Grey
Dialectical Hermeticist
All Demons start at least Resonance 2. I will mete out additional Resonance to support character concepts as I see fit.
Essence is equal to Resonance x5.
Essence regenerates according to local Essence flows and resonant acts; an Unseen low on Essence who successfully learns a secret or a Brute who destroys a statue will recover Essence.
Essence will recover at a rate equal to Resonance per 10 minutes; the amount is doubled if the area is resonant with a Demon i.e. an Unseen recovers faster in Hell's Night.
Praying at a Shrine will restore Essence to full.
All Attributes start at 1. Circle Attributes increase by 1 point for free.
Demons have 72XP to spend on Attributes, at 0/3/6/9/12 cumulative.
Circle Attributes are uncapped, all others capped at 3+Resonance.
Skills start at 0. Demons have 60XP to spend on them.
Circle Skills are priced 1/0/1/2/3/6. All other Skills are priced normally, at 2/1/2/3/6/9.
Every character receives one of each Advantage; a Familarity, a Knowledge, and a Training.
Devourers and Drowners receive +2 dice from Familiarity bonuses.
Breakers and Unseen receive +2 dice from Knowledge bonuses.
Lightbringers and Brutes receive +2 dice from Training bonuses.
All Demons also have Expressions; unique powers tied to the Demon's personality and Resonance. Every Demon has one Expression per Resonance, of increasing power. Every Expression has an aesthetic component. For example, Hardalkin Darkeye, Breaker Trapsmith has a gaping black hole where one eye should be, a hungry void that light cannot escape - this allows Hardalkin to take in every detail of an object with a glance, augmenting Investigation rolls by 2 dice at the cost of 1 Essence.
Lightbringers
Circle Attributes: Bearing & Dexterity
Circle Skills: Melee, Athletics, Defense, Perform, Persuasion, Artisan
Blasphemies: Excellence, Brilliance, Dominance, Radiance
Bonus Focus: Melee - Swords
Unseen
Circle Attributes: Intellect & Guile
Circle Skills: Ranged, Stealth, Investigation, Lore, Academics, Interface
Blasphemies: Hallucination, Telekinesis, Telepathy, Teleportation
Bonus Focus: Ranged - Casters
Brutes
Circle Attributes: Strength & Fitness
Circle Skills: Unarmed, Awareness, Craft, Athletics, Survival, Beasthandling
Blasphemies: Resurgence, Retribution, Rage, Steelburn
Bonus Focus: Melee - Axe
Drowners
Circle Attributes: Guile & Intuition
Circle Skills: Mingling, Subterfuge, Stealth, Alchemy, Melee, Craft
Blasphemies: Curse, Spite, Tearstorm, Venom
Bonus Focus: Melee - Whips
Devourers
Circle Attributes: Bearing & Fitness
Circle Skills: Beasthandling, Mingling, Persuasion, Unarmed, Subterfuge, Athletics
Blasphemies: Mutation, Genesis, Consumption, Seduction
Bonus Focus: Unarmed - Natural Weapons
Breakers
Circle Attributes: Intellect & Composure
Circle Skills: Craft, Academics, Alchemy, Ranged, Investigation, Interface
Blasphemies: Hyperappraisal, Omnisavantism, Integration, Rendering
Bonus Focus: Ranged - Firearms
-------------------------
Sheet
Name:
Circle:
Resonance:
Epithets:
Attributes
Strength - Physical might, for lifting, throwing, bending strong or heavy objects. Also influences damage dealt and received.
Dexterity - Physical grace, used to strike, evade, dance, sew, or otherwise undertake an action requiring agility and finesse. Impacts various combat traits.
Fitness - Physical endurance, used for swimming, running, climbing, and so on. Influences speed, combat pool, and incoming damage.
Intellect - Intelligence, methodical and logical, used for research, study, deduction, and crafting.
Intuition - Wits and perception, used for investigating and leaps of logic. Influences ranged attacks.
Willpower - Force of will; used to resist harmful magic, mind-control, persuasion, and wound penalties.
Bearing - Force of personality, whether charming or terrifying, beautiful or hideous. Used to persuade, intimidate, or inspire.
Guile - Cunning and deception, used to lie, distract, bend the truth and exploit ignorance.
Composure - Resolve and self-control, used to maintain face when being insulted or frightened, crucial for poker face.
Skills
Physical
Athletics
Awareness
Defense
Melee
Piloting
Stealth
Thievery
Unarmed
Mental
Academics
Administration
Artisan
Alchemy
Craft
Investigation
Interface
Lore
Medicine
Navigation
Survival
Social
Beasthandling:
Empathy:
Mingling:
Perform:
Persuasion:
Subterfuge:
Advantages
Familiarity:
Knowledge:
Training:
Expressions
Derived Stats
Offence: Melee = Dexterity + Melee Skill + any relevant Focus
Offence: Unarmed = Dexterity + Unarmed Skill + any relevant Focus
Offence: Ranged = Dexterity + Ranged Skill + any relevant Focus
Block: Dexterity + Defence Skill + relevant Focus
Dodge: Dexterity + Defence Skill + relevant Focus
Parry: Dexterity + Defence Skill + relevant Focus
Speed: Fitness + Athletics Skill
Soak: The lower of Strength or Fitness
Combat Pool: Dexterity + Speed
Magic Resist : Willpower + any modifiers from equipment, spells or augmentations
Vitals
Health: 10
Condition: 20
Essence: 20
Blasphemies
Weaponry
Inventory
Essence is equal to Resonance x5.
