Antennas to Heaven
Adrian Giovanni (Alastor)
Inspired (hope for Johnny & the family)
Informed (vampirism & curses)
Charmed (mana tango/time travel)
Favors (Ladder/Consilium party)
Spooked (Oneiros paranoia)
Shared Oneiros (Persistent)
Time 3 (Disciple) – 5 dice (Time 3 + Gnosis 2)
Mind 3 (Disciple) – 5 dice (Mind 3 + Gnosis 2) costs 1 Mana
Fate 2 (Apprentice) – 4 dice (Fate 2 + Gnosis 2)
Temporal Sympathy – cast a spell on a subject as it exists now, at sensory range, with a sympathy Yantra, and spend 1 Mana; spell is Withstood by fragility of temporal sympathy between subject and their past self, +1 Withstand level if you don’t know subject’s sympathetic name.
Mind’s Eye – see Goetia, other Astral entities, and mental projections in Twilight when using Active Mind Mage Sight. Peripheral Mage Sight reacts to their presence. If they use powers to hide it provokes Clash of Wills. Spend 1 Mana to interact w/ them for a scene (both ways).
Conditional Duration – spend 1 Mana to increase Duration factor by 1-3 depending on probability of condition happening; improbable = 1, infrequent = 2, common = 3.
Mage Armor – spend 1 Mana, active for scene. One mage armor at a time but spend 1 Mana to reflexively switch between Arcana.
Time – Add 3 (Time) to Defense, can apply Defense to Firearms attacks. If you Dodge, spend 1 Mana to reduce attacker’s Init rating by 3 (Time) for the rest of the scene.
Mind – Doesn’t work against sources of harm w/ no cognition (explosions, automata, natural hazards). Add 3 (Mind) to Defense. If you Dodge, spend 1 Mana to inflict Beaten Down Tilt on target; supernatural beings can Clash of Wills.
Fate – Add 2 (Fate) to Defense, can apply Defense to Firearms attacks. If you Dodge, spend 1 Mana to add 2 (Fate) dice to next attack vs. that person next turn.
Targeted Summoning (Time/Mind) – spend +1 Mana when summoning a Supernal being to specify a second Arcanum that you want it to have.
Social: Pres 2, Manip 3, Comp 3
Physical: Str 2, Dex 3, Stam 2
Mental: Int 2, Wits 2, Resolve 3
Physical (-1 unskilled): Athletics 1, Brawl 3, Drive 0, Firearms 4 (Handguns), Larceny 2, Stealth 1, Survival 0, Weaponry 0
Social (-1 unskilled): Animal Ken 0, Empathy 0, *Expression 0, Intimidation 2, *Persuasion 1, Socialize 1, Streetwise 2, *Subterfuge 1
Mental (-3 unskilled): Academics 0, Computer 0, Crafts 0, Investigation 2, Medicine 0, Occult 2 (Vampires), Politics 1 (Lex Magica) (Criminal Organizations), Science 0
asterisk = rote specialty skills, Silver Ladder
[italics] = Professional Training Asset Skills, 9-again
Defense: 3 (Dex/Wits + Athletics)
Health 7 (Stam + Size)
Initiative: + 7 (Dex + Comp + Merit) (penalty depending on weapon)
+ 1 Init @ Sanctum
Speed 10 (5 + Str + Dex)
Willpower 5 (Comp + Res – 1)
Mana: 11; 2 per turn
Gnosis 2 (ritual interval 3 hrs, 2 Yantras, Paradox 1)
Order Status 1 (Silver Ladder) – add 1 (dots) to relevant Social rolls; requisition stuff; once per chapter, stop another character from using a Merit @ lower dot rating if it makes sense.
High Speech 1 – can use High Speech as a Yantra
Astral Adept 3 – can perform a ceremony to meditate into the Astral without a place of power. Ceremony: playing cards.
Destiny 1 – gain 1 Destiny per chapter to either gain rote quality (before rolling) or reroll (after rolling, keep second result) on a mundane roll; spend WP to apply to a spellcasting roll. When you spend WP to avoid your Doom, add 2 dice/1 to static value instead of 3/2; when you spend WP on act to hasten Doom but the roll fails, you regain spent WP; which acts are which is up to ST.
Striking Looks 1 – +1 to any Social rolls where looks matter (charming).
Professional Training 2 (Hitman) – gain Contacts 2 in field; Asset Skills are 9-again.
Fast Reflexes 1 – +1 Init
Marksmanship 1 – can’t use Defense when using a maneuver; must aim for at least a turn to use maneuver; max bonus from aiming is now 7 (Composure + Firearms).
Safe Place 2 – Tower Theatre. Security system set up to call Alastor’s phone instead of the police, & cameras. +2 Init inside. Efforts to breach it take -2 penalty.
Sanctum 1 – Tower Theatre. +1 effective Gnosis for spell control limits inside. + Demesne w/ Acanthus soul stone: +2/3 Yantra to relevant spells in the clock tower, no Paradox risk inside w/out Sleepers, and +2/3 dice to summoning Supernal fae.
