 dice, Time per roll for Extended Casting 1 hour Gnosis 4, Max Mana 13, Max Mana used per turn 4, Base Paradox 2 dice, Time per roll for Extended Casting 1 hour Gnosis 5, Max Mana 14, Max Mana used per turn 5, Base Paradox 3 dice, Time per roll for Extended Casting 30 minutes

Gnosis 2, 4 in 1st, 4 in 2nd, 3 in 3rd, 3 in 4th, 3 in 5th, 2 in 6th, 2 in 7th, 2 in 8th, 1 in 9th, 1 in 10th Gnosis 3, 5 in 1st, 4 in 2nd, 4 in 3rd, 3 in 4th, 3 in 5th, 3 in 6th, 2 in 7th, 2 in 8th, 2 in 9th, 1 in 10th Gnosis 4, 5 in 1st, 5 in 2nd, 4 in 3rd, 4 in 4th, 3 in 5th, 3 in 6th, 3 in 7th, 2 in 8th, 2 in 9th, 2 in 10th Gnosis 5, 5 in 1st, 5 in 2nd, 5 in 3rd, 4 in 4th, 4 in 5th, 3 in 6th, 3 in 7th, 3 in 8th, 2 in 9th, 2 in 10th

Mana Sense Mana in a Hollow = Wits+Occult. Improvised Magic = Costs 1 Mana unless Path Arcanum. Sympathetic Magic = Costs 1 Mana if beyond sensory range. Aggravated Damage = Costs 1 Mana. Pattern Restoration = Costs 3 Mana per Bashing or Lethal healed. Can only do so once a day until Gnosis 5. Pattern Scouring = Gain 3 Mana at the expense of 1 physical attribute dot for 24 hours. Can only do so once a day until Gnosis 5. Or gain 3 Mana at the cost of 1 health level as many times as she wants. Oblation = Spend 1 hour of uninterrupted ceremony, roll Gnosis + Composure, 1 Mana per success. Can only gain Mana a day equal to Hallow rating. Ritual should be Path specific. Blood Sacrifice = Size 2 animals yield 1 Mana, only 1 a day. Humans provide 1 Mana per health level, up to Gnosis x 2 per day. Takes an Instant action which loses character's Defense and they can only move up to their Speed. Tass = Eating ediable Tass gives Mana after 1 hour, drinking liquid Tass gives Mana after 10 minutes. 1 Mana per pound of food, or 16 ounces of liquid Tass. Stored Tass loses 1 Mana per week after the first week. Solid tass needs Prime 2 but stores indefinitely.

Wisdom = Roll for Wisdom degredation. Failing requires a Wisdom roll to avoid a derangement, which goes away when Wisdom returns. Wisdom Acts of Hubris 10 Using magic to accomplish a task that could be achieved just as well without it (i.e., boiling tea with Forces instead using the nearby stove). Selfish thoughts. (Roll five dice.) 9 Magically coercing another so that he acts against his own free will (he does not want to perform the actions the magic makes him do). Minor selfish act (with holding charity). (Roll five dice.) 8 Magically coercing another so that he violates his own moral code (i.e., he is forced to make a degeneration roll). Injury to another (accidental or otherwise). (Roll four dice.) 7 Laying a curse on someone. Petty theft (shoplifting). (Roll four dice.) 6 Forcibly binding an unwilling sentient being or spirit to a place (such as through Mind or Spirit magic) or task (such as casting a Fate geas upon a subject). Grand theft (burglary). (Roll three dice.) 5 Magically transforming a person into a lesser being (turning a man into a pig) against his will. Intentional, mass property damage (arson). (Roll three dice.) 4 Using magic to harm someone. Draining another’s Mana against his will. Creating a soul stone (and hence, limiting one’s Gnosis potential; see “Soul Stones,” p. 277). Impassioned crime (manslaughter). (Roll three dice.) 3 Forcefully abducting and/or exiling another person (mage or Sleeper) into the Shadow Realm, or causing her to become possessed by a spirit against her will. Planned crime without using magic (murder). (Roll two dice.) 2 Intentionally preventing an Awakening. Using magic to murder someone. Casual/ callous crime (serial murder). (Roll two dice.) 1 Stealing a soul. Utter perversion, heinous act (mass murder). (Roll two dice.)

Tools of Magic: Using these reduces paradox dice pools by 1. Path = Wands, Staves (Glass, crystal, plastic, silver), Weapons (Knife, rapier, bow and arrow), Cups (Glass, crystal, plastic, silver), Pentacles and Coins (Glass, crystal, plastic, silver, marked with the pentagram), Mirrors. Order = Silver Ladder - Badge of authority including clothes. Arcana = Fate (Playing cards or dice), Time (Clocks, watches, hourglass), Prime (Gemstone, pure crystal).

Nimbus: Activates anima banner style when using vulgar magic, but only if you have supernatural sight. Can show it on purpose with a reflexive Composure + Occult roll, successes may add to intimidation or social rolls. Indulging a Virtue or Vice (and getting willpower from it) requires a Composure + Occult roll, with failure showing the nimbus and impressing or scaring others.

