Additional Abilities: Biotech - 3; Hypertech (Etherite Theories) - 4; Jetpack - 2; Pilot - 3; Strategy - 3; Akashic Lore - 3, Wu Lung Lore - 3, Etherite lore -3, Technocrat Lore - 2, Void Engineer Lore - 2 Wraith Lore - 2
Specialties: Strength - Reserves of Strength; Dexterity - Manual Dexterity; Manipulation - Well-Reasoned; Perception - Thorough; Intelligence - Analytical; Awareness - Effects; Dodge - Footwork; Streetwise - Rare Parts; Kuei Lung Chuan - Crippling; Crafts - Magical Technology; Technology - Technomagic; Academics - Logic; Computer - Programming; Science - Physics, Engineering, and Chemistry
Forces - Technology; Matter - Complex Patterns; Prime - Artifice;
Additional Backgrounds: Retainers - 3; Throwbacks - 3; Status - 3 (Doc V, Etherite Professor)
Do Maneuvers: Ten Thousand Weapons, Weapon Art (Swords, Improvised, Polearms)
Kuei Lung Chuan Maneuvers: Withering Grasp, Dragon Tail Sweep, Thunder Kick, Killing Blows
Legend: Zhongli Quan is one of the 8 Immortals. Considered to be a powerful Alchemist, Immortal, and God of Weaponry, Zhongli is a Crafter God of the highest caliber. For Van to be the representation of Zhongli, most of it is found in his Blessing which is paired up with this Legend, it means that he brings that crafting ability to life. Van does not currently possess the Fan of Zhongli. This fan is a fan made of feathers and said to be able to produce most of Zhongli's effects, like turning stones into silver or gold. Though Zhongli used this to help the poor. The other element of Zhongli's correspondences ends up being weaponry. He was also a General before his study of Magic and Alchemy. Internal and External Alchemy has made Zhongli a representative god of explosive inspiration and mass revelation. Van's inventions often reflect War, Revelation, and Improvement.
Echoes: Upon the first time Van touches someone, he will always hit them with a static shock. This is residual build up of his technological paradigm. That excess energy always sparks off upon meeting him. Handshakes, punches, taps, no matter the touch on the first time meeting him, there is always a spark. There is no actual damage that results, but it can definitely make for odd situations. It will snap harder than the typical static shock, but that is it. It cannot short out anything.
Compulsion: Van has to know the inner workings of objects. Typically, he will end up dismantling and putting back together anything he gets his hands on that he has not. Especially things like Technocratic Devices, Wonders, Ethertech, or high end technology. While he might put it back together with the same precision(Possibly with improvements), being caught in the middle of this can cause serious problems.
Paradigm: Doc V's ability in magick works rather simply for him. Raised in a setting where he was groomed to use it, it comes as a natural means. That natural means is simply knowing that the Chi within a person exists in all things. Through experimentation, theory, and crafting, like material things, Chi can be brought to be crafted and created. Each effect he produces is a structured and built design. Internal and External Alchemy play a role, making his approach to Science a spiritual one. External Alchemy is at the core of his interactions with the outside world, his ability to craft mundane and magick alike, and his comprehension of the world around him. In short, he is a Magickal Engineer, able to craft and create the things he desires through the focus he puts into it, much like the Alchemists and Chi Masters of old, he has a more modern spin on the Ancient techniques. Despite the grandiose display of ability, his paradigm has a fundamental issue: He is at the limits of creation. That means, he is unable to swiftly cast magic unless utilizing magical tools. (See Flaws)
Paranormal Prohibition: Doc V's magic comes from creation. His blessings and abilities are all focused on that singular paradigm. However, his magic fizzles if it is not used in that ritualistic fashion. Moreso, if he attempts to do any magic that takes less than 5 rounds to cast (Set as a minimum to be able to Jury-rig something small), his magic will cause an instability. That instability will explode causing Van unavoidable Pattern Damage. The discovery of this flaw came from losing his eye while attempting to swiftly cast. While he was able, the feedback cost him his eye, and it was years before he was able to craft a replacement. Any fast casting causes a minimum of 3 Dice of Pattern Damage, which is added to the number of Quintessence Points or Pawns of tass used in the Magic. (If 1 Point of Quint and 1 Pawn of Tass are used in the effect, it is 9 dice of direct pattern damage to Van).
