What's... The difference between the two gains? One is 1d5 SM recruited and the other guarantees we always have one? Or does the first option mean something else like meeting a threshold? o_O?
 
So just to be clear @Yzarc what are we rolling at the moment 1d10+1d5?
What's... The difference between the two gains? One is 1d5 SM recruited and the other guarantees we always have one? Or does the first option mean something else like meeting a threshold? o_O?
With the base reward, 1d15.

If you go sux, it will be 1d15 + 1

If you go dice, 1d20

So Sux is guranteed SUX recruits. This comes into play a big way when you gain multipliers.
 
[X] Gain a +1 Sux to all Space Marine Recruitment rolls

I fundamentally do not trust the dice, hence why I look for re-rolls and + Sux whenever I can in a system. More marines every time are better than a chance of more marines sometimes.
 
E[D15] + 1 = (15*16/2)/15 + 1 = 9
E[D20] = (20*21/2)/20 = 10.5

If we choice +D5, On average we'll get 1.5 SM more per turn
so...
[X] Gain an additional +XD05.
 
[X] Gain a +1 Sux to all Space Marine Recruitment rolls

Seems better to me in character. Dharok's work making sure in the narrative that his future brothers have a bigger chance of survival.
 
Some more Akuma refinements now that we know what we are working with:

[] Demon Hunter Time Bender
-[] Cast No Reflection (1 point):
Like a monster out of a ghost story, your visage does not appear in a mirror, standing water, a sword's blade, or any other reflective surface. Casual observers need only make a Perception + Alertness roll at default difficulty to notice this oddity, which can lead to any number of interesting complications when dealing with mortals.
-[] Permanent Fangs (3pt. Flaw) Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you've had your teeth filed or are wearing prosthetics, sooner or later you're going to run into someone who knows what you truly are. You are also limited to a maximum Appearance rating of 3.
-[] Eerie Presence (2pt. Flaw) Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence. Because of this, difficulties of all rolls relating to social interaction with mortals are increased by two.
-[] Magic Resistance (2pt. Merit) You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other Clans.The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn magical Disciplines such as Thaumaturgy and Necromancy.
-[] Sturdy (4 point Merit): Training, hardships, or naturalability have inured your body to pain and damage. While you are not necessarily a hulking brute, anyone who hasseen you in action knows that you can take more dam age than the average individual. You gain an additional
Bruised health level and the Storyteller may award you with any appropriate bonuses when your innate toughness comes into play.
-[] Close Combat +1
-[] Disciplines (9 total):
--[] Bardo 2: Banishing Sign of Thoth*:
The character gestures, turning aside any supernatural effect aimed at her. The source of the effect does not matter. She can thwart, or at least blunt, the strength of any mystical attack. This sign was supposedly taught to Osiris by Thoth, the Egyptian god of wisdom and magic. What Thoth actually was — vampire, mortal, or spellcaster — is lost to time.
System: The player spends a blood point and rolls Dexterity + Occult (difficulty 7). This power can be used to "dodge" any incoming attack of a mystical nature, including any Disciplines that target the character (whether or not they actually inflict damage). Any successes the player rolls are subtracted from the successes on the attacker's roll. The sign does not serve to turn aside magically enhanced physical attacks; a punch from a vampire with the Potence Discipline still has the full effect.
-[] Temporis 5: Clotho's Gift*: With this power, a vampire momentarily accelerates time through himself. In this brief instant, he moves with the preternatural speed of Celerity. Unlike that Discipline, however, the time dilation of Clotho's Gift permits any type of action. A vampire may still move or strike faster than the eye can see, but also think, plan, and even invoke other Disciplines that require full concentration. Only the last presents a danger, as it overtaxes the vampire's unliving stasis.
System: The player spends three blood points and rolls Intelligence + Occult (difficulty 7). For a number of turns equal to half the vampire's Temporis rating, rounded up, the character may take a number of extra actions at her full dice pool equal to the number of successes rolled. These actions follow the timing rules associated with Celerity, but may be used to take any action. A vampire may use the actions granted by Clotho's Gift to activate Disciplines multiple times, even Disciplines that cannot be used more than once in a turn (such as Dominate or Thaumaturgy). However, for every action spent activating a Discipline, the vampire suffers one level of unsoakable lethal damage.
Only one important exception exists: Any attempt to stack extra actions through Celerity, subsequent applications of Clotho's Gift or other powers results in immediate Final Death, as the vampire collapses into ash as though burned by the sun.
-[] Auspex 1: Heightened Senses This power increases the acuity of all of the vampire's senses, effectively doubling the clarity and range of sight, hearing, and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more distinct; the vampire could taste the hint of liquor in a victim's blood or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires.

This is not a character I would play in an actual WoD Chronicle, because he is designed to win by literally killing himself. Trigger Clotho's Gift, spend willpower on that roll, use your actions to counter-spell as many times as you need to block the enemy's magic and then use the rest of your actions to kill the wizard/demon/whatever the hell you are trying to fight. Even with the poor man's Ox Body that is sturdy you have three uses of time dilated discipline before your dice start going down. Happily this is not the sheet of an actual Kindred, this is Akuma and they are rather more deserving of the term immortal. This can probably fight a greater daemon with some hope of winning and if it dies in the process, no problem, we just summon it again. Give Chaos a taste of its own medicine.