Unseen Senses. Physically reacts to the presence of active supernatural effects. Needs to use magical sight to see what it is, though.

Mage Sight. Can pick up the Resonance of an area. This doesn't let her see Twilight creatures.

Extended Casting. Requries a sacrament, something disposable and fitting the Aracanum, or there's a -1 to the casting. For all the factors, it uses the above charts only 0 for base, +1, +2, +3 and +4 successes required for each step up instead of a penalty.

Speaking in High Speech adds +2 dice to the roll, though listeners who make a Wits + Composure roll can hear her.

Willpower adds +3 dice.


Fate: Interconnections (Fate 1) - Each successive turn allows an extended Wits+Investigation+Fate roll, with successes adding up. Not what they mean, though, just their intensity. 1 = Identify vague connections, detect an oathbreaker. 2 = Identify Encountered connections between people/things, detect a person's Destiny. 3 = Identify Acquainted connections, detect direct supernatural mind control, possession or destiny manipulation. 4 = Known connections, detect indirection control, possession or destiny. 5 = Intimate connections, shows what the people around will mean to each other in the future). Quantum Flux (Fate 1) - Scene long. Reduce up to 3 dice of penalties to 0 in exchange for up to 3 turns.

[edit] Rotes

Time

Augury ** Practice: Unveiling Action: Instant Duration: Concentration Aspect: Covert Cost: None Dice Pool: Intelligence + Occult + Time Declare a person, place or thing, ask a question and get an answer.

Postcognition ** Practice: Unveiling Action: Instant Duration: Concentration Aspect: Covert Cost: None Dice Pool: Intelligence + Investigation + Time Watch the past for a minute per minute.

Temporal Dodge ** Practice: Shielding Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: 1 Mana (optional) Dice Pool: Dexterity + Athletics + Time


Fate
Quantum Flux * Action: Scene Reduce up to 3 dice of penalties to 0 in exchange for up to 3 turns.

Indra's Net * Practice: Knowing Action: Extended (one turn per roll) Duration: Concentration Aspect: Covert Cost: None Dice Pool: Intelligence+Investigation+Fate Evaluate connections between people, places and things. Then roll Wits + Empathy + Fate to determine strength.

Lakshmi's Touch * Practice: Compelling Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None Dice Pool: Wits+Investigation+Fate Nudge Fate for small rewards, like 20 bucks.

Platonic Mechanism ** Practice: Perfecting Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None Dice Pool: Intelligence + Occult + Fate Make any machine work 100% efficiently.

Prime Eye of the Magus * Practice: Unveiling Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None Dice Pool: Wits+Occult+Prime Supernal Vision

[edit] Dedicated Magical Tools

Path
Silver pistol (wand)
Silver hand mirror
Plastic game chip with pentagram
Order
FBI Badge
Arcana
Magic 8 Ball - Fate
Wedding ring - Prime
Watch - Time

[edit] Common Equipment

Pistol, Lt. 2 20/40/80 17+1 2 1 ¥¥¥ Glock 17 (9mm)
Brass Knuckles 1 (B) n/a ¥ Brawl*
Black leather coat 1/0 1 0 0 n/a
Kevlar vest* (thin) 1/2 1 0 0 ¥

[edit] Combat Stats

Armor
Kevlar vest* (thin) 1/2 1 0 0 ¥
Protective Spell


Join Battle
Join Battle: 7

Soak
Natural: 3B / 1L / 0A
Armor: 6B / 8L
Total: 9B / 9L / 8A

DV
Dodge DV: 8
Dodge MDV: 7

Attacks

Unarmed

  • Punch: Speed 5, Hit 9, Damage 4B, Parry 10, Rate 3, Tags N
  • Kick: Speed 5, Hit 8, Damage 7B, Parry 6, Rate 2, Tags N
  • Clinch: Speed 6, Hit 8, Damage 4B, Parry NA, Rate 1, Tags C N P


[edit] Notes


Darrel Wiseman is a boy who went missing 7 years ago. His mother, Mrs. Wiseman, thinks he vanished this morning. A nurse, Barbara Bailey from a local private hospital said Mrs. Wiseman had never recovered from the tramua of losing her son several years ago. However, Darrel's not dead, according to Augury...

[edit] Experience Progression

XP: 170
Unspent: 22
Spent: 148
10 for Strength 2
21 for Empathy, Intimidate, Persuasion, Streetwise, Drive, Larceny, Stealth 1
42 for Computer, Brawl, Drive, Stealth, Intimidate, Streetwise, Socialize 2
25 for Composure 2-4
10 for Resolve 3
6 for Empathy 2
6 for Persuasion 2
2 for Quantum Flux (Fate 1 Rote). 4 for Exceptional Luck (Fate 2 Rote). 18 for Fate 3 4 for Contacts (Supernatural Babysitters)

Attribute = new x 5 Skill = New x 3 Skill Specialty = 3 Ruling Arcana = new x 6 Common Arcana = new x 7 Inferior Arcana = new x 8 Rote = 2 per dot Merit = new x 2 Gnosis = new x 8 Wisdom = new x 3 Willpower = 8

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