TAYLOR HEBERT - Demon-blooded of Malfeas & SHLiHN
Attributes: Physical - 3, Mental - 4 and Social - 3.
Willpower: 10
Essence: 1 (5/5)
(She regains Essence like a Dragonblooded and substitutes it for any Rage, Quintessence and other similar requirements)
Urge: Taylor may gain 1 point of Essence for every three points of lethal damage inflicted to a still-living human being in any fashion when advancing Danny's intimacy, goal or in his defense.
Abilities
Close Combat - 2 | Embassy | Craft - 2 | Navigate - 1 |
Athletics - 2 | Performance | Sagacity - 2 | Stealth |
War -2 | Awareness - 3 | Presence - 3 | Ranged Combat - 2 |
Fomori Powers: (Each can be purchased at 10xp each)
Disguise: You can hide your true appearance. You look exactly as they did before they were possessed. You can drop the disguise if you so choose, but have no reason to.
Tongue of Typhon: Persuasion (Level One) — This Gift imbues your words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart.
System: Roll Social + Presence (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
Gifted Fomor: You can learn Level One or Level Two Homid, Ahroun, or Black Spiral Gifts.
System: Each Gift counts as a separate power. If the Gift requires Rage or Gnosis, you can spend Essence instead.
Armored Hide: You have tough skin that's resilient to harm.
System: You have an additional three dice for soaking lethal and bashing damage. You can also use those dice to attempt to soak aggravated damage (difficulty 8.)
Regeneration: You recover from injury at a supernatural rate, much like werewolves do.
System: You heal one level of bashing or lethal damage each turn. Healing a level of aggravated damage requires a full day and the expenditure of a Essence point.
Bestial Mutation: Once per scene, you can shapeshift into the form of a hideous beast. Each fomor's bestial shape is different, but none are pleasant to see (or smell or hear, for that matter). No one would ever mistake one for a natural creature — these are the things nightmares are made of.
System: Spend 1 Essence to Shapeshift. You gain two additional dice to Physical Attributes, and gain the Power:
-Claws and Fangs: You have natural weapons similar to a Garou's claws and fangs. They manifest as insect themed appendages.
-System: You can perform the Claw and Bite maneuvers; each attack inflicts Strength +1 aggravated damage.
-Exoskeleton: You gain a hard, gnarled, ossified carapace sporting bizarre ivory growths.
System: The exoskeleton grants +3 Strength and +3 Stamina.
-Mega-Attribute: You have enhanced Strength, Dexterity, or Stamina.
System: This power can be taken up to three times. Each time, you gain an extra three points in a different Physical Attribute; No attribute can be raised more than once this way or raised above 10.
(Gain +3 Dex)
Qiao:
Qiao of the Meng - 2
Psychic Powers:
Animal Psychics - 5
(Downsides negated by Parahuman power)
Mind Shields - 2
Psychic Hypnosis - 1
Parahuman Powers: (Cannot be urchased though new powers may cause this to mutate)
Unlimited Multitasking: You can take 5 actions per turn with no penalty in dice and difficulty.
Bug Control: You have complete and total control over insects. You never suffer from backlash or are overwhelmed by looking at so many senses.
-Mutation: You can now control any animal thanks to the awakened Psychic powers.
Backgrounds:
Because I Think I Can (6 points)
When you declare you are using a point of Willpower and roll for successes, your self-confidence may allow you to gain the benefit of that expenditure without losing the Willpower point. You do not lose the point of Willpower unless you fail your roll. This also prevents you from botching. This Merit may only be used when the difficulty of your roll is 6 or higher.
Insensible to Pain (5 points) [Mage: Revised - Physical Merit]
Your character might be made of steel, or just hopped up on drugs but whatever the cause, he doesn't hurt no matter how wounded he is. You ignore all wound penalties until your character is finally killed.
Iron Will (3 points) [Mage: Revised - Mental Merit]
When your mage makes up his mind, he's unshakable, and he can't be swayed from his goals. You receive three extra dice against all attempts to influence your mage's thoughts (though not against emotional manipulation.) If your character ever runs afoul of a vampire, he can shake off its mind control powers with the expenditure of a single point of Willpower.
The Flow of Ki: (3pt Merit)
You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.
Force of Spirit: (2pt Merit)
The light of your soul is evident to those around you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.
Strength of Psyche: (2pt Merit)
You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.