Essence regenerates according to local Essence flows and resonant acts; an Unseen low on Essence who successfully learns a secret or a Brute who destroys a statue will recover Essence.
Essence will recover at a rate equal to Resonance per 10 minutes; the amount is doubled if the area is resonant with a Demon i.e. an Unseen recovers faster in Hell's Night.
Praying at a Shrine will restore Essence to full.
All Attributes start at 1. Circle Attributes increase by 1 point for free.
Demons have 72XP to spend on Attributes, at 0/3/6/9/12 cumulative.
Circle Attributes are uncapped, all others capped at 3+Resonance.
Skills start at 0. Demons have 60XP to spend on them.
Circle Skills are priced 1/0/1/2/3/6. All other Skills are priced normally, at 2/1/2/3/6/9.
Every character receives one of each Advantage; a Familarity, a Knowledge, and a Training.
Devourers and Drowners receive +2 dice from Familiarity bonuses.
Breakers and Unseen receive +2 dice from Knowledge bonuses.
Lightbringers and Brutes receive +2 dice from Training bonuses.
All Demons also have Expressions; unique powers tied to the Demon's personality and Resonance. Every Demon has one Expression per Resonance, of increasing power. Every Expression has an aesthetic component. For example, Hardalkin Darkeye, Breaker Trapsmith has a gaping black hole where one eye should be, a hungry void that light cannot escape - this allows Hardalkin to take in every detail of an object with a glance, augmenting Investigation rolls by 2 dice at the cost of 1 Essence.
Lightbringers
Circle Attributes: Bearing & Dexterity
Circle Skills: Melee, Athletics, Defense, Perform, Persuasion, Artisan
Blasphemies: Excellence, Brilliance, Dominance, Radiance
Bonus Focus: Melee - Swords
Unseen
Circle Attributes: Intellect & Guile
Circle Skills: Ranged, Stealth, Investigation, Lore, Academics, Interface
Blasphemies: Hallucination, Telekinesis, Telepathy, Teleportation
Bonus Focus: Ranged - Casters
Brutes
Circle Attributes: Strength & Fitness
Circle Skills: Unarmed, Awareness, Craft, Athletics, Survival, Beasthandling
Blasphemies: Resurgence, Retribution, Rage, Steelburn
Bonus Focus: Melee - Axe
Drowners
Circle Attributes: Guile & Intuition
Circle Skills: Mingling, Subterfuge, Stealth, Alchemy, Melee, Craft
Blasphemies: Curse, Spite, Tearstorm, Venom
Bonus Focus: Melee - Whips
Devourers
Circle Attributes: Bearing & Fitness
Circle Skills: Beasthandling, Mingling, Persuasion, Unarmed, Subterfuge, Athletics
Blasphemies: Mutation, Genesis, Consumption, Seduction
Bonus Focus: Unarmed - Natural Weapons
Breakers
Circle Attributes: Intellect & Composure
Circle Skills: Craft, Academics, Alchemy, Ranged, Investigation, Interface
Blasphemies: Hyperappraisal, Omnisavantism, Integration, Rendering
Bonus Focus: Ranged - Firearms
-------------------------
Sheet
Name:
Circle:
Resonance:
Epithets:
Attributes
Strength - Physical might, for lifting, throwing, bending strong or heavy objects. Also influences damage dealt and received.
Dexterity - Physical grace, used to strike, evade, dance, sew, or otherwise undertake an action requiring agility and finesse. Impacts various combat traits.
Fitness - Physical endurance, used for swimming, running, climbing, and so on. Influences speed, combat pool, and incoming damage.
Intellect - Intelligence, methodical and logical, used for research, study, deduction, and crafting.
Intuition - Wits and perception, used for investigating and leaps of logic. Influences ranged attacks.
Willpower - Force of will; used to resist harmful magic, mind-control, persuasion, and wound penalties.
Bearing - Force of personality, whether charming or terrifying, beautiful or hideous. Used to persuade, intimidate, or inspire.
Guile - Cunning and deception, used to lie, distract, bend the truth and exploit ignorance.
Composure - Resolve and self-control, used to maintain face when being insulted or frightened, crucial for poker face.
Skills
Physical
Athletics
Awareness
Defense
Melee
Piloting
Stealth
Thievery
Unarmed
Mental
Academics
Administration
Artisan
Alchemy
Craft
Investigation
Interface
Lore
Medicine
Navigation
Survival
Social
Beasthandling:
Empathy:
Mingling:
Perform:
Persuasion:
Subterfuge:
Advantages
Familiarity:
Knowledge:
Training:
Expressions
Derived Stats
Offence: Melee = Dexterity + Melee Skill + any relevant Focus
Offence: Unarmed = Dexterity + Unarmed Skill + any relevant Focus
Offence: Ranged = Dexterity + Ranged Skill + any relevant Focus
Block: Dexterity + Defence Skill + relevant Focus
Dodge: Dexterity + Defence Skill + relevant Focus
Parry: Dexterity + Defence Skill + relevant Focus
Speed: Fitness + Athletics Skill
Soak: The lower of Strength or Fitness
Combat Pool: Dexterity + Speed
Magic Resist : Willpower + any modifiers from equipment, spells or augmentations
Vitals
Health: 10
Condition: 20
Essence: 20
Blasphemies
Weaponry
Inventory
Last edited by a moderator: