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1
DFRPG / Dresden Files Accelerated Mantles
« on: July 19, 2018, 05:27:14 PM »
So I just finished reading all the Iron Druid novels and was inspired to make a mantle for it.  I would love to get some feedback for it. 

Note that this is for a vanilla druid who hasn't bound iron to their aura like Atticus has. 

DRUID (Supernatural Scale)
A Druid’s primary magic stems from her magical Druidic training, which has certain advantages, limitations, and restrictions. The bulk of a Druid’s powers are not stored in her physical body, but granted to her by the Earth itself. She draws power from the Earth through her tattoos when she is physically in contact with the ground. While this gives her access to near-limitless supply for power, it puts her at a major disadvantage when in areas that are paved over or she is otherwise off the ground. Druids are also able to communicate with various Earth Elementals as well as Gaia herself. Druids operate at the Supernatural scale although some may achieve Otherworldly scale as they gain experience.

UNIQUE CONDITIONS
Separated From the Earth (special): [ ]
A Druid can draw on a nearly infinite amount of magical power from the Earth itself through her tattoos, but only as long as she’s in physical contact with it. Artificial materials such as cement or steel do not count as the Earth. Mark this condition when unable to touch the Earth directly, including while at sea or flying. When not touching the Earth directly with her tattoos a Druid is forced to rely on their own limited reserves of energy. Each use of a power or ability costs a point of Stress. If no stress is available a condition could be used in their place. Recovery of this stress and conditions will occur normally.

Touched by Iron: [ ]
Iron is the antithesis of all druidic and fae magic. When this condition is marked a Druid will be unable to cast any bindings or use any powers such as enhanced strength, speed or healing until the iron is removed from her person.

Animal Forms (lasting): [ ] hoofed animal [ ] winged animal [ ] predator animal [ ] water animal/fish
When in touch with the Earth, Druids can take the shape of 4 animal forms chosen for them by Gaia; a hoofed animal, a winged animal, a predator and a water animal or fish. If not touching the Earth then shape shifting will cost a point of stress.

While transformed, the following apply:

Take the Form of “Animal” Aspect in addition to your other aspects.
Swap the ratings of two of your abilities for each form, to be selected when the forms are chosen.
Gain all the inherent abilities of the animal you change into, which may confer automatic success on certain rolls. However, you also gains all their inherent limitations, such as not being able to speak and lacking opposable thumbs.
Benefit from scale (page 182) when using an animal form to exceed human capabilities. For example: keen predatory senses, inordinate strength & speed, overly large form that provides access to something inaccessible to normal mortals. Any opposition faced, however, will have a level of scale against the Druid whenever she is at a significant disadvantage compared to human beings. You and the GM should collectively
name a few examples as guidelines of when you would benefit from scale and when you deal with scale in opposition for each form.
Recovery of this condition begins when you retake human form while touching the Earth; full recovery requires concrete efforts to recharge from the experience, such as enjoying a hearty meal or uninterrupted rest. The GM may allow this recovery to occur between any two scenes involving a sufficient time jump.

Indebted (sticky): [ ] [ ] [ ] [ ] [ ]
This condition has five boxes. Mark one or more boxes when you have accrued a debt to a powerful group, person, or entity. The number of boxes you mark depends on the magnitude of the favor done for you; the GM has final say. Recover boxes of Indebted by doing favors for the lender in return, on their terms. Typically, a fairly safe but challenging task recovers one box, a dangerous task recovers two boxes, and a task that puts you in mortal danger or could otherwise permanently impact you recovers all boxes.

CORE STUNTS
Bindings:
A Druid’s magical abilities are best described as variations on “Binding” and “Unbinding” of organic matter, including both living cells (such as those of a human body) and natural substances such as natural fiber clothing, roots, dirt, wood, and stone. This process can create or break mental or physical connections between these things, as well as alter them at the cellular (or even molecular) level to change them.

This allows a Druid to accomplish such feats as:


forming a telepathic bond with another creature
bind her sight to the magical spectrum to see magic and the true nature of sentients
changing the properties of herbs or chemicals to achieve specific effects
camouflage a person or object so they are nearly undetectable by normal vision
cause physical objects to attract each other or even fuse
break the bonds within substances so they fall apart
breaking up poison or toxins in her blood to render them harmless
altering her own body in a variety of ways including healing wounds, and enhancing her eyesight, strength, and speed. This provides a druid scale when utilizing those abilities
A Druid also has the ability to travel between realms by binding and unbinding herself from trees on one plane to trees that have been bound on the plane she wishes to travel to

Note that the above list is not exhaustive.

