Samantha Smith (Sons of Ether)

(Etherites Go!)

© 2004-2005 by Fuzzy

This page was last modified: 2005/01/30


Stayka's World of Darkness Stuff | Etherites Go!



Name:    Samantha Smith-Whitefield, (wife of Lord Maxwell Whitefield)
 AKA Lady Samantha, Lady Whitefield, Dr Samantha Smith-Whitefield
Player:  Fuzzy      Nature:   Caregiver
Essence: Primordial Demeanor: Follower  Actual DoB: Mon. 10-July-1820
Tradition: Etherites Concept: Medical Doctor/Adventurer

                        Attributes

Physical          EP DW Social             EP   Mental           EP
----------------        -----------------       ---------------
Strength:      2 (3)[5] Charisma:       4 (3)   Perception:   2 (3)
  __________              Inspires Protection     ____________
Dexterity:     4 (5)[3] Manipulation:   1 (0)   Intelligence: 4 (5)
  Lightning Reflexes      _____________           Knowledge
Stamina:       3  (6)   Appearance:     2 [4]   Wits:         2
  Tough   -7/10- +10/13+   _____________    BB     ____________
[-=clothes, +adds armor]
[DW-->Str=Int,Dex=Wits]

                        Abilities

Talents                 Skills                  Knowledges
------------------      -----------------       ------------------
Alertness:       2 (3)  Pilot:          1       Medicine:        4
  ____________            Pers. Helicopter        Emergency Care
Dodge:           2      Technology:     2       Investigation:   3
  Cover                   ____________            Forensics
Athletics:       4      Firearms:       3       Linguistics:     5
  Stamina	          Fast Draw               *English, Latin,
                        Lock-picking:   2         French, Greek,
                          _____________           Chinese (Cantonese),
                        Melee:          2         German, Spanish,
                          _____________           Welsh/Irish Gaelic,
                                                  Arabic, Russian,
                                                  Egyptian, Hindi,
                                                  Japanese, Portuguese,
                                                  ASL+Braille,
                                                  [Special]
                                                   Simultaneous
                                                   Translation
                                                Engineering:     2
                                                  ______________

       Willpower:  8 ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
       Arete:  3  Quintessence:  11  Paradox: __   Exp: __

                        Spheres
                        -------
Correspondence:   2     Life:       3     Prime:    2
  ____________            _____________     ____________
Entropy:        ___     Mind:     ___     Spirit: ___
  ____________            _____________     ____________
Forces:           2     Matter:     1     Time:   ___
  ____________            _____________     ____________

                     Backgrounds
                     -----------
  Resources:  5, Library: 3, Avatar: 3, Arcane:  4
  Sanctum(Laboratory/Clinic): 2, Node: 2

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

                            merits + Flaws
                            --------------

      Mechanical Aptitude:  +1        Primal Marks(Has fae eyes): -2
      Jack-of-all-trades:   +5        Curiosity:                  -2
      Eidetic Memory:       +2        Echos(No Shadow):           -1
      Unaging:              +2        Caffeine Addiction:         -1
      Ambidextrous:         +1        Defective Sense (Taste):    -1
      Poison Resistance:    +1 (-3 to diff for soaking poisons/toxins)
      Catlike Balance:      +1 (-2 to diff for all balance-related rolls)
      Parlor Trick:         +1 (Can make eyes glow, see in total darkness)

                                Health
                                ------
                        Bruised:        -0 [ ]
                        Hurt:           -1 [ ]
                        Injured:        -1 [ ]
                        Wounded:        -3 [ ]
                        Mauled:         -5 [ ]
                        Crippled:       -5 [ ]
                        Incapacitated:     [ ]

