Campaign:Autobot Game/Interminably: Difference between revisions
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-The function of any one directly combative Alchemical Charm installed in the target that is outwardly visible or that the target has previously used in the scene. This can also determine the function of combative spirit Charms used in the Exalt’s presence, provided these Charms are known in Autochthonia. May determine other charms (such as solar or fair Folk) after ~1 month of regular exposure to their use and the expenditure of 3 experience. Current other charm types known: None. | -The function of any one directly combative Alchemical Charm installed in the target that is outwardly visible or that the target has previously used in the scene. This can also determine the function of combative spirit Charms used in the Exalt’s presence, provided these Charms are known in Autochthonia. May determine other charms (such as solar or fair Folk) after ~1 month of regular exposure to their use and the expenditure of 3 experience. Current other charm types known: None. | ||
*'''Sustained Augmentation of Perception:''' - (Install 1m), Permanent, Permanent. Adds 1 dot to Perception that is considered natural. | *'''Sustained Augmentation of Perception:''' - (Install 1m), Permanent, Permanent. Adds 1 dot to Perception that is considered natural. | ||
*'''''' | *'''Protosynthetic Ammunition Replicator:''' 1m (Install 1m), Reflexive, Instant. Produces one projectile/ammunition of the Exalt's choice which last for (Essence) Actions. Instantly loads ammunition. | ||
'''Dedicated Charm Slots:''' | '''Dedicated Charm Slots:''' | ||
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'''Essence:''' ●●<br/> | '''Essence:''' ●●<br/> | ||
'''Regeneration:''' 4(8 when resting)/hour<br/> | '''Regeneration:''' 4(8 when resting)/hour<br/> | ||
'''Personal Essence Pool:''' | '''Personal Essence Pool:''' 2/11<br/> | ||
'''Peripheral Essence Pool:''' 31/31<br/> | '''Peripheral Essence Pool:''' 31/31<br/> | ||
'''Committed Essence:''' | '''Committed Essence:'''9 <br/> | ||
== Willpower == | == Willpower == |
Revision as of 01:26, 28 June 2009
Basics
Campaign:Campaign:Autobot Game
Name:Interminably Distant Opportune Bolt
Concept:Alchemical Sniper
Caste:Starmetal
Motivation:Search Creation for a way to fix the problems afflicting Autochthon
Intimacies:Autochthon, (Familiar's name goes here)
Anima Banner:A scope formed from various trajectory calculations
Anima Effect:
Experience: 0/0
Background
Bolt was built only recently by the nation of Yugash. Intended mainly as a scout for the upcoming return to Creation, Bolt was designed to be an expert sniper. However, there was consideration given to auxiliary functions and he was also outfitted and trained to be an engineer and inventor. After initial training, he was given a position within The Scholars as a junior member.
Thus far Bolt is still relatively inexperienced, but he shows a great deal of promise. Due to this potential, a machine god has been sent by Noi to advise him and ensure that potential is reached. The machine god was named Advisor Unit XR-1793, but has taken to being called "XR" for sake of brevity. XR has a... colorful personality thanks to his slight Napoleon Complex over his height (He is about a 1'6 tall). Although he can often be sarcastic and bossy, XR adores innovation and inventing something can often endear a person to him. Likewise, despite making the occasional joke at his expense, XR likes Bolt and does his best to assist him.
Now that the time has come, Bolt is being sent out to fulfill his primary function. He sets out with a mixture of trepidation and excitement for a world he has only read about.
Appearance
Bolt is unremarkable in appearance, for an Alchemical exalted, anyways. His nature as such neither adds nor detracts from his physical image. He has found being relatively forgettable assists in stealth and considers this to be an intended design function. In reality, they just didn't have enough resources to make him prettier, no one has ever told him this.
Bolt wears the typical garb of The Scholars when the situation does not call for camouflage.
XR looks remarkably like a small toy robot, with a (entirely non-functional and cosmetic) wind-up handle and everything. He is short (1'6) and quite sensitive about his height and people not taking him seriously due to his appearance.
Attributes
Strength ●●●● Charisma ●●● Perception ●● (●) Dexterity ●●●●● Manipulation ●● Intelligence ●●●●● Stamina ●● Appearance ●● Wits ●●● (●)
Abilities
Archery ●●●●● Integrity Craft * Athletics ●● Bureaucracy Martial Arts Performance Investigation Awareness ●●● Linguistics ● Melee Presence ●● Lore ●●● Dodge ●●● Ride Thrown Resistance Medicine Larceny Sail War Survival Occult ● Stealth ●● Socialize
Crafts
Craft(Fire) ●●
Craft(Air) ●●
Craft(Earth) ●
Craft(Magitech) ●
Linguistics
Autochthonic
Old Realm
Specialties
N/A
Backgrounds
Class: ●●●
Familiar: ●●●●●
Backing(The Scholars): ●●
Vats: ●●●
Artifacts: ●●●
Charms
General Charm Slots:
- Sustained Augmentation of Wits: - (Install 1m), Permanent, Permanent. Adds 1 dot to Wits that is considered natural.
