This page was last modified: 2005/01/30
Stayka's World of Darkness Stuff | Etherites Go!
Name: Samantha Smith-Whitefield, (wife of Lord Maxwell Whitefield)
AKA Lady Samantha, Lady Whitefield, Dr Samantha Smith-Whitefield
Player: Fuzzy Nature: Caregiver
Essence: Primordial Demeanor: Follower Actual DoB: Mon. 10-July-1820
Tradition: Etherites Concept: Medical Doctor/Adventurer
Attributes
Physical EP DW Social EP Mental EP
---------------- ----------------- ---------------
Strength: 2 (3)[5] Charisma: 4 (3) Perception: 2 (3)
__________ Inspires Protection ____________
Dexterity: 4 (5)[3] Manipulation: 1 (0) Intelligence: 4 (5)
Lightning Reflexes _____________ Knowledge
Stamina: 3 (6) Appearance: 2 [4] Wits: 2
Tough -7/10- +10/13+ _____________ BB ____________
[-=clothes, +adds armor]
[DW-->Str=Int,Dex=Wits]
Abilities
Talents Skills Knowledges
------------------ ----------------- ------------------
Alertness: 2 (3) Pilot: 1 Medicine: 4
____________ Pers. Helicopter Emergency Care
Dodge: 2 Technology: 2 Investigation: 3
Cover ____________ Forensics
Athletics: 4 Firearms: 3 Linguistics: 5
Stamina Fast Draw *English, Latin,
Lock-picking: 2 French, Greek,
_____________ Chinese (Cantonese),
Melee: 2 German, Spanish,
_____________ Welsh/Irish Gaelic,
Arabic, Russian,
Egyptian, Hindi,
Japanese, Portuguese,
ASL+Braille,
[Special]
Simultaneous
Translation
Engineering: 2
______________
Willpower: 8 ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
Arete: 3 Quintessence: 11 Paradox: __ Exp: __
Spheres
-------
Correspondence: 2 Life: 3 Prime: 2
____________ _____________ ____________
Entropy: ___ Mind: ___ Spirit: ___
____________ _____________ ____________
Forces: 2 Matter: 1 Time: ___
____________ _____________ ____________
Backgrounds
-----------
Resources: 5, Library: 3, Avatar: 3, Arcane: 4
Sanctum(Laboratory/Clinic): 2, Node: 2
------------------------------------------------------------
merits + Flaws
--------------
Mechanical Aptitude: +1 Primal Marks(Has fae eyes): -2
Jack-of-all-trades: +5 Curiosity: -2
Eidetic Memory: +2 Echos(No Shadow): -1
Unaging: +2 Caffeine Addiction: -1
Ambidextrous: +1 Defective Sense (Taste): -1
Poison Resistance: +1 (-3 to diff for soaking poisons/toxins)
Catlike Balance: +1 (-2 to diff for all balance-related rolls)
Parlor Trick: +1 (Can make eyes glow, see in total darkness)
Health
------
Bruised: -0 [ ]
Hurt: -1 [ ]
Injured: -1 [ ]
Wounded: -3 [ ]
Mauled: -5 [ ]
Crippled: -5 [ ]
Incapacitated: [ ]
Samantha has a medical degree, (MD), as well as a PhD in Linguistics.
Average looking, (normal) or beautiful, ("Beauty Cream"), women. A side
effect of one of her experiments, was an ability to make her eyes glow,
allowing vision in total darkness. Apparent age is late 20's-early 30's
actual age is over a hundred and fifty. She has no shadow, (a side effect
of developing and testing the Cloaking device). She has developed a large
library and set of databases during her long schooling and researching of
various issues. She has both a local vault on premises as well as various
anonymous bank accounts, (handled through an investment firm). She has
amassed a sizable fortune during her long life, part of which she used to
build her private clinic / laboratory / data-center. She's traveled widely
in search of knowledge over the years, having learned a number of
languages in her travels. Her laboratory / medical clinic is well equiped
and well staffed. Her staff is able to handle almost any crisis. She has a
clinic, equiped with the latest Scientific! discoveries as well as a data
center, for researching. There is a gym for melee practice and a firing
range. There is an indoor Olympic size pool, with a dry sauna, steam room
and large Jacuzzi hot tub.
