Gravas (Darius Greenley)
Craftsman and Artiste
|Name||Gravas, the Builder||Player||Thomas|
|-3 unskilled||-1 unskilled||-1 unskilled|
|Medicine||○○○○○||Larceny (Sleight of Hand)||●●○○○||Persuasion||○○○○○|
|Occult (Ancient Religions*)||●●○○○||Stealth||○○○○○||Socialize||●○○○○|
|- Choke||If you rolled more successes than twice the victim’s stamina, he’s unconscious for (6-Sta) minutes. If you don’t score enough successes at first, you can Choke your opponent on future turns and total your successes.|
|Charater automatically excapes from any mundane bonds without a roll. When grappled, subtract your Dexterity from any rolls to overpower her as long as you are not taking any aggressive actions.|
|- Trap Door||As long as your character is inside the bolthole, the entrance from the physical world doesn’t exist. Ephemeral beings who know where the entrance is can still try to pass through.|
|- Grappling||You may substitute your character’s Dexterity for her Strength when making rolls with that Specialty.|
|- Laborer||Athletics, Crafts: Rules of 9-again apply|
|- Charlie Meckle||Each dot represents a layer of influence in the group. One dot would constitute small favors and passing influence. Three could offer considerable influence, such as the overlooking of a misdemeanor charge by the police. Five dots stretch the limits of the organization’s influence, as its leaders put their own influence on the line for the character. This could include things such as massive insider training or fouling up a felony investigation. No matter the request, it has to be something that organization could accomplish.|
|●●●●● ●●○○○ ○||●●●○○ ○○○○○||Speed||10|
|□□□□□ □□□□□ □||○○○○○||Defense||5|
|●●●●○ ○○○○○||□□□□□ □□□□□||Init. Mod.||5|
|□□□□□ □□□□□||□□□□□ □□□□□|
|In My Pocket – First Key||Mundane||Dex + Larceny||Instant||143|
|The demon produces the desired object, provided it would fit into the pocket in question. The demon can use this Embed on receptacles that are not literally pockets (insides of coats, purses, violin cases) provided that no one in the current scene has seen the interior and knows that the target object was not there. The equipment bonus from an object thus produced is equal to the demon’s Primum or the standard equipment bonus for an object of its type, whichever is lower.
Exceptional Success: As above, except that the equipment bonus on the item in question is equal to the higher of the demon’s Primum or the standard for the object. If they are equal, add one.
|Borrowed Expertise – Second Key||Vocal||Manipulation+(Skill Granted)||Reflexive||149|
|The demon grants the target use of one of her Skills for one action. The target benefits from the demon’s full Skill rating, plus any applicable Specialty. Since the effect lasts for an action, the target can make use of the Skill for extended rolls as well as instant actions. However, for every day that the effect persists, the demon must check for compromise.
Exceptional Success: The demon opens a more fluid channel of knowledge between herself and the target, and can change which Skills she grants on a turn-by-turn basis. The demon cannot grant more than one Skill at a time, but can shift the Skills once per turn as a reflexive action (so the demon can grant the target her Brawl or Weaponry rating, and then after the target makes an attack, shift the Skill to Athletics to raise the target’s Defense).
|Unperson – Third Key||Mundane||Manipulation+Subterfuge-Composure||Instant||147|
|Dramatic Failure: The demon, not the target, sees his identity vanish. The character is unable to identify himself and even close friends and companions do not recognize him for the remainder of the scene. The demon isn’t subject to the psychological effects of this Embed (see below), but the player must immediately roll to avoid breaking Cover.
Failure: No effect; the target is still a full person. The demon can try again (–1 cumulative penalty for each successive attempt against the same target in the same scene).
Success: For the remainder of the scene, the target is unable to establish her identity. Producing identification of any kind — ID cards, fingerprints, specialized knowledge — is either downplayed (“that doesn’t prove anything”) or sparks incredulity (“There’s no way you could know that; you must have hacked my email.”). Even the target’s friends and family do not recognize her, but they also do not recognize any holes in their own memories. A child that no longer recognizes his mother, for instance, probably remembers that he has a mother, but doesn’t see the woman in front of him as looking anything like her. The effects last for one scene. This power can be psychologically jarring, to say the least.