Samantha has a medical degree, (MD), as well as a PhD in Linguistics.
Average looking, (normal) or beautiful, ("Beauty Cream"), women. A side
effect of one of her experiments, was an ability to make her eyes glow,
allowing vision in total darkness.  Apparent age is late 20's-early 30's
actual age is over a hundred and fifty.  She has no shadow, (a side effect
of developing and testing the Cloaking device). She has developed a large
library and set of databases during her long schooling and researching of
various issues. She has both a local vault on premises as well as various
anonymous bank accounts, (handled through an investment firm).  She has
amassed a sizable fortune during her long life, part of which she used to
build her private clinic / laboratory / data-center. She's traveled widely
in search of knowledge over the years, having learned a number of
languages in her travels. Her laboratory / medical clinic is well equiped
and well staffed. Her staff is able to handle almost any crisis. She has a
clinic, equiped with the latest Scientific! discoveries as well as a data
center, for researching. There is a gym for melee practice and a firing
range.  There is an indoor Olympic size pool, with a dry sauna, steam room
and large Jacuzzi hot tub.

Her library contains both various books on all subjects, as well as many
electronic databases having been built over time. The data center has been
well fire-walled and "hardened" by a VA specialist in security. The main
power source is an unusual set of crystals, which appear to be outputting
primal energies. These are collected into various containers, (batteries),
as well as powering the complex.

Fiery red hair, braided or pony tailed, violet, (fae like), eyes, usually
dressed in shirt, jeans and boots, and a white lab coat. Sometimes found
in surgical scrubs, sneakers and the ubiquious lab coat. The lab coat
always has a stethoscope in its outer pocket. She usually has either a
doctor's bag or other "container" for her medicines and materials and
equipment with her.  She always has a small suitcase packed with a few
changes of clothes, extra sneakers, personal care items and, in a hidden
compartment, extra clips for dart gun and small handgun and rounds for the
specialized tools, meters etc, for her professional use). She has a gun
that shoots sleep darts, (borrowed idea from Shadowrun), 10 darts in a
clip. This and its darts are a specially formulated plastic and
polycarbonate.  Also a normal non-metallic handgun, (re-engineered from
the Technocracy's X-5 Defender revolver), (This uses specialty bullets), A
small holdout gun, and a small holdout knife. She has her Staff-Light, (an
apparatus she constructed herself), and some homemade medications that she
developed during and after her medical training. She has armor clothing,
(which she wears when traveling).

She wears a necklace, from which is suspended, a small locket, inside
there is are 7 EP pills, 7 NF/NS pills, 4 Oxygen pills, 4 Tri-Ox pills
and a microdot with her medical history, specific medical record along
with a current EKG, EEG report.  She wears a ring with a small
compartment, inside is an EP pill, an Oxygen pill, a NF/NS pill and a
Tri-Ox pill. She also wears a "communicator" ring apparatus, that
uses the existing "personal area network" to communicate its
audio and video displays to the HUD of the "mirror shades".

Looking at her you see someone with gadgets to rival Batman's utility
belt. You see a belt pouch on one side with the small tools and
lock-picks, the staff-light and on the other side a med-kit (something
like Dr. McCoy's in "Amok Time". A velcro/snap container with a hypospray
and various injectables, a medical Tricorder and some other stuff), a
beeper and a multi-tool in a sheath. Her Staff-Light replaces the phaser.
A regular medical bag, with medications and further tools as well as the
usual mundane dr bags contents.  You see a belt buckle holding a few small
tools and lock-picks. She is wearing armored clothing created with a
special matter procedure, mimicking the Technocracy's "lead stopper" vest
when out in the field, (random shootings and other miscellaneous chaos
abound). Sam has her dart gun in a shoulder holster under her lab coat.
the other gun also in a shoulder holster, and the holdout gun is in a
small of back holster.  She also has a Swiss Army knife, (described in the
summary).

Transportable computer with standard 10/100 Ethernet (what else?),
re-engineered to use a Etheric Power cell, with a solar collector, (as
well as a "normal" external AC to Etheric transmodulator). Radio
Telephones.

She has a small set of lock picks and miscellaneous fine tools, as well
as both regular/slot and Phillips/cross precision tools, (jewelers /
computer / electronics). This Equipment is in a belt pouch, with a
velcro and snap closure. This is for working on her Scientific!
creations as well as more mundane equipment.