Her library contains both various books on all subjects, as well as many
electronic databases having been built over time. The data center has been
well fire-walled and "hardened" by a VA specialist in security. The main
power source is an unusual set of crystals, which appear to be outputting
primal energies. These are collected into various containers, (batteries),
as well as powering the complex.
Fiery red hair, braided or pony tailed, violet, (fae like), eyes, usually
dressed in shirt, jeans and boots, and a white lab coat. Sometimes found
in surgical scrubs, sneakers and the ubiquious lab coat. The lab coat
always has a stethoscope in its outer pocket. She usually has either a
doctor's bag or other "container" for her medicines and materials and
equipment with her. She always has a small suitcase packed with a few
changes of clothes, extra sneakers, personal care items and, in a hidden
compartment, extra clips for dart gun and small handgun and rounds for the
specialized tools, meters etc, for her professional use). She has a gun
that shoots sleep darts, (borrowed idea from Shadowrun), 10 darts in a
clip. This and its darts are a specially formulated plastic and
polycarbonate. Also a normal non-metallic handgun, (re-engineered from
the Technocracy's X-5 Defender revolver), (This uses specialty bullets), A
small holdout gun, and a small holdout knife. She has her Staff-Light, (an
apparatus she constructed herself), and some homemade medications that she
developed during and after her medical training. She has armor clothing,
(which she wears when traveling).
She wears a necklace, from which is suspended, a small locket, inside
there is are 7 EP pills, 7 NF/NS pills, 4 Oxygen pills, 4 Tri-Ox pills
and a microdot with her medical history, specific medical record along
with a current EKG, EEG report. She wears a ring with a small
compartment, inside is an EP pill, an Oxygen pill, a NF/NS pill and a
Tri-Ox pill. She also wears a "communicator" ring apparatus, that
uses the existing "personal area network" to communicate its
audio and video displays to the HUD of the "mirror shades".
Looking at her you see someone with gadgets to rival Batman's utility
belt. You see a belt pouch on one side with the small tools and
lock-picks, the staff-light and on the other side a med-kit (something
like Dr. McCoy's in "Amok Time". A velcro/snap container with a hypospray
and various injectables, a medical Tricorder and some other stuff), a
beeper and a multi-tool in a sheath. Her Staff-Light replaces the phaser.
A regular medical bag, with medications and further tools as well as the
usual mundane dr bags contents. You see a belt buckle holding a few small
tools and lock-picks. She is wearing armored clothing created with a
special matter procedure, mimicking the Technocracy's "lead stopper" vest
when out in the field, (random shootings and other miscellaneous chaos
abound). Sam has her dart gun in a shoulder holster under her lab coat.
the other gun also in a shoulder holster, and the holdout gun is in a
small of back holster. She also has a Swiss Army knife, (described in the
summary).
Transportable computer with standard 10/100 Ethernet (what else?),
re-engineered to use a Etheric Power cell, with a solar collector, (as
well as a "normal" external AC to Etheric transmodulator). Radio
Telephones.
She has a small set of lock picks and miscellaneous fine tools, as well
as both regular/slot and Phillips/cross precision tools, (jewelers /
computer / electronics). This Equipment is in a belt pouch, with a
velcro and snap closure. This is for working on her Scientific!
creations as well as more mundane equipment.
------------------------------------------------------------
appendix I
Sleeper (scientific)
Medicines
--------------------
Name of medicine Type
Notes
-------------------------- -------
Birth Control Inj
Monthly, Quarterly, Semi-Annually (Six Months), Annually
Insect / Spider Repellent Topical
Pump bottle, lotion
Sunscreen Topical
Pump bottle, lotion
Pain Management Pill
1 or 2 pills every 4-6 hours, PRN
Stimulants Inj
Characters taking strong stimulants receive an extra action
every turn, just as if they had used a Time Effect to speed up
(but without the danger of Paradox). However, taking cocaine and
similar drugs also tends to make characters recklessly
overconfident, and the character takes two levels of bashing damage
for every dose she has taken once the drug wears off. Repeated
dosages will put off this backlash, but the result will be even
worse once the drugs wear off. One dose of cocaine or crack
generally lasts for only an hour, while on dose of speed lasts up
to six hours.