Avatar: The Smith. Simply put, Van's avatar is the personification of crafting. Vulcan or Hephaestus, Brokkr or Wayland the Smith, and any other personification of a crafter. The Smith guides Van to build to his enlightenment. Craft and grow, sometimes tear down to build back up even better.
Blessing: Smithy's Precision is a blessing of the old craftsmen of legend. Possessed by those said to be years ahead of their time. This blessing allows anything that Van repairs to have the following benefits: +3 Dice on activation/use rolls. In addition, the difficulty to use this item is lowered by 1. The durability of the item becomes doubled in terms of breaking, bending, or otherwise being destroyed. This blessing can only be conferred to items which possess more than a single use. While it could be applied to arrows (since you can recover and reuse this item), a bullet will not be able to benefit. Summarily any one time potions will not benefit which is one and done will not benefit.
Retainers: Van's retainers are Acolytes. Each has considerable ability in a specific technical field which assist him in his shop. These retainers are linear sorcereers utilizing scientific based magick. While they confer no ritualistic benefit, the occasional addition to his research has been forwarded by his loyal scientists.
Foci: Correspondence/T'ung Ch'ing - Kuei Lung Chuan/Do ; Entropy/Hun Luan - ; Forces/Yao Su - Fu/MTEK HC ; Life/Sheng Ming - Chi Meridians ; Mind/Hsin - ; Matter/Wu Chih - Alchemy ; Prime/Li - Eye of the Dragon(Unique) ; Spirit/Ching Shen - Meditation/Ether Goggles ; Time/Shih Chien - Etheric Chronometer(Special) ;
The Gadgets and Devices: These are a list of Van's more common wonders. While he's had success with all of them, they are matters of his creation.
- Eye of the Dragon: Van has a Biomod eye behind his eyepatch. The Eye of the Dragon, provides Van a different
kind of sight. When uncovered by it's special patch(listed below), Eye of the Dragon provides a look into the Chi lines of the world around. This also allows him additional sensory for figuring out magickal effects directed at him. This does nothing but give him an "overlay" of Prime energy which allows him an edge in assessing people. It does allow him to "See" resonance (Per+Aware, standard diff, must focus on the paricular resonance for a round). Level 3 Device (Arete 5, Quint 15, continual sensing effect. Additional effects to be added with adjustment.)
- Black Eyepatch: While not the most prominent piece of technology, this eyepatch has resonance dampeners
which cover the Eye of the Dragon from being able to be sensed as an out of place item. Additionally, the Patch confers a small and subtle correspondence effect allowing him to have "sight" which enables him to act as normal, even with one eye covered. While he is not missing the eye, keeping it from drawing attention is much easier than explaining an eye patch. Level 3 Device (Arete 2, Quint 10)
- Pocket Toolkit: Similar to the Microtoolkits which the Technocrats occasionally possess, this toolkit is designed to
be an engineer's best friend. Van's toolkit was modified from multiple different Micro Tool Kits. The combination of tech makes it a little bulkier, but it provides the -3 difficulty to all uses of the following Abilities: Technology, Computer, Repair, Survival, and Medicine. In addition to that, it is also a solar charger(amplified of course), converting energy at an extremely efficient rate! (Overuse may cause explosion of the battery in your device, Do not leave it plugged in to your device. YOU HAVE BEEN WARNED!) Level 4 Device (Arete 2, Quint 7)
- MagiTEK Hand Cannon (a.k.a. The Caster Gun): Sure, it's right out of an Anime. When inspiration hits (or
fanaticism), it hits hard! The Caster gun is exactly what it seems. A gun that fires bullets which are ensorcelled with different effects. The gun alone is -not- able to produce any additional effect other than being able to fire the Gadget-Bullets(Charm) listed below. Each one is a One Shot only. As you can see, it gets quite expensive to fire. The vulgarity of the effect is based on the type of charm used. The only effect that is known, is that this gun can take a serious beating, and is rumored to be unbreakable. The gun utilizes External Alchemy to infuse each cartridge with Chi(Quintessence) to increase the accuracy of the spells involved despite the level of vulgarity. The drawback being the extreme cost this weapon can incur, not to mention the