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Ezekiel Grey

Mage
Player: Hauser, Gus Experience Unspent: 27 Date Printed: January 4, 2018
Character ID: Total Experience Earned: 239 Last Modified: January 4, 2018
Status: Active Narrator: Starting Date: March 2, 2013

Tradition: Virtual Adepts Essence: Dynamic Nature: Caretaker


Faction: Cyberpunks Cabal: Demeanor: Visionary
Rank: Initiate

Arete: 3 OOO Quintessence: 3 OOO


Willpower: 10 OOOOOOOOOO Paradox: 0

13 Physical Traits: 7 Social Traits: 13 Mental Traits:


OOOO Agile x4 OO Cute x2 OO Analytical x2
OOO Enduring x3 OO Diplomatic x2 OOOOO Clever x5
OO Energetic x2 O Empathetic OOO Cunning x3
O Resilient OO Intimidating x2 OOO Dedicated x3
OOO Wiry x3

1 Negative Physical Traits: 2 Negative Social Traits: 1 Negative Mental Traits:


Clumsy Tactless x2 Impatient

24 Backgrounds: Spheres:
OOOOO Avatar x5 Correspondence: Apprentice (basic)
OOOOO Chantry x5 Correspondence: Initiate (basic)
OOOO Mentor x4 Correspondence: Disciple (int.)
OOOOO Resources x5 Forces: Apprentice (basic)
OOOOO Sanctum x5 Forces: Initiate (basic)
Forces: Disciple (int.)
Matter: Apprentice (basic)
Matter: Initiate (basic)
Matter: Disciple (int.)
Mind: Apprentice (basic)
Prime: Apprentice (basic)
Prime: Initiate (basic)
Prime: Disciple (int.)

76 Abilities: Rotes:
OOOOO Academics x5 Analyze Substance (Lv. 1)
OOOOO Computer x5 Bond of Blood (MET Core) (Lv. 3)
OOOOO Crafts: Armor x5 Create Normal Item (Lv. 2)
OOOOO Crafts: Firearms x5 Destroy Structures (Lv. 3)
OOOOO Crafts: Mechanical Engineering x5 Electrical Chaos (Lv. 2)
OOOOO Crafts: Power Sources x5 Enchant Weapon (Lv. 2)
OOOOO Crafts: Technology: Hardware x5 Encode (Lv. 2)
OOOOO Crafts: Weaponsmithing x5 Enhance Weapon (Lv. 3)
OOO Dodge x3 Filter All-Space (Lv. 3)
OOOOO Firearms x5 Fragments of Dream (Lv. 1)
OO Lore: Mage x2 Landscape of the Mind (Lv. 1)
OO Lore: Tradition: Virtual Adepts x2 Melt and Reform (Lv. 2)
OOOOO Science: Electrical Engening x5 Mind Empowerment (Lv. 1)
OOOO Science: Metalurgy x4 Quantify Energy (Lv. 1)
OOOOO Science: Optics x5 Straw into Gold (Lv. 2)
OOOOO Science: Physics x5 Telekinesis (Lv. 3)
OOOOO Technology x5 Ward (Lv. 2)
Watch the Weaving (Lv. 1)

2 Reputation: 3 Resonance: 5 Influences:


Accepted Dynamic x2 Industry x5
Devoted Entropic

Merits: Flaws:
Concentration (1) Dark Secret (1)
Lightning Calculator (1) Devil's Mark (1)
True Love (4)
Twin Souls (4)
Equipment: Health Levels:
Assault Rifle (+3, 2 Lethal, Loud) OO Healthy x2
Combat Shotgun (+3, 2 Lethal, Loud) OOO Bruised x3
Heavy Pistol (+2, 2 Lethal, Loud) OO Wounded x2
Katana (+3, 3 Lethal) O Incapacitated
Longsword (+3, 2 Lethal, Heavy) O Mortally Wounded
Reinforced Vest (+0, 3 Armor Levels, Clumsy, Heavy)
Scope
Sniper Rifle (+3, 2 Lethal, Loud)
Sound Suppressor x3

Notes:
+[Twin Soul - Ruth Grey]
- Spheres -
Correspondence x1
Forces x2
Life x3
Mind x3
Spirit x3

Analyze Substance
Level 1 Matter: Apprentice (basic)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 155

You can determine the gross properties of a piece of matter immediately. you know what sort of substance it is (or isn't), how much
mass it has, what it can hold, what sorts of properties it has, whether its ductile or flammable and so on. You gain one trait
bonus on the resolution of any challenge that involves influening, building or destorying pure-matter that you sense in this
fashion, such as using crafts to make an item or just hitting something with a hammer to break it.

You may grant these senses to another person, in which case they have a base duraiton of only one turn.
Grades of Success: Each grade allows you to extend the effect's duration by one grade.

