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Campaign:Underland/Rebecca Warren
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'''Name:''' Rebecca "Rabbit" Warren<br/> '''Concept:''' Perky, Cheerful Sniper<br/> '''Threshold:''' Forgotten<br/> '''Archetype:''' Reaper<br/> '''Geist:''' The White Death<br/> '''Krewe:''' None<br/> '''Chronicle:''' [[Campaign:Underland|Underland]] == Attributes == ; <u>Mental Attributes</u> :'''Intelligence:''' ββ : '''Wits:''' βββ : '''Resolve:''' ββ ; <u>Physical Attributes</u> :'''Strength:''' ββ : '''Dexterity:''' βββ : '''Stamina:''' βββ ; <u>Social Attributes</u> :'''Presence:''' β : '''Manipulation:''' ββ : '''Composure:''' βββ == Skills == ; <u>Mental Skills</u> :'''Crafts (Firearms):''' βββ : '''Occult:''' ββ : '''Academics''' β : '''Investigation:''' β ; <u>Physical Skills</u> :'''Firearms (Sniping)''' ββββ : '''Stealth:''' βββ : '''Survival:''' β : '''Larceny:''' β : '''Athletics:''' ββ ; <u>Social Skills</u> :'''Persuasion:''' β :'''Socialize:''' ββ : '''Streetwise:''' β : '''Subterfuge (Lying):''' β == Merits == ;'''Allies (Dead Man's Hand) β ;Fighting Style (Sniping) βββ :'''On Scope''' (pp. 212-13, Armory) ::Max bonus to aiming (p. 162, Core) is Composure + 1 for semi-auto and auto guns, Composure + 2 for bolt-action. When using a scope or long-range sighting device, perception rolls are +2. :'''Battlesight Zero''' (p. 213, Armory) ::When using sighting tools to sight in a rifle, number of uses that receive bonus are doubled. If an attack is made that receives that bonus, short range is increased by Wits x 5, medium range by Wits x 2, long range by Wits x 3. :'''Focused Shot''' (p. 213, Armory) ::When making an aimed shot, character can ignore a number of penalties (wounds, drugs, disease, pain, fatigue, environmental conditions) equal to Resolve. '''Resources''' ββ<br/> '''Status (Arlonsville Police)''' β<br/> ;Ceremonies :'''Final Vision β''' (p. 151, Geist Core) ::'''Roll:''' Psyche + Wits, Extended (3), once per turn :::Touch the corpse, no more than three days old, and look into its eyes or what remains of them. See everything the corpse did in its last turn of life, exactly. She can pause, rewind, and otherwise examine at her leisure. Exceptional success, can look at last three minutes of life. Dramatic failure, all successes are lost and the corpse's eyes wither. Can never use this again on that corpse. :'''Sniper's Vision (Distant Vision Variant) ββ''' (p. 153-54, Geist Core) ::'''Roll:''' Psyche + Wits, Extended (4), once per minute :::Look through a sniper scope, get a still image of the target from the best shooting position that would be likely to hit them. Must know the target's legal name (for a +1 bonus) or at least a good, unique description of them. Can focus on certain details in the image, causing them to expand for closer view. Exceptional success, moving image like video without sound for one minute. Dramatic failure, the scope cracks and clouds, becoming useless for the ceremony and shooting. == Advantages == '''Willpower:''' βββββ (5/5)<br/> '''Synergy:''' βββββ β<br/> '''Virtue:''' Justice<br/> '''Vice:''' Wrath<br/> '''Initiative:''' 6<br/> '''Defense:''' 3<br/> '''Speed:''' 9<br/> '''Psyche:''' ββ<br/> '''Plasm/per turn:''' 17/2 (out of 18)<br/> '''Health:''' β‘β‘β‘β‘β‘ β‘β‘β‘ == Manifestations == ;<u>Caul</u> βββ (Stamina) :'''Cost:''' 1 Plasm, Instant Action :'''Roll:''' Stamina + (Skill) + (Caul Rating) :'''Results:''' Exceptional Success, rolls on subsidiary powers gain 9-again. Dramatic Failure, cannot use Caul until next sunset. ::'''Cold Wind Caul''' (Occult) (p. 121, Geist Core) :::β - Her body feels cold and clammy, and seems translucent and indistinct. Add activation successes to Stealth rolls, and cannot be detected on thermal imagining Equipment. :::ββ - Her body is buoyed by a cold wind, and she remains about two inches over the ground, rather than walking. She can float over water as easily. :::βββ - She can become