amount of Tass required for each Shell. This is Van's most prized possession, as well as a focus for a large portion of his somewhat mystical effects. Each cartridge fired costs 1 Quintessence from the Caster Gun's storage. This talisman utilizes Paradox Nullification (4pts). The difficulty listed below is based on the large amount of Quintessence invested in the weapon and each shell for creation. Level 5 Device (Invention) Arete 5 Quintessence 20 [When used as a focus for magickal effects, the gun does produce the magickal effect visible or not. This usually limits the effect to being something that is "pointed in the direction" of the desired outcome. A botch with this item causes immediate paradox backlash to the user with both the effect level of paradox and whatever the gun has accumulated on it's own accord. Any botch with this weapon immediately expends any cartridge inside as a "dud" which uses the shell, but doesn't produce any effect, thus wasting the shell. Needless to say, paradox backlash is quite costly with this weapon. Using this weapon as a focus alone does not consume the internal Quintessence, only firing the shells consumes the energy. Replenishing the energy takes a Chi-Collection Container(listed below).] [Dex+Firearms diff 5 to "aim" this weapon. Arete roll diff 5 allows the activation of the Shell inside. See MagiTEK Cartridges for effects based on the shell used. Reloading takes 1 round. One shot per round only (even with quick draw). Time Magic will not allow multiple shots with this weapon, either. If Time is used for a chance to shoot more than once in the same combat round(i.e. using time for extra actions that round), ALL shells used will fire as duds. This is a cost of the weapon operation as well.]
- Slip-Rex, the King of Lubricants: As Forged by Dragons Fire, pg 23. 1pt Invention(Artifact)
- EverWeld, the Ultimate Adhesive: [Featured in Paradigma Magazine!] Another Mainstay in the tool chests of
Etherites, EverWeld, is an Invention by Doc V. This is basically the complete opposite of Slip-Rex. In fact, the two of them cancel each other out! EverWeld can seal up those engine blocks. put your furniture back together after your fat family member broke it when they sat down, even weld two pieces of metal together! This adhesive is guaranteed to stay for a very long time. Probably longer than you'd like. Do -not- get EverWeld on your hands. Any sort of Glue can be put inside to refill the bottle of EverWeld. Elmer's Glue, Rubber cement, Epoxy... you name it. The user simply rolls Arete difficulty 4 and the adhesive is suddenly ready to be used as EverWeld, the Ultimate Adhesive! (Slip-Rex, King of Lubricants will unseal the weld before it dries. Drying time takes 30 seconds (Approx. 10 rounds)) 1pt Invention(Artifact)
- Doc V's C.O.M.E.T. : Cycle Of Maximum Efficiency Transport. This enhanced Motorcycle is a reach on the name, but no
less a useful and surprisingly non-vulgar piece of Etherite Tech. Paired up with some of the more advanced efficiency in the modern world for parts. The C.O.M.E.T. boasts speeds upwards of 200 Mph, can last for 700 miles, and utilizes a balancing and reaction system which confers the effects of the Ability Aptitude: Drive Merit. It has on board GPS Navigation, Satellite radio, Digital HUD(optional Helmet Upgrade.). It can utilize almost any type of fuel, and has an emergency solar kit which allows it an addition 50 miles of travel on a full charge. There are armor, weapons, and other upgrades available, however Van's does not have them loaded at this current time. Doc V's C.O.M.E.T. does come with the Enhanced Turning Package(mini-boosters barely noticable provide extra thrust for an extremely sharp turn (Drive check diff 7 before bonuses, Failure incurs Paradox, while success plays the turn to "damn good turns") (3pt Invention, Arete 4, Quintessence 10)
- C.O.M.E.T. Helmet: This Computer system was enhanced with the same technology that the VA's use. Trianary loaded
HUD system, providing up to the minute display and around obstacle(read, Correspondence) visual aids. There is a danger warning system which activates, and if in an accident, the helmet "inflates" it's padding, providing full upper neck, shoulder, and head protection for impact.(Essentially nullifies impact as long as wearing the standard bike suit as well. (2pt Invention, Arete 3, Quintessence 5)
- Chi Collection Container or C3: C-Cubed is a device similar to a periapt, but works like a battery to charge devices.
