Dauid St. Elmo, Heir to the Plan
Legend (2)
Awareness (1)
Nihilism
Humanity
Skills
| Academics | (3) | |
|---|---|---|
| Empathy | (3) | Obsessions |
| Firearms | (5) | Nonlethal |
| Integrity | (5) | Not here/Not now |
| Occult | (4) | Signs&Sigils |
| Persuasion | (4) | Nonsequitur |
| Science | (2) | |
| Subterfuge | (5) | Cruelty |
Attributes
| Might | (1) | Intellect | (4) | Presence | (2) |
|---|---|---|---|---|---|
| Dexterity | (5) | Cunning | (4) | Manipulation | (5) |
| Stamina | (2) | Resolve | (4) | Composure | (2) |
| Defense | (4) |
|
|---|---|---|
| Movement | (5) |
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| Health |
|
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Purviews
| Pantheon | Arcane Calculus | Investigation: +1 Enhancement, ignore 1 Complication |
|---|---|---|
| Patron | Deception | Minor appearance changes at a whim (+3 Complication) |
| Relic | Epic Dexterity | While moving: weightlessness, wallrunning |
| Relic | Stars | Outdoors action: RTS camera zoom-out |
Paths
| Role | Affordable* Investigator |
|
|---|---|---|
| Origin | Child of an Unnatural Incident |
|
| Pantheon | "We tell you what to learn, not why." |
|
| Title | Teacher of Truths Unnecessary |
Birthrights
| Purview | Epic Dexterity |
|---|---|
| Purview | Stars |
| Motif | Local twists in space and time. |
| Enhancement | +2 to comprehend or manipulate physical forces |
| Flaw | Requires 'reloading' with gravity, sharp motion, etc. |
It looks like a gun, unless you look closely. The muzzle comes to a point, not a hole, and the trigger guard is not designed for flesh. Dauid keeps the Engine holstered nonetheless; its last owner was accelerated to a deeply inconvenient velocity.
Group
Dauid has done B-listers' taxes, investigated timesheet fraud for Blockbuster and cat-sit for the County Sheriff. He's connected ever-so-slightly to the movers and shakers of LA. In fact, they can't seem to stay away from his office - but they never fucking pay him. Apparently this business runs on favors.
Boons
| Cost | Imbue 1 Awareness |
|---|---|
| Duration | Indefinite |
| Subject | Self |
| Action | Reflexive |
For as long as you have Awareness imbued, you can slow down or speed up time for yourself. If you slow time for yourself, everything happens around you at an advanced pace. You may blow through a boring waiting period or pass forward in time to an anticipated event. If you speed time for yourself, then everything around you appears to happen at a glacial pace. You can walk past an attack, sleep a full eight hours in just a few minutes, or pluck a slow-moving bullet from the air. While you do not leave the plane of reality on which you are, you seem to disappear to onlookers while out of time. Actions that would benefit from slowed or sped-up time gain a +2 Enhancement, at Storyguide discretion.
| Cost | Imbue 1 Legend |
|---|---|
| Duration | Indefinite |
| Range | Medium |
| Action | Simple |
| Clash | Manipulation + Legend vs. Cunning + Legend |
You create an illusory image of a person, animal, or object, up to the size of a car. The illusion is lifelike and seems completely authentic - a person breathes, a car's engine throbs, a fire gives off heat - but it has no physical substance and cannot exert force or cause harm. It can move, but must remain within this Boon's range. A non-trivial character who wins the Clash of Wills can see through the illusion. Attempts to touch or physically interact with an illusion go right through it, letting anyone who sees this recognize it as unreal in the absence of extraordinary circumstances.