The Bardo 1 power is something about staying human or some silly thing like that ( :V ) , but the other Temporis powers are a lot more useful, they can make a guard relive being bored out of their skull so they stop paying attention, slow a charging beserker, even stop bullets as long as you have Auspex 1... hence the Auspex 1. I did not copy all the text since that is a whole page, but basically it's like Potence for the senses, you add the dice to Awareness rolls.
 
Last edited:
[] The Best Spy Wears a Human Suit
-[] Mute (4pt. Flaw
) You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned purchases a commonly understood sign language (via the Language Merit) or you write down what you wish to say.
-[] Vulnerability to Silver (2pt. Flaw) To you, silver is as painful and as deadly as the rays of the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc.), and the mere touch of silver objects discomfits you.
-[] Deep Sleeper (1pt. Flaw) When you sleep, it is very difficult for you to awaken. The difficulty of any roll to awaken during the day is increased by two.
-[] Eidetic Memory (2 point Merit): With but a moment's reflection, you can recall anything you've observed or experienced in clear detail. In a stressful or dangerous situation, this recollection may require a Perception + Alertness roll.
-[] Disciplines (10 total)
-[] Dominate 5: Possession: At this level of Dominate, the force of the Kindred's psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn't required, but the vampire must capture the victim's gaze. During the psychic struggle, the contestants' eyes are locked on one another.
Once the Kindred overwhelms the subject's mind, the vampire moves his consciousness into the victim's body and controls it as easily as he uses his own. The mortal falls into a mental fugue while under possession. She is aware of events only in a distorted, dreamlike fashion. In turn, the vampire's mind focuses entirely on controlling his mortal subject. His own body lies in a torpid state, defenseless against any actions made
toward it.
Vampires cannot possess one another in this fashion, as even the weakest Kindred's mind is strong enough to resist such straightforward mental dominance. Only through a blood bond can one vampire control anotherto this degree. Supernatural creatures also cannot be possessed in this way, although ghouls that have drunk from the vampire using Possession can.
System: The vampire must completely strip away the target's Willpower prior to possessing her. The player spends a Willpower point, then rolls Charisma + Intimidation, while the subject rolls his Willpower in a resisted action (difficulty 7 for each). For each success the vampire obtains over the victim's total, the target loses a point of temporary Willpower. Only if the attacker botches can the subject escape her fate, since
this makes the target immune to any further Dominate attempts by that vampire for the rest of the story. Once the target loses all her temporary Willpower, her mind is open. The vampire rolls Manipulation + Intimidation (difficulty 7) to determine how fully he assumes control of the mortal shell. Similar to the Animalism power Subsume the Spirit, multiple successes
allow the character to utilize some mental Disciplines, noted on the chart below. (Vampires possessing ghouls can use the physical Disciplines the ghoul possesses, but not the mental ones.)
  • 1 success Cannot use Disciplines
  • 2 successes Can use Auspex and other sensory powers
  • 3 successes Can also use Presence and other powers of emotional manipulation
  • 4 successes Can also use Dementation, Dominate, and other powers of mental manipulation
  • 5 successes Can also use Chimerstry, Necromancy, Thaumaturgy, and other mystical powers
[] Obfuscate 5: Vanish from the Mind's Eye: This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly in front of someone. While the disappearance itself is quietly subtle, its impact on those who see it is anything but. Most kine panic and flee in the aftermath. Especially weak-willed individuals wipe the memory of the Kindred from their minds. Although vampires are not shaken so easily, even Kindred may be momentarily surprised by a sudden vanishing.
System: The player rolls Charisma + Stealth; the difficulty equals the target's Wits + Alertness (use the highest total in the group if the character disappears in front of a crowd). With three or fewer successes, the character fades but does not vanish, becoming an indistinct, ghostlike figure. With more than three, he disappears completely. If the player scores more successes than an observer's Willpower rating, that person forgets that the vampire was there in the first place.
Tracking the character accurately while he appears ghostlike requires a Perception + Alertness roll (difficulty 8). A successful roll means the individual can interact normally with the vampire (although the Kindred looks like a profoundly disturbing ghostly shape). A failed roll results in a +2 difficulty modifier (maximum 10) when attempting to act upon, or interact with, the vampire. The Storyteller may call for new observation checks if the vampire moves to an environment in which he's difficult to see (heads into shadows, crosses behind an obstacle, proceeds through a crowd). When fully invisible, the vampire is handled as described under Unseen Presence, above.
A person subject to the vanishing makes a Wits + Courage roll (mortals at difficulty 9, vampires at difficulty 5). A successful roll means the individual reacts immediately (although after the vampire performs his action for that turn); failure means the person stands uncomprehending for two turns while her mind tries to make sense of what she just experienced.