The C.O.M.E.T.'s Quintessal storage utilizes C-cubed. They are small containers, the size of Red Bull 8oz can. These devices can hold up to 20 pts of Quintessence each. Van possesses 4 of them. (2pt Inventions)
- Etheric Sensory Palmtop or E.S.P.: An E.S.P. is a system devised for sensing Etheric disturbances and resonances.
It has a range of about a city block. It can also be hooked into the C.O.M.E.T., VA Tech, or Etherite ships for additional compatibility. (2 pt Invention, Arete 2, Quintessence 10)
- Alchemical Light Correlative Hyper-Ether Matter Interface (A.L.C.H.E.M.I. Gauntlets): The A.L.C.H.E.M.I. Gauntlets
that Doc V have created are based loosely on the combination of Chinese and Arabic Alchemy. Fused into a modern Science, the gauntlets provide many uses. However, their main weakness is that they consume Quintessence for most their effects. However, the payout has been part of Van's means of survival (or so he would have others believe). Upon activation, they add +1 die per success to any base craft/knowledge rolls involving the matter and substance of the object, as well as it's parts.
- Any object touched by the Gauntlets ends up given a comprehensive Matter/Prime scan, producing it's composition, magickal properties, and inner workings. - At the cost of 1 Quint, the Gauntlets may utilize a Matter technique to strengthen/weaken a particular item. This can take the place of a full matter conversion. (Such as Carbon Steel to a Titanium Alloy). - At the cost of 1 Quint, the Gauntlets can emit a Matter shaping technique to convert parts to the right size for the plans. - For the cost of 3 Quint, the Gauntlets will manipulate magickal metals, such as Primium. It will not create Primium, it will only reshape what is there, such as turning a sheet of it into a protective shielding, or a web of primium coating. - For the cost of 3 Quint, the Gauntlets will make moving parts from solid pieces. Like a steel beam into a chain.
The goal of the gauntlets provides Van with the ability to "fast convert" things as he creates. While it takes a large amount of quintessence, especially for more complicated things, it makes simple matters very easy for him. A.L.C.H.E.M.I. Gauntlets are supported by the C3 system. So, replacing the quintessence is an easy swap, as long as he has the item to spare(and obviously charged with quintessence). (3pt Invention)
- Dragon's Spine: One of the finest examples of MagiTEK, the Dragon's Spine is a technologically advanced Dragon Pole, or
staff. The joke was made that it was Van's "Wizard Staff" and it stuck. Most of the staff's functions are sourced in mundane but advanced technology, however there are a few abilities it possesses that push into Magic Engineering. This piece of tech boasts numerous beneficial advantages:
- Staff mode: it does a Str+4 Bashing damage, unless used with Weapon Art. In addition, at the cost of 1 Quintessence, it can roll the Arete of the Staff for additional Forces damage equal to the dice rolled. This is a Stun function like a taser.
- Grapple Modes: The first is a 3 section staff, capable of using the same stun functions as Staff mode. The other function is a short staff with a long "chain" and grappling hook. Both still function in damage like a three section staff.
- Wizardry: The Dragon's spine uses Tuju, or "sorcery by pointing" like the Blood Kris (Dragons of the East, pg 130). The wielder can spend 1 point of Quintessence to do it's normal damage to anyone he can see within 20 meters (Must make a Forces roll diff 7 to succeed). Unlike the Blood Kris, at the cost of 4 Quintessence, the staff may "reflect" spells (Arete roll, ever success removes 2 from a targeted effect, if the total removed is higher than the effect, the spell is reflected. Otherwise it only "weakens" the effect.)
- Wand Mode: Not necessarily a wand, but it shrinks the staff to a more compact version. This allows just an easier bit of concealment. The staff itself is a little less than 6 feet long. This compacts it to around 3 ft long, giving it a concealment of a J, but would fit best in a T.
- Resonance Purifier: Tass, Quintessence, Residual effect resonance, this is effectively an output wave which cleanses the area of any residual resonance. While useful for coverups while avoiding Black Hats, being able to purify Tass of a particular resonance makes it easier to work with and modify to his designs.