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

                                  appendix I

                             Sleeper (scientific)
                                   Medicines
                             --------------------

	Name of medicine           Type
             Notes
	-------------------------- -------
       Birth Control               Inj
             Monthly, Quarterly, Semi-Annually (Six Months), Annually

       Insect / Spider Repellent   Topical
             Pump bottle, lotion

       Sunscreen                   Topical
             Pump bottle, lotion

       Pain Management             Pill
             1 or 2 pills every 4-6 hours, PRN

       Stimulants                  Inj

       Characters taking strong stimulants receive an extra action
       every turn, just as if they had used a Time Effect to speed up
       (but without the danger of Paradox). However, taking cocaine and
       similar drugs also tends to make characters recklessly
       overconfident, and the character takes two levels of bashing damage
       for every dose she has taken once the drug wears off. Repeated
       dosages will put off this backlash, but the result will be even
       worse once the drugs wear off. One dose of cocaine or crack
       generally lasts for only an hour, while on dose of speed lasts up
       to six hours.

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

                                  appendix II

                             Scientific! Medicines
                             ---------------------

	Name of medicine           Type
             Effects                  Stat Adjustments
             Notes
	-------------------------- ------- ---------------
	Emergency Preparedness     Pill
             L3/P2/F1/M1/C2           Str +1, Dex +1, Stm +3, Cha -1
                                      Per +1, Int +1, Alertness +1
             [This is a single use charm, made with tass from Sam's node]

        No Food/No Sleep           Pill
             L3/P2
             [This is a single use charm, made with tass from Sam's node]

        Oxygen Pills               Pill
             L3/P2

        Beauty Cream               Topical
             L3/P2                    App +2

        Eye Drops of Night Vision  Drops
             L3/F1/P2/C2

        Eye Drops of Far Seeing    Drops
             L3/F1/P2/C2

        Aphrodisiac                Pill/Inj
             L3/P2                    Dex +1, Stm +3, Cha +2, Per +1
                                      "Mimics the CoX Rote
                                       Aphrodite's Blessing"

        Pain Management            Pill/Inj
             L3/P2
             1 or 2 pills every 4-6 hours, PRN
             Negates wound penalties, while active.

        Tri-Ox Compound            Pill/Inj
             L3/P2                  "Mimics the CoX Rote Tummo/Inner Heat"
                                  This medicine, available as an injectable
                                  and a pill.  The pill is a small coated
                                  bright pink color.  It emulates the Rote
                                  "Tummo/Inner Heat" using Science! rather
                                  than magick.  The patient's body adapts
                                  to the situation being treated for, by
                                  adjusting the body's hormone and other
                                  signal carriers.  It allows the patient
                                  to acclimate to the hostile environments
                                  --- Heat, Cold, Toxins, Poisons, Pain etc.

        Cleansing                  Inj/Supp
             L1+L2+L3 or (L1+L2+L3 / Matter 1+2)
                                     "Mimics the CoX Rote Purify"
                                    First rank spheres determine what is
                                    ailing the patient, Life2+3 heals,
                                    cures, repairs etc. While Matter2 is
                                    used to remove harmful non-living
                                    material.

         Quickener                 Inj/Pill
             L3/P2
         Effect is                  "Mimics the effects of
         One scene.                 'strong stimulants' by
                                    directly simulating the
                                    receptors."
                                    One extra action per turn
                                    while drug is in effect.
                                    When the effect ends,
                                    the user, takes a level
                                    bashing damage.

        Slap Patches

        Slap patches are adhesive drug-dispensers that release
        measured doses to allow continual, safe administration of
        necessary chemicals. Patches must be applied directly against
        the patients skin.

         Antidote Patch           This medicine is designed to counter
            L2+3/P2               a broad range of toxins. Strengthening
                                  the patients resistance to damage from
                                  the toxins. This patch is a one time
                                  Charm, created from Tass from the node,
                                  activated by a Prime2 effect.

         Tranq Patch              This patch is designed to anesthetize
            L3/P2                 a patient in preparation for medical
                                  attention. Tranq Patches are also
                                  used in some circles to sedate
                                  unruly prisoners. This patch is a
                                  one time Charm, created from Tass
                                  from the node, activated by a
                                  Prime2 effect.

