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Jun 8th, 2017
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  1. Virtue: Implacable
  2. Vice: Sanctimonious/Straightforward
  3. Aspiration: Purify The World
  4.  
  5. Mental Attributes: Intelligence 4, Wits 6, Resolve 9
  6. Physical Attributes: Strength 5, Dexterity 4, Stamina 9
  7. Social Attributes: Presence 5, Manipulation 1, Composure 9
  8.  
  9. Skills: Academics 1, Medicine 1, Occult 3, Investigation 3, Athletics (Running) 4, Brawl 3, Survival 2, Weaponry (Baseball Bat) 5, Expression (Zealot) 2, Intimidation (Single-Minded) 5, Persuasion 2, Subterfuge (Hide Motivations) 4
  10.  
  11. Merits: Area Of Expertise 1 (Single-Minded), Direction Sense 1, Interdisciplinary Specialty 1 (Single-Minded), Trained Observer 3, Vice-Ridden 2, Greyhound 1, Iron Stamina 3, Parkour 4, Closed Book 3, Iron Will 2, Table Turner 1, Armed Defense 5, Defensive Combat 1 (Weaponry), Light Weapons 4, Killer Instinct 3 (Advanced 2)
  12.  
  13. Health: 14 (Size 5)
  14. Willpower: 26
  15. Defense: 9
  16. Initiative: 13
  17. Speed: 30 (Species Factor 21)
  18. Potency: 8
  19.  
  20. Dread Powers: Immortal, Gatecrash* (Anything Needed), Know Soul, Legion* (Add-Ons), Natural Weapon 1 (Baseball Bat), Nothing But The Mission*, Numen (Aggressive Meme, Occult Sight*, Pathfinder, Seek, Speed), Purification*, Reality Stutter, Regenerate 3, Surprise Entrance
  21.  
  22. *Gatecrash: A Horror with this Dread Power can open a gateway to other planes of existence (such as the Hedge, Primordial Dream, Shadow, Underworld or Astral Realms). The Horror spends a point of Willpower and makes an appropriate dice pool roll; if successful a gateway into the destination realm opens. The creature can hold the gate open for a number of turns equal to its Potency. Gatecrash can only open a gate to a specific realm, but may be selected multiple times, each time applying to specific Realm.
  23.  
  24. *Legion: The Horror is followed and served by Brief Nightmares of a similar nature. The amount and power of these Brief Nightmares is roughly proportional to the Horror’s Potency. Use the following as a guideline: at Potency 1-3, a few Minions; at Potency 4-6, several Minions and a few Hordes, at Potency 7-9, several Hordes and a few Lone Terrors, at Potency 10, as many Lone Terrors as desired. If killed, replacements come within a few scenes at most. Most Horrors possess a weakness that prevents them from creating or commanding their Legions.
  25.  
  26. *Nothing But The Mission: The Batter is to be treated as if he was a God-Machine Angel for the purposes of his Aspiration. In other words, any supernatural means of making him abandon it automatically fail, and he is immune to Tilts that would make it impossible for him to act (such as Insensate and Beaten Down). He is also treated as having Eidetic Memory, Natural Aptitude, Total Control, Liar’s Tongue and Spoofing (use Composure + Subterfuge).
  27.  
  28. *Occult Sight: The Batter is sensitive to supernatural phenomena. He notices the active use of supernatural abilities within the range of his senses and may make Perception rolls to approximate their distance and direction. In addition, by spending a point of Willpower, he can see through powers of concealment, illusion and deceit with a Clash Of Wills using his Wits + Potency as his dice pool. Lastly, he always knows when he is being targeted by a supernatural power and may mimic the Aura Reading Supernatural Merit, but without drawback.
  29.  
  30. *Purification: The Batter has and his Add-Ons have Influence 5 (Purity). The effects of this Influence are up to the ST. However, the following effects are free:
  31.  
  32. 1) He can see and interact with all frequencies of Twilight.
  33.  
  34. 2) His attacks cause supernatural damage.
  35.  
  36. 3) Any Ephemeral Being of Rank 5 or less whose Corpus he fills with Aggravated damage immediately loses all Essence and is thus destroyed for real, and he restores a number of Willpower points equal to the Ephemeral Being's Rank.
  37.  
  38. 4) He could undo a pandemic by finding the patient zero and bludgeoning them to death. Or heal trauma by finding the people responsible and giving them his "treatment". You could add that using the Influence requires the Batter to kill someone.
  39.  
  40. 5)When he Purifies a place, there can be no Anchor, Infrastructure, Resonant or equivalent Conditions there (but may cause the Open Condition for certain Abyssals).
  41.  
  42. Ban: The Batter must have the approval of a higher entity, force or group to progress with purification. Higher in this case does not necessarily mean supernatural or more ethical.
  43.  
  44. Ban: The Batter cannot use his Influence on a place without first killing the most important creature representative of that place. If he does so, then the purification occurs without him either taking an action or spending any Willpower.
  45.  
  46. Ban: The Batter cannot compromise or deal with problems indirectly; if the Batter gets into a fight, he must Go For Blood.
  47.  
  48. Add-Ons:
  49.  
  50. Best At: 10 (Assisting The Batter)
  51. Worst At: 2 (Complex Tasks)
  52. All Others Pools: 5
  53. Aspiration: Assist The Batter
  54. Willpower/Scene: 15
  55. Initiative: 8
  56. Defense: 6
  57. Speed: 35
  58. Size: 4
  59. Health: 12
  60.  
  61. Dread Powers: Blast, Immortal, Influence (Faith 2, Light 5), Natural Weaponry 1, Numen (Speed), Reality Stutter, Regenerate 3, Twilight Entity
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