------------------------------------------------------------
appendix II
Scientific! Medicines
---------------------
Name of medicine Type
Effects Stat Adjustments
Notes
-------------------------- ------- ---------------
Emergency Preparedness Pill
L3/P2/F1/M1/C2 Str +1, Dex +1, Stm +3, Cha -1
Per +1, Int +1, Alertness +1
[This is a single use charm, made with tass from Sam's node]
No Food/No Sleep Pill
L3/P2
[This is a single use charm, made with tass from Sam's node]
Oxygen Pills Pill
L3/P2
Beauty Cream Topical
L3/P2 App +2
Eye Drops of Night Vision Drops
L3/F1/P2/C2
Eye Drops of Far Seeing Drops
L3/F1/P2/C2
Aphrodisiac Pill/Inj
L3/P2 Dex +1, Stm +3, Cha +2, Per +1
"Mimics the CoX Rote
Aphrodite's Blessing"
Pain Management Pill/Inj
L3/P2
1 or 2 pills every 4-6 hours, PRN
Negates wound penalties, while active.
Tri-Ox Compound Pill/Inj
L3/P2 "Mimics the CoX Rote Tummo/Inner Heat"
This medicine, available as an injectable
and a pill. The pill is a small coated
bright pink color. It emulates the Rote
"Tummo/Inner Heat" using Science! rather
than magick. The patient's body adapts
to the situation being treated for, by
adjusting the body's hormone and other
signal carriers. It allows the patient
to acclimate to the hostile environments
--- Heat, Cold, Toxins, Poisons, Pain etc.
Cleansing Inj/Supp
L1+L2+L3 or (L1+L2+L3 / Matter 1+2)
"Mimics the CoX Rote Purify"
First rank spheres determine what is
ailing the patient, Life2+3 heals,
cures, repairs etc. While Matter2 is
used to remove harmful non-living
material.
Quickener Inj/Pill
L3/P2
Effect is "Mimics the effects of
One scene. 'strong stimulants' by
directly simulating the
receptors."
One extra action per turn
while drug is in effect.
When the effect ends,
the user, takes a level
bashing damage.
Slap Patches
Slap patches are adhesive drug-dispensers that release
measured doses to allow continual, safe administration of
necessary chemicals. Patches must be applied directly against
the patients skin.
Antidote Patch This medicine is designed to counter
L2+3/P2 a broad range of toxins. Strengthening
the patients resistance to damage from
the toxins. This patch is a one time
Charm, created from Tass from the node,
activated by a Prime2 effect.
Tranq Patch This patch is designed to anesthetize
L3/P2 a patient in preparation for medical
attention. Tranq Patches are also
used in some circles to sedate
unruly prisoners. This patch is a
one time Charm, created from Tass
from the node, activated by a
Prime2 effect.
First-aid
L3/P2 This procedure uses the Life sphere
to repair injury and heal damage.
This patch is a one time Charm,
created from Tass from the node,
activated by a Prime2 effect.
Cure Disease
L2+3/P2 This procedure uses the Life sphere
to eliminate the source of the
illness and restore normal life
signs for the patient. This patch
is a one time Charm, created from
Tass from the node, activated by a
Prime2 effect.
Lotion of Protection Topical
L2/L3+/P2 This procedure simulates the Rote
"Iron Body", which provides Armoring
of the body for its duration. Its a
similar effect to "Better Body", but
specific in its action.
Lotion of Insect repellent Topical
L2/P2 This lotion effects insects / bug / spiders
etc. causing them to not sense / ignore
the user as a possible "target".
Ethereal Perfume Topical
L3/P2 +4 dice to social rolls, for 1 scene,
as long as the user "follows the scent"
A wide selection of scents allows the
user to choose the "message" she
wishes to send --- Seduction, Intimidation,
Compliance etc. Once applied the procedure
stimulates irresistible emotional
responses. The wearer might not get her
way, but her subject won't forget the
meeting easily.
------------------------------------------------------------
appendix III
Non-exhaustive Listing
Mundane tools and equipment
---------------------------
Name of item Comment
Effects
----------------------- ----------------------------
Signal Flare Gun With white, red, green, blue
flares.
Dart Gun Uses sleep darts, 10 to a clip.
Made of polycarbonate, plastics
Clips (loaded) For dart gun, also non-metallic
Handgun Based on the X-5 Defenders specifications.