        First-aid
           L3/P2                  This procedure uses the Life sphere
                                  to repair injury and heal damage.
                                  This patch is a one time Charm,
                                  created from Tass from the node,
                                  activated by a Prime2 effect.

        Cure Disease
           L2+3/P2                This procedure uses the Life sphere
                                  to eliminate the source of the
                                  illness and restore normal life
                                  signs for the patient. This patch
                                  is a one time Charm, created from
                                  Tass from the node, activated by a
                                  Prime2 effect.

        Lotion of Protection       Topical
          L2/L3+/P2               This procedure simulates the Rote
 	                          "Iron Body", which provides Armoring
                                  of the body for its duration.  Its a
                                  similar effect to "Better Body", but
                                  specific in its action.

        Lotion of Insect repellent Topical
          L2/P2                   This lotion effects insects / bug / spiders
                                  etc. causing them to not sense / ignore
                                  the user as a possible "target".

        Ethereal Perfume            Topical
          L3/P2                     +4 dice to social rolls, for 1 scene,
                                    as long as the user "follows the scent"
                                    A wide selection of scents allows the
                                    user to choose the "message" she
                                    wishes to send --- Seduction, Intimidation,
                                    Compliance etc. Once applied the procedure
                                    stimulates  irresistible  emotional
                                    responses. The wearer might not get her
                                    way, but her subject won't forget the
                                    meeting easily.

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

                                 appendix III

                             Non-exhaustive Listing
                           Mundane tools and equipment
                           ---------------------------

        Name of item            Comment
             Effects
        ----------------------- ----------------------------
        Signal Flare Gun        With white, red, green, blue
                                flares.

        Dart Gun                Uses sleep darts, 10 to a clip.
                                Made of polycarbonate, plastics

        Clips (loaded)          For dart gun, also non-metallic

        Handgun                 Based on the X-5 Defenders specifications.
           Normally loaded      Damage: 6 (or special), Range: 40, Rate: 3
           with four Incendiary Clip: 8, Conceal: J
           rounds and two Tear  Explosive Rounds, Damage:6, Lethal
           Gas and two          Incendiary Rounds, Damage: 4, Aggravated
           Explosive rounds     Taser Rounds, Damage: 5, Bashing
                                Tear Gas Rounds, Damage: Special, Bashing
                                Rubber Rounds, Damage: varies, Bashing

        Clips (loaded)          For the handgun

        Hold out gun            Dual barrel two shot, ankle holster

        Ammo for holdout gun

        Hold out knife          Breast knife

        Explosive Rounds        Damage: 6, Lethal

        Incendiary Rounds       Damage: 4, Aggravated

        Rubber Rounds           Damage: varies, Bashing

        Taser Rounds            Damage: 5, Bashing

        Tear Gas Rounds         Damage: special, Bashing

        Private jet             Long Distance Transportation

        Helicopter              Medium Distance Transportation

        Personal Helicopters    Short/Medium Distance Transportation

        Limousine               Short/Medium Distance Transportation

        Pickup truck(s)         Adventuring

        Recreational Vehicle(s) Adventuring

        Hypospray               with various medications

        Swiss army knife        with most of the optional blades
                                Regular blade, Small blade, Tweezers,
                                Very small screw driver, (eyeglass size),
                                Scissors, Magnifying glass, Can punch,
                                Bottle opener, Corkscrew, Small saw,
                                Phillips screw driver, Slot screw driver,
                                Toothpick, Awl/Leather punch (and more),
                                in waterproof belt pouch.

        Armored Clothing        Acts as Class 4 armor

        Kevlar Vest             Acts as Class 3 armor

        Land mobile radio(s)
                                with dedicated frequencies and
                                encryption for secure communication.
                                10 units, (5 wrist-radios,
                                waterproofed), and a base station.

        Grapple Gun
                                This gun can shoot a grappling hook more
                                than 50 meters. It  comes equiped with an
                                internal spool. If used as a weapon, it
                                fires as a heavy crossbow. The grapple
                                line can easily hold 1,000 kg.
                                4 "hook bolts" 4 spools of grapple line.