Create Normal Item


Level 2 Matter: Initiate (basic) Prime: Initiate (basic)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 170

You create an object from nothingness, touching you and not transposing any other item or creature. The item can be up to the volume
of one-foot cube, so a sword (long and thin) or a shelf of paper is doable, but a car is not. You must use Disciple Matter to
create something that is not one homogenous substance and adept Matter to create a rare or complex element. You must
use Master matter to make radioactive materials or other similarly strange matter. The item exists for one minute/conflict
Grades of Success: Each grade allows you to extend the effect's duration by one grade or to double the created volume

Destroy Structures
Level 3 Matter: Disciple (int.)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 156

You tear apart the pattern and remove the bonds that hold an item together. A series of quick manipulations cause it to fall apart or
disperse into dust or gas. each use of the effect causes the item to lose one health level or one trait. if it loses all of its
health levels / traits, it disintegrates. you must make an attack to affect an object that someone else is holding.
Grades of Success: Each additional grade of success causes one additonal health level/trait of damage.

Electrical Chaos
Level 2 Forces: Initiate (basic)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 150

By shifting the flow of electricity or diverting it to different concentrations, you cause it to play havoc with a piece of electronic
machinery. A targeted electrical device (like a car starter or a computer) goes haywire and becomes useless for a full turn.
Grades of Success: Each grade allows you to extend the effect's duration by one grade or to affect one additional pattern.

Enchant Weapon
Level 2 Prime: Initiate (basic)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 162

A reweaving and reinforcing of Prime energy causes a structure to gain etheric power. The object can become a potent weapon that
strikes true to the very pattern of an enemy. You can also enchant an object or armor thus so that it has a spiritual and astral
form. When you do so, you can claim its traits even against a spriit or an astral attacker (or use it in conjunction with your
body of light while you travel to spiriual and mental realms). An enchanted weapon inflicts agg damage. Using this effect
costs one Quintessence, and it lasts for one minute/conflict.
Grades of Success: Each grade allows you to extend the effect's duration by one grade.

Encode
Level 2 Correspondence: Apprentice (basic) Correspondence: Initiate (basic)
Prime: Apprentice (basic) Prime: Initiate (basic)
Duration: Instantaneous
Description: This rote allows the mage to store something in virtual space to pull out later. This is only done on very simple patterns
(small plants, simple creatures, homogenous materials) until higher levels of the required Spheres are reached.

To claim an item from virtual space, the mage must successfully cast this rote and expend a Mental Trait. Items should be tracked on
an item card if stored in virtual space.
Grades of Success: No effect

Enhance Weapon
Level 3 Forces: Disciple (int.) Prime: Initiate (basic)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 170

You cause a weapon to strike on its next attack with an elemental attack in addition to its normal blow. Doing so causes on extra
health level of damage. (It's not as efficient as just hurling raw forces beacuse you must enchant a separate object.) if you
enchant yourself so that your unarmed attacks have elemental damage, this effect causes two health levels of damage or
one health level with a special effect. This effect lasts for one minute/conflict or until it's used up
Grades of Success: Each grade allwos you to enchant an additional weapon.

Filter All-Space
Level 3 Correspondence: Disciple (int.)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 145

You can spread your senses across space to look for something in many places at once. You radiate your sense out to a distance of 15
paces plus three paces per arete trait. if you knw what you're looking for, you can send a narrator to find it. As long as it's
not within a Ward, you sense it immediately and gain a gneral idea of its location.
Grades of Success: Each grade allows you to double the effect's reach. For one grade of success, you may cast this effect on another
person.

Fragments of Dream
Level 1 Matter: Apprentice (basic)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 156

Careful scrutiny of a matter pattern allows you to determine its hidden features and special qualities. If a particualr item has concealed
compartments, secret catches, traps or the like, you can discern them immediately (although you may need to make a static
mental challenge if they're particularly cunningly built). The difficulty varies based on the storyteller's discretion. You can
even sense patterns within or beyond other matter patterns, up to a range of 15 paces plus three paces per arete traite. You
may grant these senses to another person, in which case they have a base duration of only one turn.
Grades of Success: Each grade extends the effect's duration by one grade or doubles its range.

Landscape of the Mind


Level 1 Correspondence: Apprentice (basic)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 144

You feel the space around you without having to rely on your normal senses. For the next minute or conflict, you gaine one-trait bonus
on all challenges involving distance or range automatically, and you sense obstacles and people three paces per Arete Trait.
You can also make a Mental challenge to detect physically concealed individuals (not including those hiding with mental
invisibility or the vampire Discipline Obfuscate). You may grant these senses to another person, in which case, they have
base duration of only one turn.
Grades of Success: Double the effects reach, or extend its duration by one grade.

Melt and Reform


Level 2 Matter: Initiate (basic)
Duration: One Turn
Description: Source: Laws of Ascension, p. 148

You turn an object into an easily malleable substance, such as turning a rock wall into clay or a steel statue into butter. You can
manipulate the resulting material easily. Once it transforms back, it retains whatever shape changes you made. If you have
an appropraite craftts skill, you could even make works of art from otherwise rigid or brittle materals like obsidian, all with
your bare hands. The material retains the melted form for one turn.
Grades of Success: Each grade of success allows you to extend the effect's duration by one grade.