Normally loaded Damage: 6 (or special), Range: 40, Rate: 3
with four Incendiary Clip: 8, Conceal: J
rounds and two Tear Explosive Rounds, Damage:6, Lethal
Gas and two Incendiary Rounds, Damage: 4, Aggravated
Explosive rounds Taser Rounds, Damage: 5, Bashing
Tear Gas Rounds, Damage: Special, Bashing
Rubber Rounds, Damage: varies, Bashing
Clips (loaded) For the handgun
Hold out gun Dual barrel two shot, ankle holster
Ammo for holdout gun
Hold out knife Breast knife
Explosive Rounds Damage: 6, Lethal
Incendiary Rounds Damage: 4, Aggravated
Rubber Rounds Damage: varies, Bashing
Taser Rounds Damage: 5, Bashing
Tear Gas Rounds Damage: special, Bashing
Private jet Long Distance Transportation
Helicopter Medium Distance Transportation
Personal Helicopters Short/Medium Distance Transportation
Limousine Short/Medium Distance Transportation
Pickup truck(s) Adventuring
Recreational Vehicle(s) Adventuring
Hypospray with various medications
Swiss army knife with most of the optional blades
Regular blade, Small blade, Tweezers,
Very small screw driver, (eyeglass size),
Scissors, Magnifying glass, Can punch,
Bottle opener, Corkscrew, Small saw,
Phillips screw driver, Slot screw driver,
Toothpick, Awl/Leather punch (and more),
in waterproof belt pouch.
Armored Clothing Acts as Class 4 armor
Kevlar Vest Acts as Class 3 armor
Land mobile radio(s)
with dedicated frequencies and
encryption for secure communication.
10 units, (5 wrist-radios,
waterproofed), and a base station.
Grapple Gun
This gun can shoot a grappling hook more
than 50 meters. It comes equiped with an
internal spool. If used as a weapon, it
fires as a heavy crossbow. The grapple
line can easily hold 1,000 kg.
4 "hook bolts" 4 spools of grapple line.
This item is also equiped with a small
battery driven motor used to rewind
the spool and retrieve the "hook" for
for the next usage. It also can be used to
pull the holder up to the "hook" as a means
of "climbing" up the line.
Survival Kit
This rugged, waterproofed, bag contains a
useful assortment of stuff:
Flares, Small Utility Knives, Lighters,
Matches, Compass, Flashlights x3 (LED beam,
Faraday coil driven), Lightweight Thermal
Blankets, Dried meat (Jerky style), Dried
fruits, Fishing hooks, line and cleaning
tools, Slap Patches and various other medical
supplies and medications.
First-aid kit Usual supplies, in a waterproof bag.
Concealable Holster
Custom-fitted to the wearer, the holster
can be designed for wear over the hip, in
the small of the back, under the arm, on
the forearm, or on the ankle. This sleeper
technology makes it harder to spot the
weapon. 4 under-arm, 2 each of ankle,
forearm and small of back.
Multi-tool
This is a folding tool, pliers, and
various other built in tools.
This is contained in a velcro/snap
sealed waterproofed belt pouch.
Large knife in small of back sheath (Qty: 2)
This is a general purpose large knife,
kind of like Crocodile Dundee's.
This has been subjected to processing by
her 'Etheric Transducer' which allows it
to do aggravated damage and also allows it
to "hit" non-corporeal entities.
(Prime2 effect "enchant weapon")
Throwing knives 4 in a bandoleer, plus 2 in boot sheaths,
12 for replacements. These have been
subjected to processing by her 'Etheric
Transducer' which allows it to do aggravated
damage and also allows it to "hit"
non-corporeal entities.
(Prime2 effect "enchant weapon")
Small knife in spring loaded forearm sheath (Qty: 4)
This has been subjected to processing by
her 'Etheric Transducer' which allows it
to do aggravated damage and also allows it
to "hit" non-corporeal entities.
(Prime2 effect "enchant weapon")
Small grappling hook in spring loaded forearm sheath (Qty: 4)
(modeled on the one used by Autolycus
The King of Thieves, from Xena)
This is also equiped with a small battery
powered motor, used mainly to reset /
retrieve the hook. As well as a power
tool for rapid climbing to the hooks
location.
Adventuring boots Matter treated, Waterproofed, with
knife sheaths Qty: 3
Adventuring clothing Matter-treated Qty: 4
Waterproofed, Soil releasing with
elastic at ankles, treat as Type 4
Armor
Rain suit Matter treated Qty: 2
Waterproofed, Soil releasing with
elastic at waist and cuffs. Detachable
overboots, to make a complete suit.
