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índices Valor Aproximado 25% 50% 75% 100%

- 0-99 Nobres (0,5) 0-24 25-49 50-74 75-99

• 1-9 Orens (5) 1-3 4-5 6-7 8-9

•• 10-19 Orens (15) 10-13 14-15 16-17 18-19

••• 20-49 Orens (35) 20-27 27-34 35-42 43-49

•••• 50 –99 Orens (75) 50-61 62-74 74-86 87-99

••••• 100- 151- 200- 251-


Acima de 100 Orens (150)
150 200 251 300

Comum = Pode ser encontrado em todo lugar (Acampamento, Povoado, Aldeia, Vila,
Cidade, Metrópole)

Incomum = Pode ser encontrado em quase todo lugar (Povoado, Aldeia, Vila,
Cidade, Metrópole)

Raro = Pode ser encontrado em alguns lugares (Vila, Cidade, Metrópole)

Muito Raro = Pode ser encontrado em lugares específicos (Cidade, Metrópole, ou


lugares específicos)

Doppelganger (•••) Prerequisites: Biokinesis •, Subterfuge ••• Effect: Your


character has the ability to perfectly imitate others. This goes beyond simple
disguise; she studies every detail of her subject’s appearance and personality until
she can replicate it flawlessly. Spend a point of Willpower and roll Manipulation +
Subterfuge. Any mundane attempts to distinguish her from her victim are penalized
by dots in Biokinesis for a number of scenes equal to successes rolled. Suggested
Modifiers: Victim and character have similar appearances (+1), victim has 10 or
more years difference in age with character (–2), victim presents as a different
gender than character (–2), character or victim has unhealed damage (–3),
character or victim has missing limbs or visible impairments (–5)

Evil Eye (••) Effect: Your character can inflict paralysis on her enemies with her
baleful stare. As an attack, roll a contested Wits + Occult versus the opponent’s
Resolve + Composure. If suc-cessful, apply the Insensate Tilt to the victim for turns
equal to successes. Drawback: Sacrifice your Defense any turn you use Evil Eye. If
an opponent has charms or other supernatural pro-tection from curses apply a +3
bonus to his contested roll.

Mana Sensitivity (•) Prerequisites: Prime •, Wits ••• Effect: Your


character’s awakened eye has sensed Mana enough that her mundane senses have
begun picking up the cues of its presence. Hallows and stored Mana trigger her
Peripheral Mage Sight, even without an active magical effect.
Familiar (•• or ••••) Effect: Your character has been bonded to a
Familiar, an ephemeral entity (a ghost, spirit, or Goetia) that has agreed to partner
her in exchange for safety from bleeding Essence. Design your familiar with the
rules for ephemeral entities in Chapter Six; it may be wholly in Twilight or Fettered
to an item or animal. Two dots in this Merit indicate a Rank 1 entity. Four dots
indicate a Rank 2 entity.

Fast Spells (••) Prerequisites: Firearms ••, Time • Effect: Your character’s
Aimed spells streak out with the speed of bullets. Subjects may not apply their
Defense against your Aimed Spell rolls unless they use a Supernatural power that
allows them to use Defense against firearms.

Artifact (•••+, Special) Effect: Your character possesses an Artifact, an


item from the Supernal World which is both a physical symbol of magic and a
unique item independently empowered create to sorcerous ef-fects. These items
possess their own Mana stores, and have their own effective Gnosis and Arcana with
which to generate effects. They can cast these effects when harnessed by an
Awakened 100 owner who has researched (or divined through Prime) the manner in
which the item works. In general, this takes successes on an extended research
action equal to twice the Artifact’s Merit dots. To calculate the cost of an Artifact,
look to its single greatest effect, and map it to a spell effect. The base cost is equal
to the highest Arcanum used, or three, whichever is higher. Each additional effect
adds to the cost, but only half the highest Arcanum used (rounded up). Including a
Utility Attainment in a spell effect (for example, an Artifact that can cast at
Sympathetic Range) increases the cost by one dot for each Attainment included.
The item can store Mana equal to twice the dot rating. The item’s effective Gnosis is
equal to half the dot rating, rounded up. An owner can access the item’s Mana as if
it were her own, or can use it to fuel the Artifact’s abilities. The Artifact can also use
its Mana as part of its own activation. The Artifact has effective Arcana equal to the
highest Arcanum used in its various effects. Artifacts cannot Reach beyond the
“free” Reach for their Arcana ratings on their own. If an Artifact risks Paradox, the
user can spend Mana to mitigate Paradox (in any combination of her own or the
Artifact’s Mana pool, up to her Gnosis-derived limits) and may choose to contain the
Paradox herself. Otherwise, the Artifact automatically releases it. Every Artifact will
use its effects under different circumstances, determined when you create the
Artifact. For example, an Artifact might cast its effect the moment it is first seen by
human eyes, or whenever it’s dropped on the ground. If an owner accesses the
Artifact’s effects, she may use her own Gnosis and Arcana, the Artifact’s, or any
combination thereof. Every Artifact is also a Path tool Yantra worth +1 dice for
mages of the Path of the Artifacts’ highest Arcanum.