Mind Empowerment
Level 1 Mind: Apprentice (basic)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 158

With a few simple exercises, you clear your thoughts and improve your focus immensely. You can function like a skilled calculator
and process information rapidly, enhance your memory and even concentrate on multiple things, allowing you to think
about a problem while taking action. you can carry and use a calculator or notepad to simulate this mental prowess even if
your character doesn't have such a device, as long as this effect is working. With a static Mental Challenge (difficulty of
the opponent's mental traits), you can see auras, allowing you to sensse the emotional state of your subject or tell if he's
lying. You gain a +1 trait bonus to resolution of all mental challenges. This effect lasts for one minute/conflict. If you cast
this effect on someone else, the effect has a base duration of one turn.
Grades of Success: Each grade of success allows you to extend the effect's duration by one grade or gain an additional +1 trait
bonus to reslution of mental challenges. If you improve your mental bonus to resolution of mental challenges. If you
improve your mental bonus to more than one trait, you suffer one unhealable and unsoakable level of bashing damage for
each time grade of the duration, due to your pattern's stress of holding an overly charged superhuman capability.

Quantify Energy
Level 1 Forces: Apprentice (basic)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 150

You become aware of the types and quantities of energy around you. You can clearly see the forces shield of another mage, spot
invisible radiation or even see radio waves in the air (although you don't undestand them). You gain a +1 trait bonus to
control or channel energy. Most forms of energy rely on Science, Computer and Technology ability, for instance. The
effect lasts for one minute or conflict. You may grant these senses to another person, in which case they have a base
duration of only one turn.
Grades of Success: Each grade allows you to extend the effect's duration by one grade.

Straw into Gold


Level 2 Matter: Initiate (basic)
Duration: One Turn
Description: Source: Laws of Ascension, p. 156

Through alchemical transformation or pseudo-scientific manipulations, you cause an object to turn from one substance into another. If
you use a vulgar effect, you can turn simples substances into gold, diamonds, titanium or other valuables, as long as they
retain a homogenous substance. With a coincidental working, you can cause a subject to seem stronger than it first
appeared or perhaps more valuable than first glance might have indicated. The effect lasts for one turn, just long enough
to strengthen or weaken an object or allow it to use special characteristics of the new form.
Grades of Success: each grade of success allows you to extend the effect's duration by one grade. With enough successes, you
might manage to turn a simple object into a valuable one long eough to bilk a merchant...once.

Telekinesis
Level 3 Forces: Disciple (int.)
Duration: One Turn
Description: Source: Laws of Ascension, p. 151

By manipulating local forces and turning them into kinetic energy (or altering the direction of other kinetic forces), you can grab an
object or person, shove it around or hammer into it. You can similarly transmute forces into fire, lightning or the like. The
end result is the same. You can snatch and move an object at walking speed by winning a Mental vs. Physical Challenge, or
you can attack it magically for three levels of lethal damage (aggravated if you convert forces to fire). You can even lift
yourself up and fly. Duration of the effect is one turn. To manipulate an object, you must exert full concentration.
Grades of Success: Each grade allows you to extend the effect's duration by one grade, except on an attack. For an attack, each
grade of success inflicts an extra level of damage or allows you to affect one additional pattern.

Ward
Level 2 Correspondence: Initiate (basic)
Duration: One Scene or Hour
Description: Source: Laws of Ascension, p. 144

You can defend against distance perceptions and scrying by muddling space in the area. If you ward an area, then may attempt to view
the area remotely with magic (such as wilth Correspondence Sensing or the Vampirid Discipline Auspex) suffers a retest
automatically even if it succeeds. That is, someone casting correspondence sensing to spy on you must win a retest as well
to penetrate the ward. The ward lasts untill it is penetrated or for a scene or hour - whichever comes first. You can ward an
area up to 15 paces in diameter plus three paces per Arete trait. If you ahve Disciple-level correspondence or higher, you
may instead cast a Ban. A Ban cannot be crossed physically unless the violator wins a static physical challenge with
difficulty of three times your Arete Traits.
Grades of Success: Each grade allows you to double the effect's diameter or extend its duration by one grade.

Watch the Weaving


Level 1 Prime: Apprentice (basic)
Duration: One Minute or Conflict
Description: Source: Laws of Ascension, p. 161

Prime energy is clear to you, and you see magic in motion. You can actually see the weaving in motion as someone casts a spell, and
you can perceive an effect that's already in place, such as a Ward. If you see an effect coming with these senses, you can
try to use countermagic on it (see p. 136), assuming that you have the other Spheres necessary to know what it's doing.
These senses last for one minute/conflict. You can grant these senses to someone else, in which case they last for one turn.
Grades of Success: Each grade of success grants the effect an extra grade of duration.

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