Rain poncho Matter treated, waterproofed Qty: 2
Tents with poles, lines, stakes etc Qty: 6
Each provides for 2-4 people
Camping equipment stoves, lanterns etc. to provide for
12 people.
Dick Tracy Radio and Display Qty: 5
Watch case measures 1.8"L x 1.5"W x .5"D
with adjustable PVC strap featuring deployant
buckle. Charger included. With solar panel
for recharging, LCD display screen. This
muggle tech device has a built in radio,
(to communicate with the land mobile radios),
speaker, microphone, GPS receiver with on
board maps, and is designed to act as a head's
up display for computer output.
Rope Qty: 4, waterproofed
Ascent/Descent Kit Supplies for climbing/Rappelling, Qty: 2
in a waterproofed pouch.
Rappelling Gloves Qty: 6, waterproofed
------------------------------------------------------------
appendix IV
Scientific! Inventions
----------------------
Name of Apparatus Comment
Effects
----------------------- ----------------------------
Pocket Laser High Power Laser
F2/P2/C2
Etheric Rebreather Adaptation
L3/P2
Staff Light
P1/L1/C2 Attune
P2 Light Saber / Summon Prime Weapon
L3/P2/C2 Knock out
L3/C2 "Rip the Man Body" Life effect (vulgar)
F2/C2/P2 Melee add for Forces (Agg Dam)
Mirror Shades
(M1 and/or L1)/F2/C2 X-Ray Vision
F2/P2/C2 (and/or L1/F1+2/M1/P1/C1+2) Various visual effects
Personal Helicopter
F2/P2 Charge Powercells
L3/C2 "Rip the Man Body" Life effect (vulgar)
F1/P1/M1/L1/C1+2 Tricorder
F2/P2/C2 Stabilizer and sound abatement
L2/P2/C2 Etheric Sleep Ray
F2/P2/C2 Etheric Laser
F2/P2/C2 Spotlight
F2/P2/C2 Anti-gravity
F1+2/M1/P1+2/C1+2 Etheric Deflector Shield
F2/P2/C2 Etheric Cloaking Device
F2/P2 Holographic Glamour
Pointer (Telescoping)
F2/P2/C2 Stun Wand (Shock / Stun)
2 effects (1) Shock non-damaging ward
(2) Stun, (attempts to disable the
target without inflicting
significant damage)
Etheric Sleep Ray
L3/P2/C2 Attempts to knock out the target,
without damaging it.
Etheric Deflection Shield
F1+2/M1/P1+2/C1+2 Detection and Deflection
F2/P2/C2 Cloaking
F2/P2 Holographic Glamour (natural)
L2/P2 Holographic Glamour
(Long lasting/Supernatural)
Genetic Reintegrator
L1/M1/P1 Scan and record Patterns
L3/P2 Repair / Replace / Slow Aging (75%)
L4/P2 Recreate from genetic material
Lock Picks
M1/F1/C2 Probe lock and note Patterns
M1/F1+3/C2 Micro-move tumblers to open lock
Etheric Binoculars
F1/M1/P1/L1/C1+2 Long distance survaillence.
Vision and audio components
Vulcan Nerve Pinch Knockout effect. Requires a "hit" with
L3 Dex+Brawl.
Communicator
L1/P1+2 Tune the apparatus to its user.
F2/P1+2/C2 Tune the apparatus to its "partner"
F2/P2/C2 Contact the apparatus' "partner".
Point to point communication via a paired set of apparati.
The apparati have to be tuned to each other and the user.
Transmatter Control
C2+L2 or M2 This control apparatus is a small
hand control, with rows of buttons
with raised Braille "letters", each
indicating a specific location from
which the effect should get/put an
item of small living thing.
Linguistical Transfer Terminal
Mind3/Prime2/Life2-3
Mind to provide the data to be transfered,
Life to adapt the "student"'s brain to
receive the data safely and Prime to make
permanent the retention of the knowledge.
