Day Cast Abyssal
Essence: 3; Willpower: 6; Join Battle: 10 dice (+7 for 7m)
Personal Motes: 19; Periferal Motes: 47
Health Levels: -0/-1x3/-2x4/-4/Incap.
Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 5, Appearance 4, Intelligence 2, Perception 3, Wits 4
Actions:
- Feats of Strength: 5 dice (+5 for 5m, may attempt Strength 1 feats);
- Stealth: 11 dice (+10 for 10m);
- Senses: 8 dice (+7 for 7m);
- Sowing discord and suspicion: 7 dice (+7 for 7m).
Appearance 4, Resolve 4 (+3 for 6m), Guile 5 (+4 for 8m)
Combat
Attack (Slashing sword): 8 dice (+7 for 7m; Damage 12)
Attack (Throwing knives): 9 dice at short range (+7 for 7m; Damage 10)
Combat Movement: 8 dice (+7 for 7m)
Evasion 5 (+4 for 8m), Parry 4 (+3 for 6m) (or 6 with Lightning Clutch of the Raptor, +3 for 6m)
Soak/Hardness: 8/5 (Soulsteel chain shirt) (3/0 without armor)
Example Intimacies
- Defining Principle: I am the calm at the eye of the storm.
- Major Principle: Position others to do the hard work for you.
- Major Tie: The Confederation Assembly (veiled contempt)
- Major Tie: The Mask of Winters (tacit loyalty)
Ravenous Swarm Attire (Artifact ***)
This soulsteel chain shirt's appearance can change to match any set of clothing that covers most of the body, though it's limited to clothing of fairly innocuous type: nothing above Resources 3, and nothing that counts as exceptional equipment. No matter what form it takes, however, it provides its full benefit to the wearer's defenses. Additionally, the armor can be transformed into a swarm of vermin, that gnaw and bite anyone within range of the wearer.
Offensive Charms
- Artful Maiming Onslaught (2m, 2i; Supplemental; Instant; Decisive-only, Stackable): If successful, the attack leaves a painful scarring wound that inflicts a cumulative -1 penalty for the rest of the scene. (Scars left on players’ characters look cool rather than disfiguring, unless the player desires otherwise.)
- Savage Shade Style (2m; Supplemental; Instant; Dual): Double extra successes on a withering attack against a crashed opponent or double 10s on a decisive damage roll.
- Atrocity Without Witness (3m; Reflexive; Instant; Decisive-Only): After making a decisive attack that inflicts at least 3 HLs of damage, or any decisive attack that incapacitates a character, make an immediate reflexive attempt to establish stealth.
- Improvised Assassin's Trick (1m; Reflexive; Instant; Dual): Pick up any small object and attack with it as if it were a throwing knife (same stats as above).
- Flitting Shadow Form (2m; Reflexive; Instant) Remove any penalties to Evasion.
- Flickering Wisp Technique (2m, 2i; Reflexive, Instant): After successfully dodging, activate this charm to move a single range band, ignoring difficult terrain, barriers, etc.
- Ghostly Body Defense (4m, 1wp; Reflexive, Instant) Dodge any attack without contest once per scene. Until you are hit, each opponent whose attack you successfully doge looses 1 initiative. Reset by using...
- Dead Bows Bend (2i per 1 Evation; Reflexive; Instant; Perilous) Spend 2 initiative to gain 1 Evasion. Successful doge restores 1 mote.
- Foe Shaming Defense (4m, 1wp; Reflexive; Instant) Counterattack with Dexterity + Dodge to get a free Gambit to Disarm (3), Wrack (5), or Knock Down (4).
- Lightning Clutch of the Raptor (3m; Reflexive, Instant): Parry a ranged attack using Thrown instead of Melee and adding Essence. If successful, physical weapon ends in hand. If it is a thrown weapon, pay an extra 4m to make an immediate withering attack with it, which doesn't count as the assassin's attack for the turn.
- Evocation: Ravenous Vermin Release (3m, 1wp; Simple; One Scene): The Ravenous Swarm Attire melts and dissolves into a horde of vermin (rats, stinging insects, etc.). The assassin no longer gains the benefit of the armor, but an environmental hazard (difficulty 3, 5B/round) surrounds them out to short range and moves with them, automatically affecting everyone within range. Normal attacks are ineffective against the swarm, but area attacks large enough to affect the whole swarm may disrupt it, if it inflicts at least 3 HLs. If the swarm is disrupted, the armor reforms on the wearer, but provides no soak bonus and is effectively un-attuned (though it is not heavy enough to encumber them) until a day passes.
- Cancerous Descent Technique (3m; Supplemental; Instant; Presence 3, Essence 1) Supplements a persuade or instill action; grants 1 automatic success and one non-Charm die for every two points the target's Resolve is boosted by any means (max 3).
- Corpse Stillness (1m, 1wp; Reflexive; Instant; Stealth 2, Essence 1) Keep dice with 10s and reroll all other dice for any Stealth based action. At Stealth 5, succeeding at a stealth attempt with this Charm awards one point of temporary Willpower.
- Morbid Fascination Style (6m; Simple; One Scene) Characters must pay a point of Willpower to speak against or attack Typhon while this charms is active.
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