- MagiTEK L.O.A.D.E.R. (Doppelganger) - Limited Operation: Augmented Damage from Equivalent Resonance is the acronym assigned in such a complicated manner. The L.O.A.D.E.R. uses similar Cartridge technology as the Caster Gun. However, effects are not released in a ranged capacity(at least not as efficiently). The L.O.A.D.E.R. is a sword, lovingly nicknamed Doppelganger, capable of a few things, however it's true effects are sourced when it is loaded with a Special Cartridge.
- Enhanced damage: Doppelganger has an enhanced damage of +2, making it a Str+5 weapon(using the base Katana of Str+3). The unique makeup, and enhanced materials allow for it to channel magic as a focus as well. It still only does Lethal.
- Lowered Difficulty: The material makeup of the Doppelganger is made of molecular enhanced steels, primium, and other alloyed metals allowing it to be extremely light weight while nearly indestructable. Base difficulty is lowered by 1.
- Cartridge Loading: To load a Cartridge, it requires the expenditure of 1 WP point. The blade requires a taxing amount of focus, and takes a full round to load. No attacks or dodges can be made while loading.
- Cartridge Effects: Cartridges can do two things with this blade. The first being very simple, loaded into the blade, a Cartridge charged with someone's resonance allows Van to copy their abilities, specifically a rote. The only limitation is that Van must possess the spheres to copy it. The other effect is variable. Someone can charge their resonance into a Cartridge with a single point of quintessence, and the blade will adapt and combine energies. Fiery resonance would make a heat effect, Whirling would allow a lower difficulty to use the blade, etc. Everything being different, the blade's properties change with the additional resonance loaded into it.
Gadgets listed below are charms, and one use items only. They are the more common items used.
- Pulse Grenades: Exactly what they say, they are grenades which produce an electrical overcharge. They are typically used for frying computer systems and tech on the go, however, anyone within a 10ft radius takes electrical damage as a forces effect. Frying the system leaves everything unrecoverable, even through mystical means. (Arete 3) Level 2 Gadget.
- Lustral Water: 2pt Charm, as per Dragons of the East
- MagiTEK Cartridges: These cartridges are a product of the Chi Forging that Doc V utilizes. A process involving Eastern Alchemy and Ether/Chi Fusion. They produce a number of effects, primarily Forces based. Each cartridge effect will be listed below this section. Keep in mind, each cartridge is likely a vulgar effect packed into the shell. Paradox will hit the user, and they are limited at being only able to "ignite" due to the MagiTEK turbine in the Caster Gun. Each shell utilizes the Arete of the Caster Gun to activate. 1 Quintessence is removed from the Caster gun at cost per Shell fired. One cartridge can be fired per round. Time Magic cannot increase this. Any additional shells attempted to be used in the same combat round will be duds, and wasted.
Van carries 5 of each shell typically. However, any shell with Kaja Markings will only have a max of 3.
Point of note: Each shell has the ability to be a form of countermagick. If the person/being targeted casts anything in the same round the shell is fired, the cartridge will nullify the effect instead. (As countermagic rules, each success removes 1 suxx from spheres, and 2 suxx from everything else, and burns 1 quint from the user. (ex. Van fires a shell and gets 3 successes on the activation roll. In the same round, Nephandi X casts a fireball getting 2 successes. Nephandi X's effect is nullified, and the shells effect doesn't go off, however 2 quint is burned off for nullfiying 2 successes. If it had been a Vampire using Lure of flames that got 6 suxx, Van's shell would still nullify the effect, but cost 3 quint.) All shells use the wielder's Arete and Quint, unless otherwise stated(Some shells cost different for balance). This is to give the effect of "spell vs. spell" combat. It does not work on hanging effects(like life enhancements) or other wonders that aren't producing a directed effect.
