|
Char
|
Total
|
Base
|
Cost
|
Roll
|
Notes
|
STR
|
8
|
10
|
-2
|
11-
|
HTH Damage 1 1/2d6 END [1]
|
DEX
|
8
|
10
|
-4
|
11-
|
|
CON
|
13
|
10
|
3
|
12-
|
|
INT
|
15
|
10
|
5
|
12-
|
PER Roll 12-
|
EGO
|
20
|
10
|
10
|
13-
|
|
PRE
|
23
|
10
|
13
|
14-
|
PRE Attack: 4 1/2d6
|
|
|
|
|
|
|
OCV
|
4
|
3
|
5
|
|
|
DCV
|
3
|
3
|
0
|
|
|
OMCV
|
4
|
3
|
3
|
|
|
DMCV
|
3
|
3
|
0
|
|
|
SPD
|
2
|
2.0
|
0
|
|
Phases: 6, 12
|
|
|
|
|
|
|
PD
|
2
|
2
|
0
|
|
2 PD (0 rPD)
|
ED
|
2
|
2
|
0
|
|
2 ED (0 rED)
|
REC
|
10
|
4
|
6
|
|
|
END
|
30
|
20
|
2
|
|
|
BODY
|
13
|
10
|
3
|
|
|
STUN
|
30
|
20
|
5
|
|
|
|
|
|
|
|
|
Running
|
10m
|
12
|
-2
|
|
|
Swimming
|
2m
|
4
|
-1
|
|
|
Leaping
|
2m
|
4
|
-1
|
45
|
Total Characteristics Points
|
|
|
|
|
|
Cost
|
Complication
|
5
|
Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
|
15
|
Psychological Complication: Power-hungry (Common; Strong)
|
25
|
Sanctioned: Hunters Frequently (Mo Pow; NCI; Harshly Punish)
|
10
|
Social Complication: Sorcerer Frequently, Major, Not Limiting In Some Cultures
|
55
|
Total Complications Cost
|
|
Base
|
Complications
|
XP
|
Total
|
125
|
55
|
225
|
350
|
|
|
|
Cost
|
Name
|
12
|
+1 Overall
|
3
|
+1 with Daggers
|
8
|
+2 with all Interaction Skills
|
3
|
Charm 14-
|
3
|
Conversation 14-
|
3
|
Disguise 13-; Cosmetology Only (-1/2)
|
3
|
High Society 14-
|
3
|
Persuasion 14-
|
3
|
Scholar
|
2
|
1)
KS: Cult of the Red Hand (3 Active Points) 12-
|
4
|
2)
KS: Hermetic Lore (5 Active Points) 14-
|
3
|
3)
KS: Nomen Lore (4 Active Points) 13-
|
3
|
4)
KS: Supernatural World (4 Active Points) 13-
|
3
|
Stealth 11-
|
3
|
6)
AK: Cambridge 12-
|
3
|
Streetwise 14-
|
1
|
WF: Daggers
|
63
|
Total Skills Cost
|
Cost
|
Name
|
200
|
Mystic Pool
|
3
|
Well Off
|
6
|
Inner Circle Of The Red Hand
:
Fringe Benefit: Inner Circle
|
209
|
Total Perks Cost
|
Cost
|
Name
|
8
|
Heroic Recovery: 2d6
|
10
|
Supernatural Awareness
|
15
|
Supernatural Resistance: 5
|
33
|
Total Talents Cost
|
|
|
|
|
1)
Dagger of Soul Drinking
:
Drain BODY 2d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of 5 per Day; +2 1/4) (85 Active Points); OAF (Dagger; -1), No Range (-1/2)
Notes:
Real Cost: 34 points; Hermetic Focused ability
|
0
|
2)
Maze of Inner Thoughts
:
Entangle 3d6, 3 PD/3 ED (Stops A Given Sense Group Sight Group), Entangle And Character Both Take Damage (+1/4), Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4) (70 Active Points); Mental Defense Adds To EGO (-1/2), Nonresistant DEF (-1/4)
Notes:
Real Cost: 40 points; Invoker Innate ability
|
7
|
3)
:
3d6 (60 Active Points)
Notes:
Real Cost: 60 points; Invoker
|
0
|
4)
Inviolate Form
:
Damage Negation (-6 DCs Physical) (30 Active Points); Perceivable (Supernatural Awareness; -1/4)
Notes:
Real Cost: 24 points
|
0
|
:
Variable Power Pool (Magic Pool), 30 base + 60 control cost; Hermetic Lore Skill is used to change Spells, (60 Active Points); Requires Access To Spell Books And Time To Change Powers (-1/2), Hermetic Wizardry Rote Spells Only (-1/2), Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Ritual, Window Of Opportunity, Incantations, Increased END Cost, Side Effects, Gestures, Requires a Roll; -1/2); -1/2)