                                This item is also equiped with a small
                                battery driven motor used to rewind
                                the spool and retrieve the "hook" for
                                for the next usage. It also can be used to
                                pull the holder up to the "hook" as a means
                                of "climbing" up the line.

        Survival Kit
                                This rugged, waterproofed, bag contains a
                                useful assortment of stuff:
                                Flares, Small Utility Knives, Lighters,
                                Matches, Compass, Flashlights x3 (LED beam,
                                Faraday coil driven), Lightweight Thermal
                                Blankets, Dried meat (Jerky style), Dried
                                fruits, Fishing hooks, line and cleaning
                                tools, Slap Patches and various other medical
                                supplies and medications.

        First-aid kit            Usual supplies, in a waterproof bag.

        Concealable Holster
                                Custom-fitted to the wearer, the holster
                                can be designed for wear over the hip, in
                                the small of the back, under the arm, on
                                the forearm, or on the ankle. This sleeper
                                technology makes it harder to spot the
                                weapon. 4 under-arm, 2 each of ankle,
                                forearm and small of back.

        Multi-tool
                                This is a folding tool, pliers, and
                                various other built in tools.
                                This is contained in a velcro/snap
                                sealed waterproofed belt pouch.

        Large knife             in small of back sheath         (Qty: 2)
                                This is a general purpose large knife,
                                kind of like Crocodile Dundee's.
                                This has been subjected to processing by
                                her 'Etheric Transducer' which allows it
                                to do aggravated damage and also allows it
                                to "hit" non-corporeal entities.
                                (Prime2 effect "enchant weapon")

        Throwing knives         4 in a bandoleer, plus 2 in boot sheaths,
                                12 for replacements. These have been
                                subjected to processing by her 'Etheric
                                Transducer' which allows it to do aggravated
                                damage and also allows it to "hit"
                                non-corporeal entities.
                                (Prime2 effect "enchant weapon")

        Small knife             in spring loaded forearm sheath  (Qty: 4)
                                This has been subjected to processing by
                                her 'Etheric Transducer' which allows it
                                to do aggravated damage and also allows it
                                to "hit" non-corporeal entities.
                                (Prime2 effect "enchant weapon")

        Small grappling hook    in spring loaded forearm sheath   (Qty: 4)
                                (modeled on the one used by Autolycus
                                The King of Thieves, from Xena)
                                This is also equiped with a small battery
                                powered motor, used mainly to reset /
                                retrieve the hook. As well as a power
                                tool for rapid climbing to the hooks
                                location.

        Adventuring boots       Matter treated, Waterproofed, with
                                knife sheaths                        Qty: 3

        Adventuring clothing    Matter-treated                       Qty: 4
                                Waterproofed, Soil releasing with
                                elastic at ankles, treat as Type 4
                                Armor

        Rain suit               Matter treated                       Qty: 2
                                Waterproofed, Soil releasing with
                                elastic at waist and cuffs. Detachable
                                overboots, to make a complete suit.

        Rain poncho             Matter treated, waterproofed         Qty: 2

        Tents                   with poles, lines, stakes etc        Qty: 6
                                Each provides for 2-4 people

        Camping equipment       stoves, lanterns etc. to provide for
                                12 people.

        Dick Tracy Radio and Display                                 Qty: 5
                                Watch case measures 1.8"L x 1.5"W x .5"D
                                with adjustable PVC strap featuring deployant
                                buckle. Charger included. With solar panel
                                for recharging, LCD display screen. This
                                muggle tech device has a built in radio,
                                (to communicate with the land mobile radios),
                                speaker, microphone, GPS receiver with on
                                board maps, and is designed to act as a head's
                                up display for computer output.

        Rope                    Qty: 4, waterproofed

        Ascent/Descent Kit      Supplies for climbing/Rappelling,  Qty: 2
                                in a waterproofed pouch.