Druidic magic cannot directly harm a living being, or the spell will kill the druid on the spot. However, the rules of druid magic do not prohibit indirect harm. So, while a Druid cannot just stop an enemy’s heart with magic, she can increase her own strength to cut an enemy’s head off with a sword or use a compound bow with a draw-weight far beyond human capability. A similar loop-hole is that she can bind human cells so long as he is not causing harm, such giving someone a wedgy by binding their underwear to their back, or causing one person to slap another by temporarily binding one’s hand to the other’s face. For Druids “living being” does not including vampires or other undead, which means that druids can unbind vampires’ bodies on sight, causing them melt into it a puddle of gore.

In game terms, you may perform Create Advantage, Defense or Overcome actions with spectacular magical effects related to bindings. Your actions may have scale (page 182) at the GM’s discretion. However, a Druid cannot directly use bindings in an Attack action on any living being although, vampires and other undead can be attacked. Normally, Bindings take time and concentration to cast, usually a full exchange at least to speak the words of the binding and access Gaia’s energies. If not in touch with the Earth a binding will cost a point of stress or a condition to cast and additional stress to maintain (the exception is shape-shifting) each exchange.

Elemental Communion:
Mark Indebted to call upon the local Elemental for favors. One box grants automatic success to a task (provided it is without risk) without having to roll or play out a scene. Two boxes pays for one cost for a ritual spell (page 172) or provides Elemental NPCs or a magical resource to assist with a dangerous task. If at least three boxes are unmarked, mark the entire track for a powerful Local Elemental to intervene on your behalf and resolve a situation utterly unresolvable under your own power. This action requires formally petitioning the elemental and convincing them that the intervention is in their best interest.

ADDITIONAL STUNTS
Bear Charm (sticky): [ ] [ ] [ ] [ ] [ ]
This is a charm that is usually worn as a necklace. It acts as general magic storage, for whenever a Druid needs magic, but is not directly connected to the earth. Mark a box for every binding, form or enhancement cast. Recover the energy when communing with Gaia. Recover one box at the conclusion of any scene in which you touch the earth. Recover two boxes at the start of a new session. Spend a scene in meditation with Gaia, without interruption, to regain all boxes of Bear Charm.

Faster, Stronger, Tougher:
Add +1 to any physical action if in touch with the Earth. The GM may elect to add scale (page 182). Mark a box of Stress or mark a Condition to add +1 to an action if out of touch with the Earth.

Superior Recovery:
Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.

Cloak of Shadows (Camouflage & Night Charm):
You can see perfectly in the dark and are immune to any potential effect of normal or magical darkness. Additionally, once per session, you may declare that you automatically succeed at hiding from any non-magical attempt to spot you, provided you have a nearby shadow to hide in.

Loremaster:
As a scholar of arcane lore and magical theory, once per session you may declare that you are able to read obscure text in a mysterious language or determine the specific nature of a ritual upon seeing the precise location where it was cast.

Ritual Specialist:
Druids cannot use Evocations but they can learn Thaumaturgy. Gain +1 to the preparation of one broad category of magic (summoning, curses, divining, and so on). You may take this stunt multiple times for different categories but may not take any category more than once.

Pathfinder:
You can open portals between trees in the mortal world and other worlds. Once per session, you may declare your convenient arrival in a scene via a tree.

Undead Bane
You have mastered the unbinding of undead including Red and Black Court Vampires. You gain Legendary Scale (see page 187) over any vampire targeted by the unbinding attack. If the target is taken out they turn to bloody goo. Sometimes explosively.

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DFRPG / Dresden File Accelerated Mantles
« on: September 07, 2017, 04:27:18 PM »
My group has been playing DFA for a while now and I have been gathering a variety of Mantles from various sources on the internet and posting them on our OP site here:

https://fate-accelerated-the-emerald-city.obsidianportal.com/wiki_pages/mantles

I figured there might be some interest.  :D



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DFRPG / NeverNever Encounters
« on: December 19, 2011, 06:03:20 PM »
Emerald City and Mystical Seattle peeps keep out unless you want the game spoiled!!!


I mean it!!!