Know Nature (Mind 1)
Emotional Urging (Mind 2)
Divination (Time 1)
Mental Scan (Mind 1) – Investigation; mudra: mimic subject’s pose
Telepathy (Mind 2) – Socialize; mudra: “sympatico” gesture between subjects
Postcognition (Time 1) – Investigation; mudra: flipping pages backward
Shifting Sands (Time 3) – Occult; mudra: flipping something upside-down
Goetic Summons (Mind 3) – Occult; mudra: casting 10-finger net & drawing it in
Unarmed: 5 dice – Def; + 0B (or 0L w/ brass knuckles)
Heavy pistol: 8 dice 8-again; + 2L; holds 7 shots (+ 1); range 30/60/120; Init – 2
Sniper rifle: 7 dice 9-again; + 4L; holds 5 shots (+ 1); range 200/400/800; Init – 5
Crossbow: 7 dice 8-again; + 2L; holds 1 shot (3 turns to reload); range 40/80/160; Init -5
(To stake through the heart, -3 to attack roll, need at least 5 damage)
Lockpicks (+ 2 tool bonus)
Heavy pistol (dmg 2, ranges 30/60/120, clip 7 + 1, init -2, Str 3, size 1) 8-again
Sniper rifle (dmg 4, ranges 200/400/800, clip 5 + 1, init -5, Str 2, size 3)
Kevlar vest (armor 1/3, torso only)
Brass knuckles (dmg 0, init 0)
Several decks of playing cards
Arcadian coin (dedicated tool)
Silver-edged tarot deck
Vincenzo’s blood (sympathetic Yantra)
Ferrari convertible (need stats – 8-again) http://www.wallpaperup.com/uploads/wallpapers/2015/07/22/759694/b79dd87a7c77a86d3845fe5e7a813810.jpg
Crystal ball Acanthus soul stone (in demesne) +2
Iron dagger Mastigos soul stone (in demesne) +3
Crossbow (dmg 2, ranges 40/80/160, clip 1 (takes 3 turns to reload), init -5, Str 3, size 3)
Pocketwatch with a mirror inside it
Common Spell/Rote Calculations
Mental Scan rote
Mind 3 + Gnosis 2 + (Investigation 2 Yantra) – 2
Free Reach: 5 (1 for Instant casting, 1 for sensory range, 1 for surface thoughts, 1 for advanced scale up to 5 ppl, 1 for viewing remotely)
Read-Only Telepathy rote
Mind 3 + Gnosis 2 + (Socialize 1 Yantra) – 2
Free Reach: 4 (1 for instant casting, 1 for sensory range, 1 for advanced Duration, 1 for advanced Scale)
Target up to 4 ppl, lasts one scene, you receive all their thoughts, 3-die bonus/penalty to social rolls between subjects
Paired Telepathy rote
Mind 3 + Gnosis 2 + (Socialize 1 Yantra)
Free Reach: 4 (1 for instant casting, 1 for advanced Duration, 1 for all giving & receiving, 1 for only transmitting what we want)
Target yourself and one other, lasts one scene, all can communicate only what they want, 3-die bonus/penalty to social rolls between subjects
Networking Telepathy rote
Mind 3 + Gnosis 2 + (Socialize 1 Yantra)
Free Reach: 4 (1 for instant casting, 1 for advanced Scale, 1 for advanced Duration, 1 for all giving & receiving; +1 Paradox Reach for only transmitting what we want)
Target up to 4 ppl + self, lasts one scene, all can communicate, 3-die bonus/penalty to social rolls between subjects
Two-Way Unbalanced Telepathy rote
Mind 3 + Gnosis 2 + (Socialize 1 Yantra) – 2
Free Reach: 4 (1 for instant casting, 1 for sensory range, 1 for advanced Duration, 1 for all giving & receiving; +1 Paradox Reach for me only transmitting what I want)
Target yourself and one other, lasts one scene, YOU can communicate only what you want, you receive everything they think, 3-die bonus/penalty to social rolls between subjects
Instant Postcognition rote
Time 3 + Gnosis 2 + (Investigation 2 Yantra) – 2
Free Reach: 5 (1 for instant casting, 1 for sensory range, 1 to scrub view, 1 for advanced Scale up to large building OR keep Defense targeting a person, 1 for advanced Duration)
Shifting Sands rote
Time 3 + Gnosis 2 + (Investigation 2 Yantra)
Free Reach: 3 (1 instant casting, 1 for advanced Duration, 1 for going back up to a full scene)
Current Experiences: 3
Total Experiences: 20
Current Arcane Experiences: 2
Total Arcane Experiences: 8
Experience Expenditures [17/20; 6A/8A]:
Shifting Sands rote (1)
Safe Place 1 (1)
Sanctum 1 (1)
Gnosis 2 (2; 3A)
Lex Magica specialty (Politics) (1)
add Demesne to Sanctum (3)
Mind 3 (3, 1A)
Goetic Summons rote (1)
Fate 2 (3, 1A)
Safe Place 2 (1)
Divination Praxis (1A)
Adrian “Butterfly” Giovanni, aka Alastor
Birthday: October 7, 1990
Concept: Principled hitman for the Giovanni crime family
Virtue: Just – gain WP when you encounter difficulty or risk to ensure justice is done.
Vice: Lustful – gain WP when you indulge an urge.
Order: Silver Ladder
Immediate Nimbus: raven wings and a greenish glow about the eyes; time seems to slow down in his vicinity while crystallizing fateful details.
Signature Nimbus: a feeling of finality and the faint sound of a guillotine falling—the dire omen has come to pass.
Long-Term Nimbus: anything left to chance comes up on the direst possible outcome (dice come up snake eyes, etc.) and people repeat actions they’ve done before in literal deja vu.
Nimbus Tilt: Dire Omens. Those affected take a -1 to Resolve as the portents make them second-guess themselves.
Dedicated magical tool: A silver coin with Caesar’s head on one side and a sword on the other.
- Open my own Sanctum nightclub
- Avert future betrayal of Porter
- Find the House of Ariadne
- Discover the true nature of vampirism.