        Rappelling Gloves       Qty: 6, waterproofed

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

                                appendix IV

                           Scientific! Inventions
                           ----------------------

        Name of Apparatus       Comment
             Effects
        ----------------------- ----------------------------
        Pocket Laser            High Power Laser
             F2/P2/C2

        Etheric Rebreather      Adaptation
             L3/P2

        Staff Light
             P1/L1/C2           Attune
             P2                 Light Saber / Summon Prime Weapon
             L3/P2/C2           Knock out
             L3/C2              "Rip the Man Body" Life effect (vulgar)
             F2/C2/P2           Melee add for Forces (Agg Dam)

        Mirror Shades
             (M1 and/or L1)/F2/C2 X-Ray Vision
             F2/P2/C2 (and/or L1/F1+2/M1/P1/C1+2) Various visual effects

        Personal Helicopter
             F2/P2              Charge Powercells
             L3/C2              "Rip the Man Body" Life effect (vulgar)
             F1/P1/M1/L1/C1+2   Tricorder
             F2/P2/C2           Stabilizer and sound abatement
             L2/P2/C2           Etheric Sleep Ray
             F2/P2/C2           Etheric Laser
             F2/P2/C2           Spotlight
             F2/P2/C2           Anti-gravity
             F1+2/M1/P1+2/C1+2  Etheric Deflector Shield
             F2/P2/C2           Etheric Cloaking Device
             F2/P2              Holographic Glamour

        Pointer (Telescoping)
             F2/P2/C2           Stun Wand (Shock / Stun)
             2 effects (1) Shock non-damaging ward
                       (2) Stun, (attempts to disable the
                                  target without inflicting
                                  significant damage)

        Etheric Sleep Ray
             L3/P2/C2           Attempts to knock out the target,
                                without damaging it.

        Etheric Deflection Shield
             F1+2/M1/P1+2/C1+2  Detection and Deflection
             F2/P2/C2           Cloaking
             F2/P2              Holographic Glamour (natural)
             L2/P2              Holographic Glamour
                                      (Long lasting/Supernatural)

        Genetic Reintegrator
             L1/M1/P1           Scan and record Patterns
             L3/P2              Repair / Replace / Slow Aging (75%)
             L4/P2              Recreate from genetic material

        Lock Picks
             M1/F1/C2           Probe lock and note Patterns
             M1/F1+3/C2         Micro-move tumblers to open lock

        Etheric Binoculars
             F1/M1/P1/L1/C1+2   Long distance survaillence.
                                Vision and audio components

        Vulcan Nerve Pinch      Knockout effect. Requires a "hit" with
             L3                 Dex+Brawl.

        Communicator
            L1/P1+2            Tune the apparatus to its user.
            F2/P1+2/C2         Tune the apparatus to its "partner"
            F2/P2/C2           Contact the apparatus' "partner".

               Point to point communication via a paired set of apparati.
               The apparati have to be tuned to each other and the user.

       Transmatter Control
          C2+L2 or M2         This control apparatus is a small
                              hand control, with rows of buttons
                              with raised Braille "letters", each
                              indicating a specific location from
                              which the effect should get/put an
                              item of small living thing.

        Linguistical Transfer Terminal
              Mind3/Prime2/Life2-3

                                Mind to provide the data to be transfered,
                                Life to adapt the "student"'s brain to
                                receive the data safely and Prime to make
                                permanent the retention of the knowledge.

                                This apparatus is designed to transfer
                                linguistical knowledge, (languages),
                                between two sentient beings.  This
                                apparatus has a large internal buffer
                                and has code to pace the transfer to
                                eliminate "data underrun" or "data
                                overrun".  The apparatus itself, has two
                                head pieces, (think Professor X's head
                                piece for Cerebro), these are attached via
                                cables to the apparatus itself.  There are
                                a number of controls, switches, buttons,
                                indicator LEDs etc. These select what is
                                to be transfered and from which headpiece
                                to which headpiece. The "teacher" user
                                puts on one of the headpeices, then
                                selects the appropriate settings on the
                                console, the "student" user puts on the
                                other headpiece. The "teacher" user then
                                initiates the transfer.

        Flight Control Belt
             F3/P2              This apparatus allows flight.
                                Using standard antigravity  controls,
                                the Scientist is able to actually fly.

