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Viewing Van Rithos

Character Type: Classic World of Darkness
Name: Van Rithos
Gender: Male
Apparent Age: 22
Actual Age:
Character Type: Mage
Nature: Nature: Nature: Nature: Nature: Nature: Legacies: Nature: Nature: Nature: Nature: Nature: Architect
Demeanor: Demeanor: Demeanor: Demeanor: Demeanor: Demeanor: House: Demeanor: Demeanor: Demeanor: Demeanor: Demeanor: Explorer
Clan: Tribe: Tribe/Type: Tradition: Society: Kith: Primary Virtue: House: Guild: Auspice: Sons of EtherAkashic Wu-Lung(Dual-Traditions)
Essence: Numina: Generation: Breed:
Auspice:
Breed:
Auspice:
Former Tribe:
Seeming: Starting Conviction: Faction: Faction: Breed:
Questing Dynamic     Sire:     Auspice:     Auspice: Former Tribe: 1
Concept: The Steel Dragon/ Doc V
Description:

This eccentric punk doesn't appear to be the type to hold a PhD in Engineering, nor supplemental degrees in Physics and Math. This gun toting lunatic is out to tear apart your things. How else is he going to learn? Well, at least he isn't taking apart people.  Doc V is a 6'3" wiry man with ginger red hair. Surprisingly straight, and lengthy, he's noticed more by his eyepatch which keeps his green eyes from displaying their odd disimilarities. His clothing consists of different wild outfits, akin to his own wild nature.  Despite his appearance, Doc V has attributed many an advancement in the field of Magick Engineering. Magitek. Yes, sort of like that stuff from the game... only not. His foray into the world of Invention began with a copy cat item. An idea in an anime brought to life. From there, he'd managed other inventions, most of which are listed below. His other major invention came when he realized the backlash of his invention had cost him something precious. His own eye. Not a direct result of the paradox, but a result of the result. Cascade effect. Beware those moments which collapse upon moments!


[Resonance; D:2 Shocking, S:2 Forged][Arcane 2]
This eccentric punk doesn't appear to be the type to hold a PhD in Engineering, 
nor supplemental degrees in Physics and Math. This gun toting lunatic is out to 
tear apart your things. How else is he going to learn? Well, at least he isn't 
taking apart people.  Doc V is a 6'3" wiry man with ginger red hair. Surprisingly 
straight, and lengthy, he's noticed more by his eyepatch which keeps his green 
eyes from displaying their odd disimilarities. His clothing consists of different 
wild outfits, akin to his own wild nature. 

Despite his appearance, Doc V has attributed many an advancement in the field
 of Magick Engineering. Magitek. Yes, sort of like that stuff from the game...
only not. His foray into the world of Invention began with a copy cat item. An
idea in an anime brought to life. From there, he'd managed other inventions,
most of which are listed below. His other major invention came when he
realized the backlash of his invention had cost him something precious. His own
eye. Not a direct result of the paradox, but a result of the result. Cascade effect.
Beware those moments which collapse upon moments! 

The eye had been stabbed by an enemy while he suffered from his own paradox
 backlash. The vulnerable moment left him with a serious problem. It wasn't for
many years until he met with a fortunate turn of events. As a Ch'uang Shih, his
mentor in the arts shared his affinity for mystical sciences. Van was used as an
experiment. Being only half Chinese, Van had been a bit of an outcast, which
only allowed his mentor the chance to use Van to further his experiment. The
result was the Eye of the Dragon, a mystical eye made of technology and
magick, forged to allow permanently injured Wu Lung to get back into the fight.
It was said by his mentor that the Shen (divine spirits), had blessed his
acceptance. It had only furthered a young man's desire to grow. This
Ching(respect), brought him further along his gains in Li(Arete). 

Able now to see again with both eyes, Van resumed his training with a deep
fervor. Though he had to re-learn almost everything, he came to see in a
different light. The eye brought him a bit of a curse, though not an actual one.
It let him see just how superficial some of his 'companions' had become. Van's
success and "blessing" left him with many adversaries which set him apart from
the others. It was around this time that Van had entered college at the age of 15.
Before leaving, he had managed to overcome trials which lead to his appointment
as a Ch'uang Shih and a capable warrior of the Kuei Lung Chuan style. Despite the
adversity, he pressed forward alone in the thought that success would grant him
freedom from loneliness.  It was college that he was introduced to the Etherites.
His own ideas suddenly came to life with group projects and more and more he
began to forget where he had been pushed out. When he finally made his first Invention, the MagiTEK Hand
Cannon, he was approached by his professor, a Son of Ether at the time. This time Van got a little more than just
school mentoring. His paradigm was being fully developed, not just one aspect of his Way, but all aspects. At his
completion of his Doctorate in Engineering, Van gained his membership in the Sons of Ether. 