So in my current DFRPG game the party is going to go after the Big Bad to stop him from performing a ritual that will open a passage for an Outsider. The other supernaturals in the city are launching a frontal assault on the Big Bad's cannibal thralls to draw them away while the PCs sneak in through passages in the NeverNever. What I need are some ideas for encounters on that hazardous journey.

I already figured I would have them travel through a corner of Muspelheim where they will have to evade a few fire giants. But does anyone else have any ideas for some weird or cool corners of the NeverNever? Anything could work since we have established in our game that the Seattle Underground is a vast nexus of NeverNever passages. Thanks.

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DFRPG / Faerie Bargaining
« on: July 28, 2011, 10:38:51 PM »
Emerald City and Supernatural Seattle players stay out! I mean it! Scram!!! Don't read this unless you want to get some potential spoilers for the upcoming games.

(click to show/hide)

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DFRPG / Where do they hide the bodies?
« on: July 26, 2011, 10:59:30 PM »
It occurs to me that many of the supernatural predators in DF can cross back and forth to the Nevernever fairly easily.  As can warlocks and the like.  So it stands to reason that they would avoid any mundane interference by simply dumping the bodies of their victims in the Nevernever and be done with it.  Which makes it a little hard to figure reasons for players to ever have bodies to find in a DFRPG murder mystery.  Just thinking out loud but do you guys have any thoughts on the matter? 

6
DFRPG / Shaman of the Urban Wing
« on: July 20, 2011, 08:40:26 PM »
I have a player who wants to make a character who has a connection to all the pigeons in a city allowing him to know all that they know and even giving him control of them. He calls it the "Urban Wing".  Now I figure the Ghost Talker ability is perfect as written to give him a chance to know things that his birds witness using his Contacts skill.  I will just change the name to Bird Talker.  But when you get to figuring how he would control his birds in a combat situation is where I was having some difficulties.  Below is what I came up with using some of the mook rules from LoA and I wanted to see what you guys think.

BIRDS ARE MY FRIENDS (-2)
To summon a Flock of birds the shaman must make a Empathy roll with a difficulty equal to the amount of Effort he wishes to summon each round. A shaman may spend several turns on summoning to gather his Flock. He can summon Effort equal to his Presence with no difficulty. For every point summoned over his Presence he takes a point of Mental Stress. If a roll is failed then all the Effort is lost and the summoning must be started anew. Additionally the Shaman suffers Backlash equal to the amount of Effort he has summoned to that point.

EXAMPLE: Andrew has a Presence of Fair and decides to summon a Flock of Birds. He attempts to Summon 2 points of Effort and incurs no Mental Stress. He rolls his Good (+3) Empathy and exeeds the Difficulty of 2 gaining 2 points of Effort. Next round he is forced to gather power quickly and attempts to summon 4 points more points of Effort which forces a 2 point Mental Stress hit on him. He must roll a +1 or better on the dice or all of his Effort will be lost and he will be forced to start over. Additionally he would suffer a 6 stress hit.

This roll can be modified by circumstances as determined by the GM. Some example difficulties include being far from an urban area (+1 to +4 difficulty depending on how far away), high winds during a storm (1 to 4 depending on the severity) or the height of winter when many birds have migrated south (an additional +1 to +2), previously lost many birds in a conflict (1 to +5). For each successful roll he gathers birds and gains Effort Points. Each level of Effort the player gains can be spent to make up the swarm of birds in the following way:

CONTROL – This represents how well a Shaman can direct his flock. The lower the Control the more likely a flock will disperse when they are faced with adversity. All Flocks start out at Mediocre (+0) Control with a single stress point per Unit. For every point spent you can increase the Control of the Flock up to maximum of Good (+3). Control determines all the skills of the Flock as well as how much stress each Unit can take with a minimum of 1. Note that each point of stress would likely equal many birds. So a Good Quality Flock would cost 3 points which would give them a +3 to all their skill rolls and grant them 3 points of stress per member.

QUANTITY – For every point of Effort spent on Quantity the shaman increases the size of the flock. This will determine how many Units make up the flock. Each Unit will have Stress Points equal to its Control. The Table below shows the bonus to skill rolls a flock will receive due to numbers:

2-3 = 1
4-6 = +2
7-9 = +3
10 = +4

When a Unit of a Flock takes damage, any overflow of stress is applied to the next Unit. This means that a single attack can take out a whole swath of Units. As the flock takes stress and Units are eliminated it will decrease the bonus to skill rolls. In combat each Flock can use spray attacks (p.326) to attack multiple targets in a zone or can attack a single target.