- #01: - #02: - #03: Red Shell. Red Glow from gun turbine. A volitile cartridge that packs a hell of a power. While it holds the ability to use the regular dispel function, any additional successes over the cancellation of the effect erupt with Forces Damage(4 suxx activation rolled, only 1 success was needed to dispel the effect, the remaining 3 suxx are calculated as Forces damage against the target and the immeadiate area(10' radius).) Otherwise, if there is no dispel effect necessary, it is raw forces damage, concussive fireblast. (standard forces damage roll. vulgar, regardless.) - #04: Golden Shells. Purple and Black Glow from gun turbine. The effect of this cartridge is similar to a number 3, except in it's manifestation. This fires a purple and black ball which does direct pattern damage to the target(Forces/Prime x2 per suxx +1, diff 4(see below). The black ball is a consuming force that disolves the pattern. This shell has a cost. Firing this shell consumes 1 HL of damage, as the overwhelming prime forces shred a piece of the user. This is considered immeadiate backlash, is unsoakable aggravated damage, and can only be healed with Prime 4, Life 3, Spirit 3 (18 suxx threshold). It is as damaging to the soul as it is the body. The only additional effect, is this is complicated structured magic. The black ball utilizes the pattern damage it does to a person to fuel it's effect (as Bond of Blood rote) which allows for the lowered difficulty. (Quintessence cannot be collected through this, the rote is compounded into the structure of the magic to make it fuel itself after the initial cost is paid through blood(i.e. Van's sacrificed health level). The nature of this magic is also unstable, often having wild effects depending on what it targets (ST discretion). Extremely vulgar. - #05: Red Shell. Blue Glow from gun turbine. This shell fires a spiral of three beams at the target. It utilizes a repeating effect, allowing for three concussive blasts to hit the target. Oddly, given the low radiance of the shots, and the consistency of a 3-round burst weapon, this shell is one of the few that isn't vulgar. It utilizes a Time/Forces effect to make a single shot's damage repeat 2 additional times. This shell consumes 3 Quintessence from the user to charge the effect, draining it as it is fired. Maximum successes on activation are 2, providing 5 dice of forces damage(2 per suxx+1 for forces.) This damage hits 2 more times. All damage is rolled. - #06: - #07: - #08: - #09: Golden Yellow Shell. Red Glow from gun turbine. Another shell that is actually not inherently vulgar, this shell creates a concussive force. It will knock back an enemy 10 feet per success on the activation roll. Each success on the activation roll also does 2 dice of bashing damage. The damage can be soaked with stamina, but not armor. The knockback isn't preventable (This is outside of supernatural abilities). - #10: Yellow Shell w/ Gold Markings. Red Glow from the Turbine. This shell has the power of incineration. If fired at a living/undead being, it does forces damage in the form of pattern wrecking fire. If shot at inanimate matter it disintegrates that matter as well. 1 success on the roll is enough to destroy something the size of a briefcase. 2 successes will destroy something as big as a motorcycle(mundane of course) or a Iteration X: Hardsuit. 3 successes is enough to destroy something the size of a van or Black Helicopter. (Any additional successes do not matter.) The number of successes scored is the number of rounds it takes to dissolve. - #11: Red Shell. Red Glow from gun turbine. Like the #10 shell, this is also an incineration effect. Though this is forces damage only in a burst of 10' radius. Damage hits for all opponents in the area the same. Though it isn't a "ball effect" like most energy attacks. This burst isn't visibile until it hits targets. It will destroy armor first. If armor is being removed, it provides a mitigation of 2 health levels. (If the activation roll is 2 suxx, doing 5 damage, the armor will dissolve, and the target will take 3 HLs of damage.) This is a flat rate for all mundane or enhanced mundane types of armor (This will not melt Primium Armor, for example. Additionally, a forces shield would work like countermagic with this shell. This shell will not work on Fetish armors, that will require a different shell). - #12: White Shell. Purple Glow from gun turbine. This shell uses a blue energy that you would typically see with lightning. Impact upon the opponent hits for Forces Damage which is lightning based. A stamina roll diff 8 must beat the successes rolled on activation, or an additional stun happens from the intense electricity. If this stamina roll is botched, they fall unconcious(1 Temp WP may be spent to not fall unconcious.) Otherwise the person cannot physically move for 2 rounds. Metal actions are at a +2 difficulty, but possible. - #13: Golden Yellow w/ Kaja Markings. Yellow glow with static crackling comes from the gun turbine. Like the #12 this shell has an electrical effect. This one is a burst in a 10 foot radius. This isn't powerful enough to stun the opponents like the #12, but still packs Forces damage to every opponent caught within it. The number 13 shell is different, in that it can attack spirits and ghosts as well. - #14: - #15: - #16: - #17: - #18: - #19: - #20:
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