If the character is called upon to establish her identity during the scene and cannot, she experiences a breaking point. The Storyteller should apply modifiers based on who she tries to identify herself to; the more intimate the connection, the greater the modifier. Being unable to convince a policeman that she is who she says she is should only be worth a –1, if anything. Hearing “I don’t know who you are” from your own child should be at least a –3 modifier. Storyteller-controlled characters don’t generally track Integrity and breaking points. When Unperson is used against such people, the demon might place Conditions upon them (Disheartened, Shaken) or used it as leverage (“I can give you back your identity.”).
Exceptional Success: The effect is even more pronounced — now everyone completely ignores the target. Her breath does not fog mirrors, she cannot attract even the slightest bit of attention from passers-by, and if she physically touches someone, she finds her strength leaving her and pain wracks her body (one point of bashing damage every time she deliberately makes contact with anyone other than the demon). If she falls unconscious due to this damage, she wakes up at the beginning of the next scene, the damage healed. The target experiences a breaking point; the Storyteller should impose a modifier of –4 dice or (the demon’s Primum), whichever is higher.
|Without a Trace||Mundane||Manip + Investigation||Instant||147|
|The scene “forgets” that the character was ever there. Fingerprints fade, footprints vanish, biological material (blood, skin, hair) disappears. Objects that the character dropped — bullet casings, trash, etc. — don’t disappear, but don’t contain any evidence that would lead back to the character. Video footage of the character is blurry and distorted.
Exceptional Success: As above, but the character has the option of having the scene “remember” someone else instead. The character can use any alternate Covers he may have (which can be useful in establishing an alibi), or anyone with whom he has a Pact.
|Like I Built It||Instrumental||Wits +Crafts||Instant||135|
|The demon understands the workings and construction of the object as though she designed and built it. For objects, the demon gains a bonus to using the object for its intended purpose equal to her Primum rating. This bonus lasts for the remainder of the scene. For buildings, the demon cannot become lost in the building, no matter how big it is, and gains a bonus to Initiative equal to her Primum rating while in the building. She also knows of any secret doors, passageways, and compartments, as long as they were part of the original construction of the building. A side effect of this limitation, though, is that the demon can tell if any part of the building was added after its initial construction.
Exceptional Success: The bonus to dice pool (object) applies no matter what the demon is doing with the object. For instance, the character wouldn’t normally be able to apply the bonus if she was using a wrench as a weapon, since this isn’t the intended function of the wrench. With an exceptional success she can, since she has such a thorough understanding of the object. For buildings, she can instinctively analyze sounds and air pressure changes such that she cannot be surprised while in the building.
|Thief of Dreams||1 Aether||Manipulation + Larceny||Instant|
|The right answer isn’t a point, it’s a cloud. As you’re understanding of the world’s schema deepens, you can “borrow” pieces of humanities dreams around you so as to perceive the four thousand routes that lead to your goal.
Dramatic Failure: Your character is unable to achieve an exceptional success for the rest of the day.
Failure: You’re unable to glimpse into the minds of others today. You can’t use this power again until tomorrow.
Success: You gain the Inspired Condition on the next Craft or Expression action you make.
Exceptional Success: No other benefit beyond what an exceptional success would normally grant you.
|Free Exchange(I Know Kung Fu)||1 Aether||Manipulation + Subterfuge – Resolve||Instant|
|As your mind grows in its comprehension of the web dreams of humanity, you find yourself able to hook up to individuals that you focus on and reverse the flow of information from them to yourself.
Dramatic Failure: You are unable to pull the information and corrupt your memory drives. You are treated as unskilled in all skills. Rating remains, but you take the penalty as though you were unskilled.
Failure: You are unable to pull the information.
Success: You gain the use of the target’s skill as though you had a rating equivalent to theirs for the scene.
Exceptional Success: As success, additionally, choose one:
1) You gain a second skill of the target’s.
2) You gain two facts from the target of your choice.
3) Gain one of the normal conditions for exceptional success and apply it in relation to the target e.g. informed.
|Four Minutes Ago||2 Aether||Intelligence + Stealth + Primum||Instant||166|
|The character vanishes from the current scene and actually left four minutes before the time that he used this Exploit. Everything that happened in the scene after that still occurred — if there was a fight going on and the character killed someone, that character is still dead, but someone else killed him. All consequences to other characters occur as they did with the character present, but the causes of those consequences might change. Consequences to the character personally, however, vanish — any damage the character took during those four minutes is gone, any Willpower or Aether he spent is returned, and any Conditions he gained vanished. This also works to the character’s detriment, though. Any Beats he gained go away, and if he gained Willpower or Aether during those four minutes, it vanishes.