Condiçoes

Betrayed (Persistent)
You’ve attracted too much of the wrong kind of attention
and someone you trusted can’t let that go on. The Storyteller
chooses a Storyteller character you had previously considered
an ally. That character betrays you to the God-Machine
or its agents at the worst possible time — maybe it’s a new
development, maybe your “ally” was a double-agent the whole
time. Your betrayer gets the 8-again rule on all rolls against you.
Beat: Your betrayer does something that inconveniences
you, puts you in danger, or ruins your plans.
Resolution: Kill the traitor, convince them to turn on their
new masters for you, or take a new Cover identity.

HUNTED (PERSISTENT) Someone who poses a serious threat to the


character’s safety and well-being, physically or emotionally (or both), is after her.
They may be intent on direct violence, or simply wish to torment her. Beat: The
character’s persecutors find her. Resolution: The character stops her persecutors,
either through legal means, changes in lifestyle that deny them ac-cess to her, or
through more direct means, typically violence.
LETHARGIC Your character is drained and lethargic, feeling the weight of
sleeplessness. With this Condition, your character cannot spend Willpower. As well,
for every six hours he goes without sleeping, take a cumulative –1 die penalty to all
actions. At every six-hour interval, make a Stamina + Resolve roll (with the penalty)
to resist falling asleep until the sun next sets. Possible Sources: Psychic vampire
fighting sleep. Resolution: Sleeping a full day, from sunrise to sunset.
OBLIVIOUS Your character is not paying attention to what’s going on around her.
Her mind is wandering. She might be day-dreaming or just staring off into space,
but although she’s completely aware of her surroundings she’s not processing
consciously what’s happening in them. All of her Perception rolls are reduced to a
chance die until this Condition is resolved. Resolution: Your character is alerted by a
loud noise or is attacked.
RELUCTANT AGGRESSOR The character really doesn’t want to hurt her
victim, but she’s going to anyway. She may be under immense peer pres-sure, it
may be her duty, or perhaps she’s coerced into the violence. Whatever the case,
although she sees the victim’s humanity, she’s going to force herself to make him
suffer. The character must spend a point of Willpower each turn to attempt an
attack. She can defend herself as normal even if she can’t (or won’t) spend the
Willpower. Possible Sources: Peacemaker Merit (p. 42) Resolution: The
character doesn’t encounter her victim or his associates for a chapter, or the victim
is the aggressor in targeting the character, her friends, or allies. If the Condition
fades after a chapter, it does not award a Beat.
SURVEILLED The character is being watched in a not-so-subtle way. She may
expect to see unusual vehicles parked near her home or place of work, her garbage
to be rifled through, or even for her home to be broken into. At the beginning of
each chapter, the Storyteller should roll a pool of dice equal to the successes on the
roll that created this Condition. Once ten successes are accrued, this Condition
resolves. Beat: N/A Resolution: The Storyteller’s pool reaches ten successes, or
the character somehow exposes or otherwise actively stops the surveillance. If she
is being surveilled by the state, she may need to exercise legal options, if any such
options exist.