Carry both Traditions, Doc V went on to become what the Etherites call a "Q" or someone who relies on Wonders too 
much. His own magick is formidible, but mostly in the efforts of building, crafting, and the sort. It was his skill at
building which enhanced his ability to fight. Though, with the Ascension War dwindled down to a "cold war," it leaves
him room to explore his creations and learn to navigate the complex Hierarchy of the Wu Lung. 

vanAs a Ch'uang Shih, Van had taken his leave to study abroad in college. His Sifu,
of the Dragon School, left Van with a rigorous training schedule on top of his
studies. Somehow, Van pulled through the challenge. It was through sheer fate,
or the expansion of the Wu Lung back into the Akashic fold, which lead him to
Necropolis. His Sifu apparently residing in the city, left him with no choice but to
stop putting off the Magical Service Exams. Though what he found was an
inquisition into his technological specialties. With the Elemental Dragons presence
in China, and Van's growing ability in their specialties, he had become suspect,
almost a pariah. It wasn't until he showed his Chi Forging magic that they
understood his affinity. With efficiency they had not witnessed, Van produced
results in the Magical Service Exams that were unexpected from the normal. His
path was even questioned by the Elders and the Heavens responded. Much to the
dismay of tradition, Van's approach had earned favor in the eyes of the Shen. Why,
not even he knows. His dual status still leaves him with the occasional look of
disdain, but with more and more tolerant officials coming to power, it won't be
long before those looks become a memory. At least, one can hope. 

For now, Doc V has earned the nickname "The Steel Dragon." This is in part, a
mockery of his choices, and in other part his abilities as a scientist. Being so
closely named to the Metal Dragons is an insult. Van takes it as a compliment, to
even be called a dragon was to some, a deep respect. He felt no less. His abilities
with metals and the items he has 
created only lend him further to the nickname.
While shamed at first, the nickname has started to grow on him. 

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Attributes

Physical   Social   Mental
Strength   Charisma   Perception
Dexterity   Manipulation   Intelligence
Stamina   Appearance   Wits

Abilities

Talents   Skills   Knowledges
Alertness   Animal Ken   Academics
Athletics   Crafts   Computer
Awareness   Drive   Cosmology
Brawl   Etiquette   Enigmas
Dodge   Firearms   Investigation
Expression   Meditation   Law
Empathy   Melee   Linguistics
Intimidation   Performance   Medicine
Leadership   Stealth   Occult
Streetwise   Survival   Science
Subterfuge   Technology      
       
       
       
       

Advantages

Willpower


Backgrounds

Avatar
Dream
Legend (Zhongli Quan)
Resources(Engineer/Professor)
Certification(PhD Engineering)
Sanctum
Arcane
Blessing (Smithy's Precision)

Merits

Dual Traditions(Akashic/SoE)
Scientific Mystic(Chi/Chinese Alchemy) 3pts
Light Sleeper (2pts)
Hands of Daedalus (3pts)

Flaws

Echo(Static: see below) 1ptEchoes:
Compulsion: To try and figure out the inner workings of items: 3pts
Crucial Component: Tass (5pts)
Paranormal Prohibition: Unable to cast magic swiftly. (See paradigm limits and Flaw below it) 4pts

Secondary Traits

Humanity / Path

Path:

Virtues

Conscience/Conviction
Self-Control/Instinct
Courage
Blood Pool

Disciplines

Secondary Traits

Renown

Glory
Temporary
Honor
Temporary
Wisdom
Temporary

Rage

Gnosis

Gifts

Secondary Traits

Renown

Power
Temporary
Infamy
Temporary
Cunning
Temporary

Rage

Gnosis

Gifts

Secondary Traits

Spheres

Correspondence: Life: Prime:
Entropy: Mind: Spirit:
Forces: Matter: Time:

Arete

Quintessence
Paradox

Resonance

Dynamic
Entropic
Static

Secondary Traits

Mana

Paths/Numina

Resonance

Dynamic
Entropic
Static

Secondary Traits

Arts

Realms

Glamour

Temporary

Banality

Temporary

Secondary Traits

Secondary Traits

Virtues

Mercy
Temporary
Vision
Temporary
Zeal
Temporary

Conviction

Edges

Secondary Traits

Renown

First Renown
Temporary
Second Renown
Temporary
Third Renown
Temporary

Rank

Rage

Gnosis

Gifts

Secondary Traits

Advantages

Faith
Faith
Torment
Temporary
Willpower
Temporary

Lore

Secondary Traits

Virtues

Corpus
Temporary
Willpower
Temporary
Pathos

Passions

Equipment and Other Notes

 

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. 
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    - #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. 
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