Occupational Template: Night Mask Deathbringer
NIGHT MASK
DEATHBRINGER
250 points
Attributes: ST 11 [10]; DX 13 [60]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11
[0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0].
Advantages: Combat Reflexes [15], Danger Sense [15], Flexibility
[5], Hesitating Stare [23], Patron (Night Masks; Fairly often, roll of 9 or
less; Special Abilities, +50%) [23], and Rank 1 (Night Masks) [5]. • Another 40
points chosen from among ST +1 to +2 [10 or 20], DX +1 or +2 [20 or 40], IQ +1
[20], Will +1 [5], Per +1 to +3 [5/level], Basic Speed +0.25 to +0.75 [5/level],
Basic Move +1 or +2 [5 or 10], Absolute Timing [2], Ambidexterity [5], Catfall
[10], Contacts (Night Masks) [Varies], Craftiness 1 to 3 [5/level], Enhanced
Dodge 1 or 2 [15 or 30], Favor [Variable], Fit [5], High Manual Dexterity 1-3
[5/level], Infravision [10], Intuition [15], Luck [15] or Extraordinary Luck
[30], Night Vision 1-5 [1/level], Perfect Balance [15], Peripheral Vision [15],
Slippery Mind [11], Social Regard (Feared) 1-3 [5/level], Speak with Creatures
of the Night [23], Spider Climb [17], Street-Smart 1 to 3 [5/level], Street
Smarts 1 to 3 [10/level], Striking ST 1 to 4 (Only on surprise attack, -60%) [2/level],
Wealth (Comfortable or Wealthy) [10 or 20], or upgrade Flexibility [5] to
Double-Jointed [15] for 10 points.
Disadvantages: Duty (12) (Night Masks) [-10], Frightens
Animals (Accessibility, Not bats, rats, and wolves, -10%) [-9]. • One of Greed
(12) [-15], Kleptomania (12) [-15], Sadism (12) [-15], or Trickster (12) [-15].
• -25 points chosen from either of the two previous lists or Attentive [-1], Bad
Temper [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5], Code of Honor
(Pirate’s) [-5], Compulsive Carousing [-5*], Compulsive Gambling [-5*],
Compulsive Lying [-15*], Curious [-5*], Flashbacks (Mild) [-5], Jealousy [-10],
Lecherousness [-15*], Light Sleeper [-5], Loner [-5*], Missing Finger [-2], Nightmares
[-5*], One Eye [-15], Overconfidence [-5*], Proud [-1], Selfish [-5*], Sense of
Duty (Adventuring companions) [-5], Skinny [-5], Supernatural Features (No Body
Heat) [-5] or Supernatural Features (No Reflection, No Shadow, or Pallor) [-10].
Features: Night Vision 3 (-3 is the native illumination
level).
Primary Skills: Area Knowledge (Westgate) (E) IQ+2 [4]-13; Forced
Entry (E) DX+1 [2]-14; Filch (A) DX [2]-13; Intimidation (A) Will+1 [4]-12; Stealth
(A) DX+2 [8]-15; Escape (H) DX+3 [4]-16†; Pickpocket (H) DX [4]-13; and
Lockpicking and Traps, both (A) IQ+1 [4]-12.
Secondary Skills: Acrobatics (H) DX-1 [2]-12;
Sleight of Hand (H) DX-1 [2]-12; Gesture (E) IQ [1]-11; Holdout, Shadowing, Smuggling,
and Streetwise, all (A) IQ [2]-11; and Search and Urban Survival, both (A) Per
[2]-11. • One of Rapier, Saber, Shortsword, or Smallsword, all (A) DX+2 [8]-15,
or Knife (E) DX+3 [8]-16. • One of Shield (Buckler) (E) DX+1 [2]-14 or Cloak or
Main-Gauche, both (A) DX [2]-13. • One of Crossbow or Thrown Weapon (Knife),
both (E) DX+1 [2]-14; Bow or Throwing, both (A) DX [2]-13; or Blowpipe or Sling,
both (H) DX-1 [2]-12.