EXAMPLE: Having summoned 6 points of Effort Andrew decides to spend 1 point on Control giving his flock Average (+1) ability on all skill rolls and one point of stress per unit. He then spends the remaining 5 points of Effort on Quantity giving him 5 units. This means that his flock can take 5 stress before being completely dispersed or destroyed. He could instead choose to spend 2 points on Control giving him Fair Control and allowing him to summon 4 units. This would provide better skills and allow the flock to take 2 stress per unit for a total of 8 stress.

Only one Flock may attach to a character at a time, taking hits to its stress track instead of the shaman. A Shaman can also choose to take stress in place of his Flock. An attached Flock can’t act alone. But it does provide the Shaman with an bonus equal to the Quantity of Units in the Flock. Unattached Flocks can attack or maneuver as the shaman directs. Leaving or attaching to a Flock is a free action.

7
DFRPG / Glamours and the Fae
« on: June 23, 2011, 08:03:14 PM »
I am wondering if Glamours and Greater Glamours are as effective on Fae as they are on mortals.  Do Changelings or Fae have any extra ability to sense that a glamour is present or to see through it?  Should they?

8
DFRPG / Spirit Spell
« on: February 15, 2011, 08:07:41 PM »
I am trying to come up with a new Rote Spell for my Warden character.  He is primarily associated with Spirit magic and has the Ghost Speaker power.  I was toying with him having a spell that would summon surrounding spirits and ghosts and made them visible and audible to his targets whom they would harrow and harrass hopefully scaring the crap out of them.  I pictured it as a Area Block that would be resisted by Discipline and affect Alertness.  What I am wondering is if it is successful and blocks a target's Alertness would they be able to function as usual?  For example would the target be able to use his Guns skill without a functioning Alertness?  How does that work?

•ANIMUS TEMPESTAS (Spirit Storm)
TYPE: Spirit evocation, Block
POWER:  5 (3 Effect +2 for Area)
CONTROL: Discipline 3 +1 for Ring and +1 for Spirit Control Specialization
DURATION: One exchange
OPPOSED BY: Discipline
EFFECT: Summons local spirits to scare and harass all targets in an area.  Block 3 of Alertness.

9
DFRPG / Taming the Orca
« on: January 24, 2011, 11:33:45 PM »
OK.  I am in a game where my character (a young Warden who specializes in Spirit Magic) is friends with Bruno a Totem Warrior who is ridden by the spirit of Yuquot the Orca.  We are modeling this with Spirit (Demonic) CoPilot.  Now Bruno has a Discipline of 4 which is pretty damn good but if he tries to prevent Yuquot from grappling a target with his Inhuman Strength he will need to make a roll of 7 to keep himself in check.  Near impossible without any aspects or help from his friend.  So if you were working up a spell to help keep your buddy from turning some poor ususpecting innocent into chum how would you do it? 

I was thinking I could cast a spell as a Manuever that would give him a +2 to his Discipline with the Temp Aspect "Calmed Spirit" or something like that.  But what do I roll that against? The grappling roll of Yuquot?  Bruno's base Discipline?  I am a bit confused.

10
DFRPG / Enchanted Items
« on: December 10, 2010, 06:26:45 PM »
I guess I am having some trouble figuring out what can be done with Enchanted Items.  I have a character with a Lore of 3 which would allow me to put an Aspect on a scene with a Manuever.  But how far does that go?  Could he have a Ring that allowed him to survive a fall from any height by adding the Aspect "Feather Fall" or something?  Or could he have an item that gave him "Eyes Like a Cat" that would allow him to see in the dark?  What are the limitations?  Are there any?  What Enchanted Items have you created?

11
DFRPG / Item of Power Question
« on: November 10, 2010, 05:43:50 PM »
So I am making a Gunslinger who was cursed by a Shaman in the Old West to be an Immortal Champion of the Land.  He will pretty much be a normal mortal with Supernatural Recovery.  To give him a little offensive power I was toying with the idea of him possessing a Colt Peacemaker (yes I watch Supernatural) that had the All Creatures Are Equal Before God the Great Spirit.