Captivated
Your character is preoccupied with something and has a hard
time refocusing on a new situation. The character is at a –3 penalty
to all actions that are not his main focus. He also takes a –3 penalty
to Defense since he is too distracted to defend himself.
Resolution: The character stops using Clairvoyant Sight. If
he does not, then this Condition resolves when the character
choses to fail an action due to his distraction, or relents to a
single action taken against him.
Beat: n/a
Disoriented
Your character cannot get her bearings and dealing with
simple tasks is daunting. The character is at a –2 penalty to
any Physical action. She can defend herself normally, but her
disorientation prevents her from making ranged attacks at all.
Resolution: The character finds something to help her
orient herself to her surroundings, such as a familiar landmark
or a friend. If a supernatural power caused this Condition, then
it resolves when the power ends.
Beat: n/a

FIXATED Your character focuses on a single thought or command. She takes a –2


penalty to all actions for the rest of the scene or until the command is completed. If
the command is not something she could conceivably do in that time and place
then the effect lasts one turn as her mind wanders in aimless confusion. Multiple
applications of this Condition on her in the same scene can add more commands,
but the penalty is not cumulative. Beat: Your character does something that goes
against her Virtue to fulfill the fixation. Resolution: Your character satisfies the
command.

TILTS

BLEEDING The character bleeds profusely from an open wound. If she doesn’t
staunch the blood flow, she may soon pass out from shock and blood loss. Effect:
Bleeding characters suffer a –1 wound penalty (or have existing wound penalties
increased in severity by +1). Additionally, each turn that she remains bleeding, she
suffers one automatic point of bashing damage. Causing the Tilt: Firearms or
bladed weapons that score more damage in a single attack than the victim’s
Stamina can inflict this Tilt. Ending the Tilt: If the character takes a turn to apply
pressure and some sort of cloth or tie a tourniquet around the bleeding limb, she
can stop the flow of blood and end the Tilt. Any form of accelerated healing, even a
single point of bashing damage, will stop the bleeding as well. For obvious reasons,
the undead are immune to this Tilt.

BURNING You have been set ablaze and will continue to burn until you somehow
douse the flames.

Effect: You take automatic damage each turn equal to the 1 + the heat level of the fire, in addition to
suffering the Blinded Tilt. Causing the Tilt: Being in the blast radius of an incen-diary weapon or
flamethrower stream, or being covered in gasoline and set aflame. Ending the Tilt: You must take at least
a turn to douse yourself in water or some suitable substance. You can drop and roll on the ground, which
lessens the heat of the fire by one level of intensity each turn you do so until it’s finally out. Others can
put out the fire by smothering it or beating it out with rugs or the like, taking an instant action to do so
and reducing the heat by one level of intensity each turn.

PIERCED ARMOR Repeated rounds or devastating attacks have rent your


armor. Effects: Your armor is damaged and functions at reduced effectiveness.
Halve its effective values, rounded down, until you have had time to repair or
readjust the armor. Causing the Tilt: Suffering more damage than your armor’s
general rating in a single attack from high-caliber weapons or stabbing instruments.
Ending the Tilt: Taking at least a few turns to replace the armor, or repairing it
outside of combat. Supernatural forms of armor might automatically repair
themselves or be immune to this Tilt at Storyteller discretion.

PINNED One of your appendages or a piece of your clothing has been pinned to a
surface. To get free you must tear away, potentially inflicting more damage in the
process. Effect: The target is pinned to a surface and may not move. Her Defense
is halved and she cannot take actions that require full movement of her body, like
Athletics rolls. Causing the Tilt: Piercing weapons and some improvised weapons,
like bows, crossbows, and nail guns, can pin a tar-get’s hand or foot to a surface.
Spears can do it, too, but the attacker must relinquish use of the weapon to do so.
Attackers can target an appendage (at a –3 penalty on top of the target’s Defense)
or clothing (at a –5 penalty on top of the target’s Defense). If targeting a body part,
inflicting damage equal to or greater than the target’s Stamina will leave her
pinned. If targeting clothes, one success is enough. Ending the Tilt: Removing the
pinned appendage with-out tools requires a Strength + Stamina roll with a –3 modi-
fier. If successful, she takes one point of lethal damage as she rips her hand or foot
away from the impaling object. If done surgically or with tools, a Strength + Crafts
roll is required instead, suffering only a –2 penalty, with no additional dam-age done
if successful. Removing a pinned article of clothing requires an action to rip or slip
free of it.

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