insubstantial, reflexively spending 2 plasm to completely ignore any attack after her initiative. ::'''Industrial Caul''' (Crafts) (-2 to to Presence rolls, can't relate to humans) (p. 122, Geist Core) :::β - She can implant simple man-made items into her body, up to size three. Hide or reveal as a reflexive action. Add activation successes to use of the item. :::ββ - Can implant any man-made item size three or below, including firearms or powered items. She can hold up to (Caul Rating) items, but can only use two at once, extending them through her arms. :::βββ - Can manifest all the objects stored within her simultaneously, growing extra "mechanical" arms as necessary. ::'''Phantasmal Caul''' (Persuasion) (p. 123, Geist Core) :::β - Her body becomes soft and pliable, able to take on terrifying shapes and impossible forms. She can alter her body's shape as an instant action, possibly gaining a bonus of activation successes to a Physical skill roll. :::ββ - She can augment her changed form to inflict fear. Spend 2 plasm, roll Stamina + Expression + (Activation Successes) - (Highest Composure of any witness). Success inflicts terrible fear on anyone who sees her, making them suffer a penalty equal to her the successes rolled for this power on any action that isn't cowering or running in terror. The fear lasts for one turn per success rolled. :::βββ - Her body is more and more ghost-like and pliable. All bashing damage is halved, rounded down. ::'''Stillness Caul''' (Stealth) (p. 125, Geist Core) :::β - Applies activation successes as a penalty to Wits + Composure attempts to notice her by sight, sound, or scent. :::ββ - Slips like a shadow around attacks. Add (Caul Rating) to Defense. :::βββ - She can step through shadows if she starts in one large enough to conceal herself. She can then move to any patch of shadows within 10 yards per (Activation Success). 1 Plasm to shadow-step, she vanishes and reappears at her destination at the start of her next turn. ;<u>Shroud</u> βββ (Resolve) :'''Cost:''' 1 Plasm, Instant Action :'''Roll:''' Resolve + (Skill) + (Shroud Rating) :'''Results:''' Exceptional Success, (Shroud Rating) is considered to be one higher for Armor. Dramatic Failure, take bashing damage equal to (Shroud Rating) and cannot use Shroud for remainder of scene. ::'''Cold Wind Shroud''' (Occult) (p. 146, Geist Core) :::β - Armor bonus equal to (Shroud Rating). Negates any damage from extreme cold, and any damage from other Cold Wind attacks unless the attacker got more activation successes than her Shroud successes. :::ββ - She is completely immune to gas-based attacks and suffocation, though not from drowning. :::βββ - Her shroud can form bitter, icy winds that inflict (Activation Successes) dice of bashing damage on a victim that she touches or touches her. Each time damage is inflicted, it costs 1 Plasm. This may require a Brawl roll to touch an unwilling victim, but it cannot supplement a Brawl attack. ::'''Industrial Shroud''' (Crafts) (pp. 147-8, Geist Core) :::β - Armor bonus equal to (Shroud Rating). Can spend one Plasm to double Shroud Armor against a known attack with a man-made object (knives, guns, cars, anything built). :::ββ - She can open any non-magical lock by spending 1 plasm. Electronic locks require Intelligence + Larceny + (Activation Successes) and anachrotech penalties apply. :::βββ - She can become invisible to electronic surveillance, including cameras and recording devices. She may be detected by someone watching the camera if they notice an object move by itself, but she will not show up on any form of electronic security. ::'''Phantasmal Shroud (Persuasion) (p. 149, Geist Core) :::β - Armor bonus equal to (Shroud Rating). She can add her Manipulation to Defense against any attack by thinking beings, as her shroud distracts and disturbs. :::ββ - She occludes her features from others, inflicting a penalty of (Activation Successes) on anyone trying to remember anything about her appearance. This