 My question is what would this cost?  I think that power would be a 2 point power based on everything else the Swords of the Cross provide but how much should the One Time Discount be?  It seems like it should be -1 since the weapon is reasonably concealable.  But it does making a loud noise when used drawing attention as opposed to a sword which can be used relatively quietly.  Also you can only use it 6 times before reloading.  So does that make the discount -1 or -2? If -2 I am planning on adding a Sensory Power or something along those lines to help the character detect his foes.  So what do you guys think?

12
DFRPG / Cursed Immortal Bounty Hunter Aspects
« on: October 05, 2010, 06:49:10 PM »
So I was playing around with a character concept and I am having trouble coming up with Aspects for him.  Any suggestions are welcome.  

TEMPLATE: Unique
HIGH CONCEPT: CURSED IMMORTAL BOUNTYHUNTER
TROUBLE: MAN OUT OF TIME

BACKGROUND
ASPECT: ORNERY AS A POLECAT
Compel: To make him lose his temper or act in a contrary or uncouth manner.
Invoke: When anger or sheer stubbornness could lend him strength to carry on or overcome the odds.

The Civil War ripped Missouri society apart and shaped the life of Virgil Cole Langtry. After a series of campaigns and battles between conventional armies in 1861, guerrilla warfare gripped the state, waged between secessionist "bushwhackers" and the Union. A bitter conflict ensued, bringing an escalating cycle of atrocities by both sides. At the age of 16 Cole fought long and hard against the Union after soldiers destroyed his family’s farm killing his mother and youngest brother in the process.  His rage at the deaths of his family boiled beneath the surface making him capable of violence with very little provocation.  After the war the price on his head forced Cole to flee to the Frontier.  He wandered the West for years working as a cowboy as well as a Deputy Sheriff in a couple of towns.  His difficult personality got him in quite a lot of trouble and many fights so he rarely kept his badge long.  He welcomed the violence.

RISING CONFLICT
ASPECT:  GUNSLINGER MENTALITY
Compel:  Hard to back down from a confrontation.
Invoke:  For Intimidation or in a gunfight.

After being driven out of Deadwood Cole got work as a scout for the US Army.  He helped track down Indians and was involved in a variety of atrocities against the Sioux. In the Winter of 1876 after the Battle of Little Bighorn Langtry led a platoon of soldiers against a Lakota village.  The soldiers descended on the village and began their grim work with delight.  It was only after most of the village was destroyed that the Skinchanger attacked.  Despite all of his ability and the best weapons the US Army could provide Langtry's men were slaughtered in a cat and mouse campaign that lasted for several days.  He was finally forced to retreat to a cave in the hills after watching the last of his men dragged off to be attended to by the Naagloshii's terrible hunger.  The Shaman in the cave was ancient and, after a Soul Gaze that shook him to his core, explained to Cole that they had to work together to survive against the Evil that had been awakened by miners of the Black Hills.   They fought side by side and between the two of them they managed to drive off the Skinchanger at the cost of the Shaman's life.  Before he died he placed his Death Curse on Cole.  He was to walk the Land and protect it until he atoned for his crimes against the People.  The Soul Gaze had a profound effect on Cole and he embraced his new role and began hunting monsters both Human and Supernatural.  

THE STORY
STORY TITLE:  HUNTER’S REVENGE
ASPECT:  THE RENEGADE
Invoke:
Compel:
GUEST STARRING: ?

Cursed by a Shaman to wander the land until he atones for his sins, Cole Langtry, Bounty Hunter, Gunslinger and Indian Scout has hunted monsters across the American West for over 150 years. After being connected to a series of grisly murders in Seattle he suddenly finds himself hunted instead of hunter.  He must clear his name and track down his most bitter enemy.  An Immortal Skinchanger who it is said cannot be killed.

GUEST STAR
ASPECT:  
STORY TITLE: ???
GUEST STARRING: ???

GUEST STAR REDUX
ASPECT:
STORY TITLE: ???
GUEST STARRING: ???

SKILLS (+35)
•   GREAT +4: Guns
•   GOOD +3: Alertness, Athletics, Discipline, Endurance, Weapons
•   FAIR +2: Conviction, Fists, Intimidation, Investigation, Survival
•   AVERAGE +1: Burglary, Contacts, Lore, Presence, Rapport, Stealth

STUNTS (-6)
•   Target Rich Environment
•   You Don’t want any of this
•   Animal Handler (Horse)
•   Hunter
•   Pin the Tail
•   Finely Tuned Eye

POWERS (-3)
•   Supernatural Recovery -4
•   The Catch is Fire +3
•   Inhuman Speed -2

STRESS
Mental (3): OOO
Physical ( 4): OOOO
Social (3) OOO
Armor, Etc:

Total Refresh Cost: 9

13
DFRPG / A new Gun Stunt
« on: August 12, 2010, 10:01:11 PM »
So I was trying to come up with some more stunts for a Spec Ops type character and this came to mind:

Double Tap (-1) Add 3 to the damage of a Guns attack on a successful hit, once per scene, for a fate point. This stacks with any other damage-increasing stunts for Guns.