Notes:
Real Cost: 42 points; Most Typical Combat Spells Listed, But Generally This Pool Is Used For Non-combat Magic
|
|
1)
Seduction of the Mind
:
Mind Control 5d6 (Human class of minds), Dismissable, Telepathic (+1/4), Cumulative (60 points; +3/4) (60 Active Points); Only vs. Targets Affected By An Interaction Skill (-1), Limited Class Of Minds Males Only (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Requires A Roll (KS: Hermetic Lore roll, -1 per 20 Active Points modifier; -1/4) Real Cost: 18
|
6
|
2)
Glitterblind
:
Sight Group Flash 4d6 (20 Active Points); Requires A Roll (KS: Hermetic Lore roll, -1 per 20 Active Points modifier; -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 11
|
2
|
|
|
|
Verity is a mildly attractive woman, more interesting than pretty, but very sexy. An objective observer might notice the hardness around her eyes or the inner stillness that hint at her calculating iciness, but most victims trapped by her charms never see it coming. She is currently very pregnant, with a large round belly she displays proudly.
|
|
Some people are just flawed on the inside.
Driven even as a young girl by an inner unquenchable thirst for power and influence, Verity quickly became a queen bee and ruled the social scene of her grade level from elementary school to senior graduation. Accepted to Harvard, she moved to Boston and continued in the same vein. She came to the attention of a professor at the school, who also secretly happened to be Master Wizard Jeremiah Stone of the Bostonian Rite of the Hermetic Order of Wyrms. Master Stone could sense the extreme force of will and proclivity for magic in Verity, and her physical charms blinded him to her propensity for extreme selfishness.
In a replay of a story as old as Merlin and Nimue, Verity became Jeremiah's apprentice and lover, and hungrily learned what she could from him. At first pleased by the powers she was developing, Verity's inner thrist for power eventually reawoke when she began to hit a wall in her Hermetic studies and her progress slowed. Secretly she turned to more dangerous avenues of power she found refereneced in some of Jeremiah's books. Conducting her own research on the side, visiting occult bookstores and asking a few questions got her noticed by the Cult of the Red Hand. Soon Albert Armos arrived in Boston and became involved. He easily seduced Verity with promises of power and began instructing her in Invocation and how to win the favor of the Infernal powers he invokes. He tutored her in various rituals and urged her to take the first necessary steps down that particular left handed path.
Soon Jeremiah Stone was found murdered in his sanctum, slain gruesomely in what appeared to be a diabolic ritual. The police were stymied by a lack of conventional evidence, but eventual mystical scrying by Jeremiah's Order brethren revealed a horrific scene wherein Verity ambushed Jeremiah in his sleep and with careful precision drew a pentagram, staked Jeremiah out upon it, and waited until he awoke to begin a grisly ritual of human sacrifice to invoke Infernal powers.