Callings
| (2) Pronounce Guilt | You declare a target is guilty of a crime, and it becomes true. The target need not actually be guilty or even associated with the crime, but the moment you declare their guilt, all the evidence lines up. If another guilty party is brought forward, it provokes a Clash of Wills. |
|---|---|
| (1) On The Case | When you investigate an event or scene, you are casing. While casing, gain +1 Enhancement to rolls to discern motives and search for clues, which applies before you roll. Casing lasts until the end of the session. |
| (1) Curse of Fragility | Pick a target in a combat situation and spend a Momentum. For the rest of the fight, all enemies attacking your target are considered to have the Brutal Tag. |
| (1) Indisputable Analysis | You spend a moment observing the scene you wish to analyze and make a Knack Skill roll. You then apply the successes on this roll as Enhancement to all rolls made to analyze and investigate the incident for the rest of the scene. These successes apply before you roll. |
| (1) Lie Detector | Anyone of a Tier lower than you suffers +2 Complication to lie to you. If you are currently casing and they are somehow involved, they simply cannot lie to you at all. The Storyguide should also notify you when a lie has been told, though it does not automatically reveal the truth, and also reveals nebulous truth, such as "he has been convinced this is true" - which should always be a means for characters to pursue the person who manipulated the target in the first place. |
| (1) Master of the World | While inside a Field, you may define up to three points of Enhancements or Complications (or a combination of each) that are readily apparent to your perceptions (which may be enhanced by other abilities) but not obvious to other observers. They must conform to the Features of the Field, however - it makes sense for a shotgun to be behind the bar, but not a rocket launcher. The hardwood floors of a burning building could be expected to be weak, but the flames can't be cold. Only three total Enhancements or Complications can be applied to a Field at a time, regardless of how many Scions possess this ability. |
|---|---|
| (1)
Psychic Attack
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You impart your vast stores of knowledge to someone else, overwhelming them. Spend a Momentum to roll your Knack Skill. Add an increased Difficulty equal to successes rolled on your victim's actions that require mental capacity, such as studying, researching, or even communicating. |
| (2) Exposed | Spend a Momentum and tell a damaging lie about someone of the same or lower Tier. Everyone who hears you utter the lie believes it to be true, even if there is evidence proving elsewise. Attempts to exonerate your target provoke a Clash of Wills. |
|---|---|
| (1) Light Fingered | When you steal an object or pick-pocket someone, you do so without needing to roll, so long as the object is something you can conceal in your hands. If you use this ability to lift something from a member of your band, you must do so with the consent of that character's player. You cannot steal an item that is currently in use. Stealing a weapon from an enemy would first require the Disarm or Seize stunt. |
| (1) Smoke and Mirrors | Once per scene, when you would be Taken Out, you instead spend Momentum, negate the damage that would have taken you out and move one range band away from your attacker — but leave behind a brief afterimage of your outline, which crumbles into dust seconds later. |
| (2) Surprise! | Voluntarily be Taken Out (for all intents and purposes, you appear to be dead or unconscious) and come back later, unharmed, at any point in time during the session to make a surprise attack or otherwise set up an ambush with +4 Enhancement, which applies before you roll. If someone has seen you pull this trick before, they resist the ambush as normal (you do not gain the bonus) and instead gain +4 Enhancement on combat rolls against you for the first round if they succeed. If it would better suit you, you may return dramatically in the middle of a social scene instead, adding the same Enhancement to the next most appropriate Social roll. |
Experience (106★)
| (chargen) | paths: role/origin/patron +3 firearms, persuasion, subterfuge +2 empathy, integrity, science +1 academics, occult, subterfuge |
| (chargen) | attributes: mental/social/physical +2 intellect, +1 cunning, +3 resolve +1 presence, +2 manipulation, +1 composure +1 dexterity, +1 stamina |
| (chargen) | approach: finesse +2 dexterity, cunning, manipulation |
| (chargen) | +5 skills (empathy, firearms, occult, persuasion, subterfuge) |
| (chargen) | +1 attribute (dexterity) |
| (chargen) | +2 knacks (sage, trickster) |
| 5★ | +1 academics |
| 10★ | +2 occult |
| 10★ | +1 int |
| 10★ | +2 integrity |
| 10★ | Heroic Judge: Curse of Fragility |
| 3★ | specialty: Integrity |
| 10★ | Heroic Trickster: Smoke and Mirrors |
| 10★ | Heroic Trickster: Light Fingered |
| 5★ | +1 empathy |
| 10★ | Immortal Judge: Pronounce Guilt |
| 5★ | +1 firearms |
| 5★ | +1 integrity |
| 5★ | +1 academics |
| 5★ | +1 Birthright: Alien Engine: Enhancement 1 -> 2 |
| 10★ | Immortal Trickster: Surprise! |