It is obviously based on the Fists Stunt Lethal Weapon but does it become too powerful since a gun already adds damage?  Should the extra damage be lowered to 2 or even 1?  What do you guys think?

14
DFRPG / Exiled Seraphim Character
« on: July 23, 2010, 06:51:51 PM »
I am preparing for an upcoming game and one of the character ideas I had was inspired by Armageddon's Exiled Angels.  One of the problems I am facing is coming up with an aspect that might make his true nature difficult to discern.  This seems important to me because I imagine a lot of supernatural powers would love to get their hands on a (relatively) depowered Angel. I came up with "What are you???" but that seems pretty weak.  Is this something that can be done with aspects or do I need to make it a power and spend refresh on it?

Any and all advice is helpful.  

SALVADOR DELGADO (REMIEL)
TEMPLATE: Exiled Seraphim
HIGH CONCEPT: Exiled seraphim artist/bartender
TROUBLE: Caught between Heaven and Hell

---------------------

BACKGROUND
ASPECT:  Old Habits Die Hard
Invoke:  To tap into his Angelic Heritage when faced with True Evil providing him with the strength he needs to triumph.
Compel:  Sal's nature makes it difficult to walk away from confronting True Evil it when he sees it.

As a baby Sal was left on the steps of St. James Cathedral and was raised in an orphanage.  Despite being a very bright and artistically gifted young man he was beset by nightmares of blood and constant visions of the supernatural that left him moody and disconnected.  He struggled with a righteous anger that nearly overwhelmed him when faced with acts of evil.  He has great natural ability with a sword and began training with one regularly to help him maintain the self discipline needed to control his anger.

--------------

RISING CONFLICT
ASPECT:  The Right Man in the Wrong Place  (got this from one of the lists on this forum)
Invoke: This aspect would work like the Spiritual Guidance effect of Guide My Hand power.
Compel: You are actually in the real wrong... wrong place.

While attending art school at the University of Washington Sal dreamed about a Red Court Vampire attacking a young couple. When he came upon the exact circumstances from his dream he leapt to the couple’s defense and defeated the monster barehanded all the while screaming battle cries in ancient Aramaic.  He had no idea what he was but felt a need to use his abilities to protect the world from supernatural predators. He discovered there are many supernatural creatures in Seattle and while he has the ability to recognize them they seem unsure what he might be. However, he only battles those who prey on the weak and innocent.  He works as a bartender at (insert name of whatever bar we come up with here) all the while struggling to make it as an artist.  The bar has gained a quiet reputation as a place where one can go if there is a problem that mortal authorities can’t handle.  

-------------------------

THE STORY
STORY TITLE:  Wayward Son
ASPECT:  What are you???
Invoke:
Compel:

GUEST STARRING:
For years Salvador Delgado, orphan, struggling artist, bartender and defender of the innocent, has known he is different.  But he had no idea just how different until he battled a demon and discovered that he once was Remiel, Angel of Creativity, the Fire of God, granting the gifts of clairvoyance and psychic abilities and the patron of all things artistic.  His Divinity had somehow been stripped from him along with his memories and he is now mortal. Facing off against the warring factions of Heaven and Hell, Sal must cling to the one thing in his possession that both sides disdain:  his humanity.  
-------------------------

SKILLS (+30)
Superb:
Great: Athletics, Weapons
Good: Conviction, Endurance, Fists
Fair: Alertness, Lore, Discipline, Presence
Average: Contacts, Empathy, Might, Rapport, Stealth

STUNTS (-2)
Wall of Death
Disciplined Artist (Use Discipline for Art with +2 for Painting)

POWERS (-5)
Cassandra’s Tears 0
Inhuman Strength -2
Inhuman Speed -2
Inhuman Toughness -2
Catch True Magic with Restricted Access (Keys of Solomon)
The Sight -1

What do you guys think?  
Edited to change Name.

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