Name: Bobby Band: Balseraph Demon Prince: Kobal Word: Dark Humour ====================================================================== Corporeal: 2 ====================================================================== Strength: 3 ---------------------------------------------------------------------- Agility: 5 ---------------------------------------------------------------------- ====================================================================== Ethereal: 3 ====================================================================== Intelligence: 9 ---------------------------------------------------------------------- Precision: 3 ---------------------------------------------------------------------- ====================================================================== Celestial: 4 ====================================================================== Will: 9 ---------------------------------------------------------------------- Perception: 7 ---------------------------------------------------------------------- ====================================================================== Role: Status: 0 Level: 3 (9 character points) Body: 15 ((2 + 3) x 3) Mind: 27 (3 x 9) Soul: 36 (4 x 9) Charisma: 0 Role: Streedkid (1) --- Songs: Ethereal Song of Entropy 5 - 9 (5 + 3 + 1) The Ethereal Song of Entropy is a mental attack, bringing terror and nightmare to a single victim. The victim may make an Intelligence roll to resist. If he fails to resist, he takes Mind hits equal to the check digit of the successful roll times the Essence spent on the Song. Celestials may add their Celestial Forces toward an Intelligence roll to defend against this Song. Celestial Song of Entropy 4 - 9 (4 + 4 + 1) This Song causes a complete and systematic breakdown of a creature.s psyche. The target hallucinates, and can take no action at all for a number of rounds equal to the performer.s Celestial Forces plus the check digit of the successful roll. Again, celestials may add their Celestial Forces to a Will roll to resist this Song. Essence Requirement: 1 for the Ethereal versions 2 for Celestial Degree of Disturbance: the check digit plus the performer's total Forces. Corporeae Song of Shield 6 - 8 (6 + 2) Manifests as cushion of whirling air which buffets any Corporeal Force approaching it. The miniature cyclone surrounds its subjects on all sides. It lasts for a number of combat rounds equal to the check digit of the successful roll plus the performer's Corporeal Forces, during which no physical attack can get through. Essence Requirement: 1 Degree of Disturbance: the check digit --- Skills: Detect Lies (perception) 3 - 10 (3 + 7) Detect Lies, obviously, lets you tell when someone is lying. The check digit of the successful Detect Lies roll must be higher than the check digit of the liar's successful Lying roll. When someone fails a Detect Lies roll, the suspected liar may make a Perception roll (with the check digit of the failed roll added as a modifier) to see if he notices that his listener doesn't trust him! Emote (perception) 2 - 9 (2 + 7) Emote is the skill of expressing feelings (or disguising them) through body language and vocal subtleties. A character making a successful Emote roll will appear sincere and genuine about his feelings. Those who have mastered it are both excellent communicators and excellent actors. For example, a young woman walks into the room and wants to attract some attention; she successfully Emotes sadness. "You think his daughter is sad," the GM tells the players. Detect Lies can only be used against the Emote of a person trying to feign an emotion he doesn't feel. If the emoter failed his roll, then add the check digit to any Detect Lies roll! Fast Talk (will) 2 - 11 (2 + 9) There is a difference between lying and "fast-talking," albeit a subtle one. Fast-talking involves quickly persuading someone to do something relatively minor that's against his nature - such as talking a security guard into letting you pass, or convincing a postal employee to give you a package that's not yours. Its effect exists only in the moment, a brief lapse of common sense that doesn.t change the person's basic nature: you've only convinced him to "bend the rules just this once." The character engages in a Conterst of his Fast-Talk versus the victim's roll. If the target wins, he will get a +1 to resist further Fast- Talking by that person for the rest of the day. The check digit of a failed Fast-Talk roll tells the number of hours you must wait before having any kind of chance to Fast- Talk that target again. Escape (agility) 3 - 8 (3 + 5) This skill brings freedom from knots, handcuffs, straitjackets and other annoyances. The check digit represents the amount of time it takes to gain freedom, with 1 being a long time and 6 being almost no time at all - or, in the case of a failed roll, the amount of time spent struggling in the attempt. The GM may inflict a -1 penalty for each bound arm. A separate Escape roll must be made for each binding. For example, if someone is bound and gagged, he must make one roll to free his mouth and another for his hands. (Since it's more difficult to remove a gag with hands tied, he should work on freeing his hands first!) Dodge (agility) 4 - 9 (4 + 5) This skill is based on Agility, Precision, or Perception, depending on the type of combat (see p. 66). In general, you may Dodge any attack that cannot be resisted. A successful Acrobatics roll adds its check digit to the target number for a Dodge roll against nonprojectile weapons - you can acrobatically dodge a sword, but not a rain of bullets. Running (agility) 3 - 8 (3 + 5) This skill lets you move as fast as your legs will carry you. In a pursuit, roll against this skill. The check digit of a success is the number of extra yards per round gained beyond your basic movement. A failure brings no benefit - and if its check digit is 6, you fall and make no forward progress that round. Driving (precision) 4 - 7 (4 + 3) This is your ability to drive any normal domestic vehicle, such as a car, truck or motorcycle. If someone has driven a specific vehicle often, the GM may give him a +1 modifier for controlling it. Driving rolls are generally made on two occasions - when you're trying to get from one place to another, and when some specific hazard pops up in the process. Normally, the check digit of a successful roll reflects how much time the driver was able to trim off the trip, while the check digit of a failed roll reflects how delayed the driver is due to traffic, poor navigational decisions, and so on. If he rolls a check digit of 6 on a failed roll, throw a random road hazard at him. When a specific hazard occurs in play - for example, when the angels chasing the characters try to ram them, or when two Boy Scouts randomly lead a little old lady across the street in front of their vehicle - then the check digit of a Driving roll reflects how spectacularly the driver is able to (or fails to) avoid the situation. --- Artefact: BMX Bike 5 (summonable)