This apparatus is designed to transfer
linguistical knowledge, (languages),
between two sentient beings. This
apparatus has a large internal buffer
and has code to pace the transfer to
eliminate "data underrun" or "data
overrun". The apparatus itself, has two
head pieces, (think Professor X's head
piece for Cerebro), these are attached via
cables to the apparatus itself. There are
a number of controls, switches, buttons,
indicator LEDs etc. These select what is
to be transfered and from which headpiece
to which headpiece. The "teacher" user
puts on one of the headpeices, then
selects the appropriate settings on the
console, the "student" user puts on the
other headpiece. The "teacher" user then
initiates the transfer.
Flight Control Belt
F3/P2 This apparatus allows flight.
Using standard antigravity controls,
the Scientist is able to actually fly.
Linguistics Buffer
L2-3/P2 This apparatus provides a data overrun
/ underrun buffer, to avoid data flow
problems when used with high speed
teaching machines to learn new languages.
This is a specialized version of the
Linguistical Transfer Terminal which just
just buffers the data transfer, (Where the
"source" teacher / teaching machine is
providing the data).
------------------------------------------------------------
appendix V
Listing of Jack-of-all-Trades
eligible abilities
-------------------------------
Skills:
Animal Ken
Drive
Etiquette
Firearms
Leadership
Meditation
Melee
Research
Stealth
Survival
Technology
Knowledges:
Computer
Cosmology
Culture
Enigmas
Investigation
Law
Linguistics
Lore
Medicine
Occult
Science
------------------------------------------------------------
appendix VI
Text of all Merits and Flaws
----------------------------
Addiction (1 or 3-pt. Flaw)
Your mage suffers an addiction to some substance, such as nicotine,
alcohol or some hard drug. If the substance is relatively trivial and
easily obtained, this Flaw is worth one point, and it probably won't
cause any game-related difficulties. If the substance is illegal,
dangerous or liable to cause health or psychological problems, the Flaw
is worth three points. Some mages or constructs may be addicted to
extremely unusual or magical substances. Although such substances
generally don't assess any penalty, they may count as a severe addiction
due to their unusual nature. A mage who can't get his fix will go
through withdrawal, with penalties assessed by the Storyteller.
Ambidexterous (1-pt. Merit)
Your mage has equal facility with either hand. You never suffer a
penalty for your character's use of either hand in performing a task,
since the character has no "off-hand." The character can use both hands
at once to perform two physical tasks without splitting dice pools, but
he may suffer a concentration penalty, (at the Storyteller's discretion),
especially if the tasks are wildly different or in different arcs of
vision. Very few people are truly ambidextrous. In stressful situations,
a penalty should always be assessed for the difficulty of performing
actions with both hands at once.
Aptitude, Mechanical (1-pt Merit)
You are naturally adept with all kinds of mechanical device, (note this
aptitude does not extend to electronic devices, such as computers). The
difficulties of all dice rolls to understand, repair, or operate any
kind of mechanical deviceare reduced by two. However, this Merit doesn't
help you drive any sort of vehicle.
Catlike Balance (1-pt. Merit)
Your mage possesses an innately perfect sense of balance. You reduce the
difficulties of all balance-related rolls (e.g., Dexterity + Athletics
to walk along a narrow ledge) by two.
Curiosity (2-pt Flaw)
You are a naturally curious person and find mysteries of any sort
irresistible. In most circumstances, you find that your curiosity easily
overrides your common sense. To resist the temptation make a wits roll
vs difficulty 5 for simple things like "I wonder what's in the
cabinet?". Increase difficulty up to 9 for things like "I'll just peek
into the Progenitor lab -- no one will know. What could go wrong?".
Defective Sense (1-pt. Flaw)
One of your character's senses is dulled or abnormally damaged in some
fashion. Perhaps the character is hard of hearing, has limited taste
receptors, is color-blind or is correctably nearsighted. In each case,
you suffer a two-point penalty to the difficulty of all rolls involving
the flawed sense. Obviously, you cannot take this Flaw in conjunction
with an Acute Sense of the same type!
Echoes (1 to 5-pt. Flaw)
Your mage manifests the traditional marks associated with the
supernatural. Maybe it's a little quirk like not having a shadow, or
something as severe as a baleful aura. Perhaps milk curdles around your
mage and mirrors break. Look up some superstitions associated with the
heritage of your mage's Tradition, and pick a few! The Storyteller
determines the value of this Flaw, based on the severity of these
supernatural problems.
Eidetic Memory (2-pt. Merit)
A character with an eidetic memory remembers the general sense of
everything that she experiences, and she has greater ease in total
recall. Under normal conditions, your character easily remembers
everything that happens to her. In stressful situations (like memorizing
a book during a firefight), you may need to make a Perception +
Alertness roll (difficulty 6) to memorize or recall the pertinent
information.
Jack of all Trades (5-pt merit)
You have a large pool of miscellaneous skills knowledge obtained thru
your extensive travels, the jobs you have held, or just all around
know-how. You automatically have one dot one in all Skills and
Knowledges dice pools. This is an illusory level, used only to simulate
a wide range of abilities. If the character trains or spends experience
in the Skill or Knowledge, he must pay the point cost for the first
level a "second time" before raising the Skill or Knowledge to two dots.
Parlor Trick (1-pt. Merit)
Your character has a natural ability to perform some small, pretty or
useful bit of magic at will. This trick is nothing that can cause much
damage, or even serious annoyance; it's just enough to perform some
small basic task or give your mage a little flair. Your mage might be
adept at the old wizard's trick of conjuring an orb of witchlight to
hand or a flame to her finger. She might be a cyborg who had the bright
idea of installing a light bulb or pilot light in her head for the same
purpose. If your mage uses a magical sense like night-vision often, you
might have the added perk that he can make his eyes glow like a
vampire's, allowing him to see even in total darkness. If your character
is of the scientific bent, he may be able to emit enough x-rays to use
with his x-ray vision, or he could have a laser pointer installed in his
index finger just for fun. You don't have to roll or spend anything to
make this parlor trick work.
Storytellers should note that this Merit is provided to add color and
reason to the game, not to give min -maxers a loophole to create engines
of death. With this Merit, mages can light pipes without a lighter,
conjure roses or martinis, have mood music play in the background or pop
a penknife or a single claw out of a fingertip. Yes, you could put an
eye out with one of those things, but the combat difference between a
penknife, a single tiger claw, and a press-on fingernail is
inconsequential.
Primal Marks (2-pt. Flaw)
Your mage may have an Avatar of the Primordial Essence, some totem or
god of legend, or perhaps she's just gained some powerful spirit's
patronage and it's set its mark on her. If the totem is an animal, she
resembles what such an animal would look like in human form so strongly
that people who don't even know her call her "Bear" or "Moose" or
"Raven." If the Avatar is some well known god or hero, your character
looks just like people would expect her to, including any particular
deformities (although you do get extra points for such handicaps). Your
mage looks the part so much that anyone can guess her nature at a
glance, and there is some danger in that, especially if your Avatar has
a legendary enemy (as most do). Your character's totem or Avatar will
also require her to protect its species or finish up its unfinished
agenda. Your mage might alternately be the descendant of some famous or
infamous house: Pendragon, Murasaki, Bacon, Bathory, Borgia or Le Vey.
Besides the family name, you've also inherited the family "look."
Students of history can easily picture you banishing the Devil and
slaying dragons, or poisoning entire families and bathing in the blood
of virgins especially since they have the illustrations that might
give them this idea.
Alternately, your mage may just look the part other profession too well.
Perhaps she has the red hair and green eyes of an Irish witch, the pale
eyes and dark skin of an Arabic sorcerer, the grown-together brows and
elongated ring-fingers of a born shapeshifter or the intense yellow,
violet or emerald green eyes of one the fae. Students of ancient lore
recognize these signs, and your mage may easily become the victim of
witch-hunters. However, some witches, changelings, shapeshifters and
others may accord you more status in their societies if you "look the
part."
Poison Resistance (1-pt merit)
You have, for some reason or another, become resistant to poisons. It
could be that are naturally resistant or that you've spent years
buildinhg up your resistance against all known poisons. Any time you
need to make a soak roll against the effects of a poison or toxin,
reduce the difficults by 3.
Unaging (2-pt. Merit)
Your mage does not age, ever. Perhaps she drank an elixir in the Mythic
Ages, or she tasted the Peach of Immortality, or she ate the Apples of
the Hesperides, or she dined on the forbidden savor of mermaid's flesh.
Perhaps she was injected with the perfect Iterator nanotech or
Progenitor symbiote. Perhaps her body is composed of timeless stone or
metal. Perhaps the cause is a complete mystery. Regardless, she remains
unchanged as the years pass by, save for scars and accumulated
knowledge.
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