Background Skills: 8 points spent on any previous
skill, or on Carousing (E) HT [1]-12; Brawling, Fast-Draw (any), Knot-Tying, or
Garrote, all (E) DX [1]-13; First Aid or Housekeeping, both (E) IQ [1]-11;
Cartography, Connoisseur (any), Disguise, Fast-Talk, Gambling, Interrogation, Merchant,
or Occultism, all (A) IQ-1 [1]-10; Counterfeiting, Diplomacy, Expert Skill
(Thanatology), Forgery, or Poisons (any), all (H) IQ-2 [1]-9; Hiking (A) HT-1
[1]-9; Scrounging (E) Per [1]-11; or Lip Reading or Observation, both (A) Per-1
[1]-10.
* Multiplied for self-control number; see p.
B120.
† Includes +3 for Flexibility.
Blood Bond – 93/113 points for levels 1-2
One of the deathbringer’s most insidious powers, this ability helps you break down the will of her enemies. To use this ability, a deathbringer must get the target to drink three drops of her blood. She can do this by hiding the blood in food or drink or by cutting herself and bleeding directly into the victim’s mouth, if the victim is pinned or otherwise helpless or willing. Once this condition has been fulfilled, roll a Quick Contest of the deathbringer’s IQ against the victim’s Will. If the victim fails to resist, the deathbringer can give him a simple verbal command; see the Suggest skill (p. B191) for guidelines. Any order that goes against the victim’s values or sense of self-preservation triggers another resistance roll, possibly at a bonus. The suggestion only lasts for one day. The victim remembers everything he did.
If the deathbringer ties or loses, the victim becomes able to sense coercion coming from him. In addition, the deathbringer cannot try to affect this victim again within 24 hours.
At level 2, the deathbringer can command the victim in any way, not being limited by simple suggestions.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Blood Agent, -40%; Costs Hit Points, 1 HP, -10%; Extended Duration, 1,000x, +120%; Independent, +70%; Magical, -10%; Melee Attack, Reach C, -30%; Must cut himself if not wounded, -5%; Requires speaking, -10%; Suggestion, -40%; Triggered Delay, Ingested, +50%) [93]. Level 2 removes the Suggestion, -40% limitation [113].
Ghost Step – 44/48/52 points for levels 1-3
You may become invisible for 6 seconds. At level 1, this ability can be used once per day. At level 2, this ability can be used twice per day. At level 3, this ability can be used thrice per day. In all other aspects, it functions as the Personal Invisibility spell that costs no FP.
Statistics: Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Limited Use, 1/day, -40%; Magical, -10%; Reduced Duration, 1/10, -20%) [44]. Additional level replace Limited Use, 1/day, -40% with Limited Use, 2/day, -30% [48] and Limited Use, 3/day, -20% [52].
Hesitating Stare – 23 points
Deathbringers can force their opponents to confront their own mortality with but a glance. A deathbringer must spend 2 FP and look at the target with unaided vision. Roll a Quick Contest of Will between the deathbringer and the victim. If the deathbringer wins, the victim is mentally stunned. On subsequent turns, they can recover normally by making an unpenalized IQ roll.
Statistics: Affliction 1 (Will; Costs Fatigue, 2 FP, -10%; Based on Will, +20%; Magical, -10%; Malediction 2, +150%; Vision-Based, Reversed, -20%) [23].
Slippery Mind – 11 points
Your mind is only partly mortal, allowing you to shrug off mental attacks and compulsions more easily than others. Add your 3 to IQ or Will whenever you resist a Telepathic ability or a mind-affecting spell (usually Communication & Empathy and Mind Control). This ability also resists attempts to locate your mind using magic or psionics. Such abilities must win a Quick Contest against your Will + 3 to find you. Each use costs 1 FP.
Statistics: Mind Shield 3 (Costs Fatigue, 1 FP, -5%; Magical, -10%) [11].
Speak with Creatures of the Night – 23 points
This ability allows the deathbringer to converse with bats, rats, and wolves. The quality of information the deathbringer receives depends on the beast’s IQ and the GM’s decision on what the animal has to say.
Statistics: Speak with Animals (Magical, -10%; Specialized, Bats, rats, wolves, -50%) [10].
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