- Tactical Analysis Engrams: 2m (Install 1m), Reflexive, Instant. May activate this charm once without essence expenditure for each full minute spent observing a single target. Roll (Wits + Awareness) at difficulty 2, each success provides one of the following pieces of information:
-The target’s rating in any one of the following Traits: any Physical Attribute, Wits, Archery, Athletics, Brawl, Dodge, Martial Arts, Melee, Resistance or Thrown. Players may attempt to justify other Traits to Storytellers in extreme cases, particularly in cases where the target evinces overt combat powers not based on any of the above Traits. In these rare cases, the Exalt learns the rating of the associated Trait without actually learning what the Trait is. -All the target’s specialties in any one of the above listed Traits. -The target's Join Battle pool. -The target’s current wound penalty rating (if any). -The core statistics of any one weapon or attack that the Alchemical has seen the target use; this does not reveal unusual powers of artifacts, only such traits as damage, accuracy, etc. -The core statistics of any one object qualifying as armor/shield the target is wearing. -The function of any one directly combative Alchemical Charm installed in the target that is outwardly visible or that the target has previously used in the scene. This can also determine the function of combative spirit Charms used in the Exalt’s presence, provided these Charms are known in Autochthonia. May determine other charms (such as solar or fair Folk) after ~1 month of regular exposure to their use and the expenditure of 3 experience. Current other charm types known: None.
- Sustained Augmentation of Perception: - (Install 1m), Permanent, Permanent. Adds 1 dot to Perception that is considered natural.
- Protosynthetic Ammunition Replicator: 1m (Install 1m), Reflexive, Instant. Produces one projectile/ammunition of the Exalt's choice which last for (Essence) Actions. Instantly loads ammunition.
Dedicated Charm Slots:
- Transitory Augmentation of Dexterity: 1m/die (Install 1m), Reflexive, Instant. Add 1 die to any dexterity-based roll per 1 mote spent (up to base (Dexterity) motes may be spent). May add to static values such as DVs, roll number of dice purchased, add successes to the DV.
- Aim-Calibrating Sensors: 1+m (Install 2m), Supplemental, Instant. May remove one point of internal penalty per 1 mote spent or one point of external penalty per 2 motes spent from a ranged attack. Can only negate penalties due to Situational (such as an opponent with cover <100%) or Environmental (such as rain, wind, etc.) causes.
- Essence Pulse Cannon: 2m (Install 1m), Supplemental, Indefinite. Must reflexively arm with 2 motes before use, acts like a 4-7 mote anima banner when armed. Essence Cannon has the following statistics (Accuracy +1, Damage 2L/1m spent (up to (Strength + Essence) motes may be spent), Rate (Essence * Number of times this charm is installed), Range (Essence * 50) yards). Use of the cannon is considered supplemental charm use.
- Paramagnetic Tether Beam: 3m (Install 2m), Reflexive, Instant. Creates a telekinetic grapple beam of up to (Strength * 10) yards in length. The beam will last for as long as it is actively used, activating a new beam will deactivate any old one. For purpose of crude telekinesis, Strength and Dexterity are equal to (Essence).
Arrays
Array of Size 4 (total Install:5, reduced Install:4):
- Transitory Augmentation of Dexterity
- Essence Pulse Cannon
- Aim-Calibrating Sensors
- Tactical Analysis Engrams
Essence
Essence: ●●
Regeneration: 4(8 when resting)/hour
Personal Essence Pool: 2/11
Peripheral Essence Pool: 31/31
Committed Essence:9
Willpower
Willpower: ●●●●●
Temporary: □□□□□
Virtues
Virtues:
- Compassion ●●
- Conviction ●●
- Temperance ●●●
- Valor ●●
Clarity: □□□□□ □□□□□
Inventory
Manses and Heartstones
N/A
Combat
Dodge DV:5
Dodge MDV:3
Soak: B/L/A
Pierced: B/L/A
Hardness: B/L/A
Attacks
Health
□ -0
□□ -1
□□□□ -2
□ -4
□ Incapacitated
Advancement
Bonus Points
4 spent on Familiar 3->5
4 spent on Craft(Air) 0->2
4 spent on Craft(Fire) 0->2
2 spent on Craft(Magitech) 0->1
1 spent on Backing 1->2