Verity, of course, had made herself scarce by then, and the Order hunted for her to no avail. Verity was Sanctioned by Section M at the Order's urging with a modest Bounty of $25,000. Verity's involvement with the Cult of the Red Hand and Albert Armos remains unknown, and Verity is basically under the radar as she hasn't been implicated in anything significant aside from her slaying of her former Master. She is sometimes listed as being possibly involved in various things based upon physical description alone, but nothing substantiated.
Verity flourished under Albert's tutelage and was passed on to his master, Tudor Brezak, as an interesting potentiality. Finding her suitable, Tudor sold Verity on the idea of serving as the vessel for the birth of a Daemonchilde, a Cambion. Detailed promises of the increased favor and power she would gain for doing this were all it really took, and soon Verity was impregnated. Verity finds pregnancy to be inconvenient but oddly rewarding, and she eargly awaits the day she reaps the rewards of giving birth to an Infernal childe.
|
"You wouldn't hit a pregnant woman, would you?"
|
Verity is a Witch, combining Hermetic magic with the Invocation of Infernal powers. She prefers subtle effects rather than overtly obvious and harmful magic, and can be quite dangerous to more physical opponents due to her unconventional nature. She has a powerful Hermetic focus in the form of a Dagger which is very deadly, and can ensorcel victims with a sort of mental paralysis, and the two abilities used together is extremely deadly. She is also blessed with mystical protection from physical damage by the entities she is in league with, making her practically invulnerable to conventional harm such as knives, small arms, and blunt trauma. She can prepare a variety of Hermetic spells, but favors a mystical Seduction spell that complements her native skills in that area, paired with whatever else seems useful.
|
Plot element
|
|
|
Cost
|
Maneuver
|
Phase
|
OCV
|
DCV
|
Effect
|
0
|
Presense Attack
|
0
|
+0
|
+0
|
4 1/2d6
+/- modifiers
|
0
|
Called Shot: Head
|
0
|
-4
|
-
|
1d6+3 (Head to Shoulders)
|
0
|
Called Shot: High
|
0
|
-2
|
-
|
2d6+1 (Head to Vitals)
|
0
|
Called Shot: Body
|
0
|
-1
|
-
|
2d6+4 (Hands to Legs)
|
0
|
Called Shot: Low
|
0
|
-2
|
-
|
2d6+6 (Shoulders to Feet)
|
0
|
Called Shot: Leg
|
0
|
-4
|
-
|
1d6+12 (Vitals to Feet)
|
0
|
Brace
|
0
|
+2
|
1/2
|
+2 vs. Range Mod.
|
0
|
Set
|
1
|
+1
|
+0
|
Ranged Attacks only
|
0
|
Block
|
1/2
|
+0
|
+0
|
Block, abort
|
0
|
Disarm
|
1/2
|
-2
|
+0
|
Can disarm
|
0
|
Dodge
|
1/2
|
--
|
+3
|
Abort, vs. all attacks
|
0
|
Grab
|
1/2
|
-1
|
-2
|
Grab two limbs
|
0
|
Grab By
|
1/2
|
-3
|
-4
|
Move and Grab; +(v/10) to STR
|
0
|
Haymaker
|
1/2*
|
+0
|
-5
|
+4 DCs to attack
|
0
|
Move By
|
1/2
|
-2
|
-2
|
STR/2 + v/10; you take 1/3
|
0
|
Move Through
|
1/2
|
-v/10
|
-3
|
STR + v/6, you take 1/2 or full
|
0
|
Multiple Attack
|
1
|
var
|
1/2
|
Attack multiple times
|
0
|
Shove
|
1/2
|
-1
|
-1
|
Push 1m per 5 STR
|
0
|
Strike
|
1/2
|
+0
|
+0
|
STR or weapon
|
0
|
Throw
|
1/2
|
+0
|
+0
|
Throw w/ STR dmg
|
0
|
Trip
|
1/2
|
-1
|
-2
|
Target Falls
|
0
|
Total Cost of Fighting Skills
|
|
|
|