        Linguistics Buffer
             L2-3/P2            This apparatus provides a data overrun
                                / underrun buffer, to avoid data flow
                                problems when used with high speed
                                teaching machines to learn new languages.
                                This is a specialized version of the
                                Linguistical Transfer Terminal which just
                                just buffers the data transfer, (Where the
                                "source" teacher / teaching machine is
                                providing the data).

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

                                      appendix V

                           Listing of Jack-of-all-Trades
                                 eligible abilities
                           -------------------------------
			   Skills:
                                  Animal Ken
                                  Drive
                                  Etiquette
                                  Firearms
                                  Leadership
                                  Meditation
                                  Melee
                                  Research
                                  Stealth
                                  Survival
                                  Technology

                           Knowledges:
                                  Computer
                                  Cosmology
                                  Culture
                                  Enigmas
                                  Investigation
                                  Law
                                  Linguistics
                                  Lore
                                  Medicine
                                  Occult
                                  Science

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

                                   appendix VI

                           Text of all Merits and Flaws
            	           ----------------------------

Addiction (1 or 3-pt. Flaw)

Your mage suffers an addiction to some substance, such as nicotine,
alcohol or some hard drug. If the substance is relatively trivial and
easily obtained, this Flaw is worth one point, and it probably won't
cause any game-related difficulties. If the substance is illegal,
dangerous or liable to cause health or psychological problems, the Flaw
is worth three points. Some mages or constructs may be addicted to
extremely unusual or magical substances. Although such substances
generally don't assess any penalty, they may count as a severe addiction
due to their unusual nature. A mage who can't get his fix will go
through withdrawal, with penalties assessed by the Storyteller.

Ambidexterous (1-pt. Merit)

Your mage has equal facility with either hand. You never suffer a
penalty for your character's use of either hand in performing a task,
since the character has no "off-hand." The character can use both hands
at once to perform two physical tasks without splitting dice pools, but
he may suffer a concentration penalty, (at the Storyteller's discretion),
especially if the tasks are wildly different or in different arcs of
vision. Very few people are truly ambidextrous. In stressful situations,
a penalty should always be assessed for the difficulty of performing
actions with both hands at once.

Aptitude, Mechanical (1-pt Merit)

You are naturally adept with all kinds of mechanical device, (note this
aptitude does not extend to electronic devices, such as computers). The
difficulties of all dice rolls to understand, repair, or operate any
kind of mechanical deviceare reduced by two. However, this Merit doesn't
help you drive any sort of vehicle.

Catlike Balance (1-pt. Merit)

Your mage possesses an innately perfect sense of balance. You reduce the
difficulties of all balance-related rolls (e.g., Dexterity + Athletics
to walk along a narrow ledge) by two.

Curiosity (2-pt Flaw)

You are a naturally curious person and find mysteries of any sort
irresistible. In most circumstances, you find that your curiosity easily
overrides your common sense. To resist the temptation make a wits roll
vs difficulty 5 for simple things like "I wonder what's in the
cabinet?". Increase difficulty up to 9 for things like "I'll just peek
into the Progenitor lab -- no one will know. What could go wrong?".

Defective Sense (1-pt. Flaw)

One of your character's senses is dulled or abnormally damaged in some
fashion. Perhaps the character is hard of hearing, has limited taste
receptors, is color-blind or is correctably nearsighted. In each case,
you suffer a two-point penalty to the difficulty of all rolls involving
the flawed sense. Obviously, you cannot take this Flaw in conjunction
with an Acute Sense of the same type!

Echoes (1 to 5-pt. Flaw)

Your mage manifests the traditional marks associated with the
supernatural. Maybe it's a little quirk like not having a shadow, or
something as severe as a baleful aura. Perhaps milk curdles around your
mage and mirrors break. Look up some superstitions associated with the
heritage of your mage's Tradition, and pick a few! The Storyteller
determines the value of this Flaw, based on the severity of these
supernatural problems.

Eidetic Memory (2-pt. Merit)

A character with an eidetic memory remembers the general sense of
everything that she experiences, and she has greater ease in total
recall. Under normal conditions, your character easily remembers
everything that happens to her. In stressful situations (like memorizing
a book during a firefight), you may need to make a Perception +
Alertness roll (difficulty 6) to memorize or recall the pertinent
information.