is always on, unless she chooses not to. :::βββ - She can cause a single target to forget everything about her once she leaves his presence. Spend 1 plasm, roll Manipulation + Persuasion + (Activation Successes) resisted by Resolve + Psyche. ::'''Stillness Shroud''' (Stealth) (p. 150, Geist Core) :::β - Armor bonus equal to (Shroud Rating). Adds (Shroud Rating) to all Stealth rolls. :::ββ - She can spend 1 plasm to become invisible to people, though not animals or technology. Passive observers always fail to notice her unless she makes an active attack or commotion. Active observers must get more successes on Wits + Composure than her activation successes. Anyone trying to attack her does so at a penalty of her activation successes. :::βββ - As above, but she is now invisible to animals and technology, and she may attack without losing invisibility at a cost of 1 plasm per attack. == Attacks == '''Sniper Rifle:''' 4(L), Dexterity (3) + Firearms (4) = 7d10 (9 again) + 4 successes if any successes are rolled. *+1 if actively sniping. '''White Death's Rifle:''' 4(L), Dexterity (3) + Firearms (4) + Equipment Bonus (5) = 12d10 + 4 successes if any successes are rolled. == Possessions == '''Keystone:''' The Lucky Bullet *'''Threshold:''' Torn *'''Keys:''' Cold Wind, Stillness *'''Skill:''' Firearms <blockquote> A single rifle cartridge. The bullet itself is grooved and stained a dull brown, as if it had been fired into someone, but that's not possible. All parts are there - case and powder and primer - ready to fire. It feels cold to the touch, as if had been encased in ice. The aura is cold and still and full of dread. The bullet ''wants'' to be used. </blockquote> '''Grandfather's Bolt-Action Rifle''' *Damage: 4L (9 again) *Range: 250/500/1000 *Capacity: 10+1 *Size: 3 '''Earplugs''' *No penalties to using a loud weapon. *-2 to Wits + Composure to listening. '''The White Death's Mosin-Nagant M28 (Memorabilia)''' *Damage: 4L *Range: 250/500/1000 *Capacity 4+1 *Size 3 *+1 to Stillness Manifestations *+3 and 9 again to Social rolls with Sin-Eaters while it's visible *No willpower gain from sleep after use, due to nightmares *-3 to Social rolls with normal people while it's in possession, visible or not *Gun is famous and possibly valuable *Bullets are incredibly rare *Killing someone with it leaves a ghost with the gun as its anchor == XP and Progression == '''11/28:''' 5 XP for Prelude, 10 Total, 10 Spent on Stillness Key.<br/> '''12/5: ''' 3 XP for coming together, 3 Total.<br/> '''12/12:''' 4 XP investigatan gaems, 7 Total.<br/> '''1/2:''' 3 XP secret's out, 10 Total.<br/> '''1/9:''' 5 XP bleeding from the ears, 15 Total.<br/> '''1/16:''' 4 XP BLAM BLAM BLAM, 19 Total.<br/> '''1/23:''' 4 XP with a bit less violence, 23 Total.<br/> '''1/30:''' 3 XP in a pub, 26 Total.<br/> '''2/6:''' 4 XP in a crackhouse, 6 Spent on Sniper's Vision, 24 Total.<br/> '''2/13:''' 4 XP with P'Centage, 12 Spent on Shroud ββ, 16 Total.<br/> '''3/6:''' 4 XP and some scarring, 20 Total.<br/> '''3/20:''' 3 XP with Ren, 23 Total.<br/> '''4/2:''' 5 XP Underworld!, 28 Total.<br/> '''4/10:''' 4 XP from the Killing Fields, 15 spent on Memorabilia, 17 Total.<br/> '''4/17:''' 4 XP at the YMCA, 21 Total.<br/> '''5/1:''' 4 XP bound, 3 KP, 25 XP Total, 3 KP Total.<br/> '''5/22:''' 6 XP train crash!, 31 XP Total, 3 KP Total.<br/> '''5/29:''' 2 XP with her father, 33 XP Total, 3 KP Total.<br/> '''7/17:''' 14 XP, killing a bad guy, making up for missed sessions, 47 XP Total<br/> '''8/7:''' 3 XP, making plans, 50 Total<br/> '''8/14:''' 3 XP, Original Gangsta, 53 Total<br/> '''9/11:''' 3 XP, God. Damn. Mages., +7 catching up, 63 Total<br/> '''9/18:''' 0 XP, mini-session, 62 spent on Psyche ββ, Caul βββ, Shroud βββ, Phantasmal Key, 1 XP Total<br/> '''9/25:''' 2 XP, in the lie-berry, 3 spent on Persuasion β, 0 Total<br/> '''10/9:''' 4 XP, outside of the jail, 4 Total<br/> == Description and Background == Forthcoming.
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