Any witnesses to the scene remember the character leaving and do not remember the demon as being present during the altered four minutes. This includes the characters’ allies. The player determines where the character went and what he did with a four-minute “head start” on the rest of the scene.
The character then appears wherever the Storyteller thinks is logical, based on that information.
Exceptional Success: As above, but the character gains a greater amount of control over how time rewrites itself. The player can choose to prevent or redirect a number of points of damage that the character inflicted or suffered equal to the character’s Primum. Damage that the character suffered is
already prevented by the character’s absence, so it can only be redirected.
|Propulsion||Tread||-||Dexterity + Athletics + Handling(2)||-||127|
|The demon suffers no environmental penalties from ground-based obstacles. She simply moves over them without impediment. She’s also not slowed by carrying any amount of weight she can lift. She moves her full Speed as long as she’s within her normal carrying capacity. Treads are markedly heavy, and she can attack as if she were a crashing vehicle (see Demon: The Descent, p. 335). However, the demon
uses Athletics instead of Drive to strike, and her treads offer 2 points of Handling.
|Process||Extra Mechanical Arms||C 206|
|The demon can use his mechanical arms to hold additional items or to assist in anything else he is doing that requires hands. For example, he can hold a shield and a two-handed weapon and still have an extra hand free for other activities. If the Demon uses all of his arms towards one endeavor, such as swinging a large sword, grappling an opponent, or climbing a sheer surface, he gains a +3 bonus to his Strength. Extra limbs can also help the demon defend himself against an attack. If the demon has at least two unarmed hands, he gains a +3 bonus to his Defense.
Since the arms are made out of metal, they deal lethal damage instead of bashing if used for an unarmed attack.
|Modification||Huge Size||C 197|
|Taking this form ability imparts 4 extra Size from creature type to the demon when he changes his form.|
|Modification||Unyielding Vice||PG 124|
|The demon’s grip is nearly unbreakable. She can hold on to anything that does not destroy her hand. For example, she could not palm lava or superheated plasma. Additionally, she gains five dice in any grapple maneuvers (see Demon: the Descent, p. 322).|
|The demon exudes an adhesive or sealant with the desired properties from any or all her fingers. If used as a tool for a relevant task, this adhesive grants a +3 bonus. In a grapple, this substance can serve as equipment when restraining a target, in which case the Durability of the bonds cannot exceed the demon’s Primum. The demon can also use the adhesive to aid his climbing efforts, granting a +3 equipment bonus to these tasks.
The demon can choose to shed any adhesive attached to his skin as a reflexive action — whether or not it is one he created. He can, for example, glue himself to a ceiling and then
instantly release the bond to drop down on a target walking past below.
Finally, the player can spend 1 Aether for the demon to disintegrate adhesives, sealants, and mortars within an area up to one yard across as an instant action, but he must touch at least the outer edge of the affected area.
|Technology||Electric Jolt||C 201|
|This electricity can be concentrated into his hands and discharged as an instant action. The demon can choose to power a device that requires the use of a battery or normal electrical socket. Conversely, he can disrupt a device for 10 minutes with a touch.
The player can spend an Aether to make the electrical charge surround the demon instead, giving him an electrical field that acts as an armor with a rating of 2/0. While the electrical field
is active, the demon can use it as a weapon, on a successful touch attack, the demon deals six 6B with no Initiative penalty.
|Technology||Laser Cutter||PG 125|
|The demon can activate the device at any time. The device ignores up to five points of Durability or armor. It causes three levels of Structure or Health damage per turn of use. When used on inanimate objects, it requires a Dexterity + Crafts roll. Against moving targets it requires a Dexterity + Firearms attack roll. Defense does not apply unless the victim could use their Defense against firearms for whatever reason. However, it has a very short range and loses one point of damage per five feet from the demon.|
|Gravas, Builder of Belief|
|Spent On:||Borrowed Expertise|
|Cover: Darius Greenley|