Building monsters is fun. :V

This particular Akuma takes advantage of the fact that with enough successes you can in fact use Obfuscate though possession... and possession does not have a range limit. Rather than try to sneak his room-temperature-corpse-self into places he should not be, he grabs a mortal who should be there and proceeds to sneak that way. If he gets caught he can try to explain his presence, if that does not work he can pull a vanishing act right in front of the offending target and come back with another illusory face (lower level obfuscate) It would be nice if he could spare the freebies to buy Because I Think I Can so that he can never botch the roll to actually posses someone, but there is just nowhere to shake it loose unless he loses the final level of Obfuscate and that is too good to drop.

Also as a endearing quirk the mute flaw is physical so it only applies in his own body. You can just imagine this slumbering undead horror that only speaks through its most recent puppet, or while it's at home only though the empty clone body we made for it.
 
[] Bearer of the Dark Word
-[] Deep Sleeper (1pt. Flaw)
When you sleep, it is very difficult for you to awaken. The difficulty of any roll to awaken during the day is increased by two.
-[] Slow Healing (3pt. Flaw) You have difficulty healing wounds. It requires two blood points to heal one health level of bashing or lethal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure).
-[] Vulnerability to Silver (2pt. Flaw) To you, silver is as painful and as deadly as the rays of the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc.), and the mere touch of silver objects discomfits you.
-[] Bad Sight (1pt. Flaw) Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses or contacts
-[] Natural Linguist (2pt. Merit) You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages, and each purchase of the Language Merit (previous page) gives you two languages instead of just one.
-[] Natural Leader (1pt. Merit) You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.
-[] Enchanting Voice (2pt. Merit) There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thundering, soothing, persuading, or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two.
-[] Inoffensive to Animals (1pt. Merit) With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being
in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don't actively flee from you.
-[] Deceptive Aura (1pt. Merit) Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.
-[] Socialize +2 ( 4pts )
-[] Social +2 (10 pts)
-[] Disciplines (8 total)
--[] Presence 5: All powers relevant Awe and Majesty (1 and 5) likely to see the most use
--[] Auspex 2: Aura Reading:
Using this power, the vampire can perceive the psychic "auras" that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls.
--[] Serpentis 1: Eyes of the Serpent: This power grants the vampire the legendary hypnotic gaze of the serpent. The Kindred's eyes become
gold with large black irises, and mortals in the character's vicinity find themselves strangely attracted to him. A mortal who meets the vampire's beguiling gaze is immobilized. Until the character takes his eyes off his victim, the person is frozen in place.
System: No roll is required, but this power can be avoided if the mortal takes care not to look into the vampire's eyes. Vampires and other supernatural creatures can also be affected by this power if the Cainite's player succeeds on a Willpower roll (difficulty 9). If attacked or otherwise harmed, supernatural creatures can spend a point of Willpower to break the spell.

This was surprisingly hard to make since all the good flaws are stuff like 'you are an ambulatory Void of Life and Light, good luck with that :V ' and at the same time Presence is not as good at its job as even some simple Homid/GW gifts. It tends to be focused on getting your lunch now and the hell with the crowd of people you just entranced realizing that something funky just went on. The way to get over that is just to have a pile of successes, just masses and masses of them, enough that a mortal cannot outspend your pool even if they choose to blow all their temp Willpower. Fortunately we do have that x3 Modifier than makes this viable at all, but the build is also focused on knocking down those Difficulty checks as low as they can go as well as getting more dice when we can.

Also this guy should not get into combat at all in normal operations hence all the flaws that make him bad at combat, but he's good enough to hopefully hear an assassin coming and then trap their gaze while someone else shoots them.

BTW @Yzarc do the Akuma get to keep any gifts Fan learn and/or can they learn their own or are they too spooky for the wold soul?
 
@Yzarc what happens to a soul of Imperial Heralds after they die?

Is it possible to create a artificial spirit to safegurd a bloodline aka act as troubleshooter? Incase of Lorgar's bloodline.
 
BTW @Yzarc do the Akuma get to keep any gifts Fan learn and/or can they learn their own or are they too spooky for the wold soul?
They are blank souls that you build and rebuild. So other than ratings and mortal magics/warp sorcery, no psychic powers or gifts. Except that you purchase with bp but no psychic powers even with bp.

Though currentlhyou are nogable to grant ghem mutations and gifts with bp.
 
They are blank souls that you build and rebuild. So other than ratings and mortal magics/warp sorcery, no psychic powers or gifts. Except that you purchase with bp but no psychic powers even with bp.

Though currentlhyou are nogable to grant ghem mutations and gifts with bp.
What happens if a Necron becomes a Akuma? Or are they already something similar due to their souls being eaten by the C'tan?
 
They are blank souls that you build and rebuild. So other than ratings and mortal magics/warp sorcery, no psychic powers or gifts. Except that you purchase with bp but no psychic powers even with bp.

Though currentlhyou are nogable to grant ghem mutations and gifts with bp.

Got it. BTW can we buy backgrounds for the Akuma? I was thinking Arcane Fate for the spy.
 
Back
Top