Jack of all Trades (5-pt merit)

You have a large pool of miscellaneous skills knowledge obtained thru
your extensive travels, the jobs you have held, or just all around
know-how. You automatically have one dot one in all Skills and
Knowledges dice pools. This is an illusory level, used only to simulate
a wide range of abilities. If the character trains or spends experience
in the Skill or Knowledge, he must pay the point cost for the first
level a "second time" before raising the Skill or Knowledge to two dots.

Parlor Trick (1-pt. Merit)

Your character has a natural ability to perform some small, pretty or
useful bit of magic at will. This trick is nothing that can cause much
damage, or even serious annoyance; it's just enough to perform some
small basic task or give your mage a little flair. Your mage might be
adept at the old wizard's trick of conjuring an orb of witchlight to
hand or a flame to her finger. She might be a cyborg who had the bright
idea of installing a light bulb or pilot light in her head for the same
purpose. If your mage uses a magical sense like night-vision often, you
might have the added perk that he can make his eyes glow like a
vampire's, allowing him to see even in total darkness. If your character
is of the scientific bent, he may be able to emit enough x-rays to use
with his x-ray vision, or he could have a laser pointer installed in his
index finger just for fun. You don't have to roll or spend anything to
make this parlor trick work.

Storytellers should note that this Merit is provided to add color and
reason to the game, not to give min -maxers a loophole to create engines
of death. With this Merit, mages can light pipes without a lighter,
conjure roses or martinis, have mood music play in the background or pop
a penknife or a single claw out of a fingertip. Yes, you could put an
eye out with one of those things, but the combat difference between a
penknife, a single tiger claw, and a press-on fingernail is
inconsequential.

Primal Marks (2-pt. Flaw)

Your mage may have an Avatar of the Primordial Essence, some totem or
god of legend, or perhaps she's just gained some powerful spirit's
patronage and it's set its mark on her. If the totem is an animal, she
resembles what such an animal would look like in human form so strongly
that people who don't even know her call her "Bear" or "Moose" or
"Raven." If the Avatar is some well known god or hero, your character
looks just like people would expect her to, including any particular
deformities (although you do get extra points for such handicaps). Your
mage looks the part so much that anyone can guess her nature at a
glance, and there is some danger in that, especially if your Avatar has
a legendary enemy (as most do). Your character's totem or Avatar will
also require her to protect its species or finish up its unfinished
agenda. Your mage might alternately be the descendant of some famous or
infamous house: Pendragon, Murasaki, Bacon, Bathory, Borgia or Le Vey.
Besides the family name, you've also inherited the family "look."
Students of history can easily picture you banishing the Devil and
slaying dragons, or poisoning entire families and bathing in the blood
of virgins especially since they have the illustrations that might
give them this idea.

Alternately, your mage may just look the part other profession too well.
Perhaps she has the red hair and green eyes of an Irish witch, the pale
eyes and dark skin of an Arabic sorcerer, the grown-together brows and
elongated ring-fingers of a born shapeshifter or the intense yellow,
violet or emerald green eyes of one the fae. Students of ancient lore
recognize these signs, and your mage may easily become the victim of
witch-hunters. However, some witches, changelings, shapeshifters and
others may accord you more status in their societies if you "look the
part."

Poison Resistance (1-pt merit)

You have, for some reason or another, become resistant to poisons. It
could be that are naturally resistant or that you've spent years
buildinhg up your resistance against all known poisons. Any time you
need to make a soak roll against the effects of a poison or toxin,
reduce the difficults by 3.

Unaging (2-pt. Merit)

Your mage does not age, ever. Perhaps she drank an elixir in the Mythic
Ages, or she tasted the Peach of Immortality, or she ate the Apples of
the Hesperides, or she dined on the forbidden savor of mermaid's flesh.
Perhaps she was injected with the perfect Iterator nanotech or
Progenitor symbiote. Perhaps her body is composed of timeless stone or
metal. Perhaps the cause is a complete mystery. Regardless, she remains
unchanged as the years pass by, save for scars and accumulated
knowledge.


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