Thursday, December 28, 2023

[Mage 2: The Dethroned Queen] Gnomon: One Who Reveals

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum

Gnomon: One Who Reveals


Source: Mage: The Awakening 2nd Edition rules.  Get exerpt from books...






Gnomon v2.0



Stats:

Virtue: Fortitude. Gnomon remains forever faithful to its master, and it draws strength from its loyalty and purpose against adversity.

Vice: Envy. Gnomon will never fully understand humanity, and can be envious of humans, particularly those who are close to the person it has chosen as its master.

Power: 2 (3) + 4 = 7 Finesse: 4 (5) + 4 = 9 Resistance: 3 (4) + 4 = 8


Mental Attributes:

Intelligence OOOOO OO Wits OOO Resolve OO

Physical Attributes:

Strength OO Dexterity OOOOO OOOO Stamina OOO

Social Attributes:

Presence OO Manipulation OO Composure OOOOO OOO


Mental Skills: Academics 2 (4), Crafts 1 (5), Investigation 3 (4), Medicine (Surgery) 5, Occult 2 (5), Science 3 (4)

Academics OOOO Craft OOOOO Investigation OOOO Medicine (Surgery) OOOOO

Occult (Abyssal) OOOOO Science (Chemistry) OOOO

Physical Skills: Stealth (Hiding) 3 (4), Survival 3 (4), Weaponry (Surgical Blades) 3 (5)

Stealth (Hiding) OOOO Survival OOOO Weaponry (Surgical Blades) OOOOO

Social Skills: Empathy 2 (2), Intimidation 1 (2), Subterfuge 1 (3)

Empathy OO Intimidation OO Subterfuge OOO


Merits: Ambidextrous, Iron Stamina 3 (ignore 3 penalties), Fighting Finesse (uses dex)

Willpower: 10 (5)= ( ) ( ) ( ) ( ) ( ) ( )

Initiative: 8 = (17)

Defense: 3 = (9)

Speed: 11 = (15)

Size: 4

Health: 7 (8) = ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )

Attack Type: Scalpel
Damage: 1(L) = 3L
Dice Pool: (7) = Dex 9 + Weaponry 6 = 15; 3L Damage

Attack Type: Surgical Saw
Damage: 2(L) = 4L
Dice Pool: (8) = Dex 9 + Weaponry 6 = 15; 4L Damage

Supernatural Powers:

1. Spell-Abilities : Rolls 16 dice, can cast one spell at a time and extended spells take 30 mins per roll. They act as spells for all intensive purposes but this thing is not a mage it is a forgotten familiar to a mage, a homunculi that has become tainted.

a. Time OOOOO

b. Space OOOO



1. Temporal Eyes:

Cost: None
Dice Pool: Roll a die

Odd (past) = -2 to actions, -4 to initiative

Even (future) = +2 to actions, +4 to initiative
Action: Reflexive every round

2. Anesthetize:

Cost: 3 (5) Times a Day
Dice Pool: Dexterity 9 + Weaponry 6 = 15 – Defense

Hit means target rolls Stamina + Resolve – 8; failure means unconsciousness and feels nothing for 8 – stamina hours with a minimum of 1 hour. Life magic must accumulate 8 successes to return to consciousness but the numbness continues. Numbness allows you to ignore all wound penalties but all Dexterity rolls take a -2; Even if they succeed the first roll they are still numbed.

Action: Instant (Reflexive and at close range, once per turn)

3. Paralyze:

Cost: 3 (5) Times a Day
Dice Pool: Dexterity 9 + Weaponry 6 = 15 – Defense

Hit means target rolls Stamina + Resolve – 8; failure means the target is unable to move for 8 – stamina hours with a minimum of 1 hour. Target still feels pain. Life magic must accumulate 8 successes to return to movement.

Action: Instant (Reflexive and at close range, once per turn)

4. Temporal Projection:
Cost: None, but can only move a person once in time every 24 hours.
Dice Pool: Wits + Stamina (to notice being disturbed)
Action: Instant…

5. Temporal Transplant, Arcane: Gnomon may perform a temporal surgery on an immobile subject, removing the knowledge and magic of the mage at a point in the future where her magical knowledge and power is at its peak. The creature surgically opens the skull of its victim in the present, and pours the collected future magic directly into her mind. In most cases, Gnomon only uses this ability to “reveal the secrets of magic” to a mage it believes is its master, and while the victim does gain great magical power and knowledge, her mind is utterly shattered by the procedure. An Arcane Temporal Transplant is irreversible. Upon successful completion of this surgery, the subject instantly becomes a Master in his path’s two Ruling Arcana, an Adept in two random Common Arcana (if the character is already at a level higher than Adept at the randomly selected Arcanum, another random Arcanum is selected), and an Apprentice in two random Arcana (if the character is already at a level higher than Apprentice at the randomly selected Arcanum, another random Arcanum is selected). The victim’s Gnosis increases to 9, and his maximum Mana capacity increases to 50. The transplant leaves a faint, blue scar that encircles the forehead of the victim. Additionally, the mage goes completely and irrevocably mad. The character’s Wisdom drops instantly to 2, and the character takes three permanent severe derangements of the Storyteller’s choice.
Cost: 1 Willpower
Dice Pool: Dexterity + Medicine (10)
Action: Extended. Gnomon must accrue 20 successes, with each roll equal to 15 minutes.





6. Temporal Transplant, Body: As an extended action, Gnomon may perform a temporal surgery on an immobile subject, switching a body part from one point in time to another point in time. The transplanted limbs age from the temporal point as they normally would. Gnomon may perform a Temporal Transplant upon its own body or upon another person’s, and the effect of the surgery may be beneficial or detrimental to the subject. For example, it may replace a wounded arm with a version of the same arm, not yet wounded, from a few minutes before the wound occurred (essentially making it as though the wound never occurred). Alternately, Gnomon may take the leg of an enemy when he was a baby, and replace the enemy’s current leg, disfiguring and disabling him until the leg naturally grows over time to fit his body. Successful use of this power allows Gnomon to heal any damage to the target’s body, regardless of type (bashing, lethal or aggravated). It also allows Gnomon to cripple the target, imposing Flaws such as One Arm, Lame, Blind, etc. If Gnomon transplants a limb or organ from the target’s past, the limb will eventually “grow into” the body, but this can take years. The target must be immobile for Temporal Transplant to occur (see Anesthetize, above).
Cost: 1 Willpower
Dice Pool: Dexterity + Medicine (10)
Action: Extended. Gnomon must accrue 10 successes, with each roll equal to 15 minutes.



Complete rules:

1. Temporal Vision - Gnomon is blind to his physical body’s surroundings as they occur in the present. As previously mentioned, Gnomon uses its two heads (one of an old woman and one of a young boy) to piece together the present from what it perceives in the immediate past and future. One of the two eyes is always asleep, while the other is awake. Gnomon constantly switches back and forth between the two every few seconds. When the head of the elderly woman is awake, Gnomon perceives its surroundings as they were a few seconds ago in the past. When the head of the young boy is awake, Gnomon perceives its surroundings as they will be a few seconds in the future. This ability is always active, does not require a roll, and may help or hinder Gnomon at critical moments during the game at the Storyteller’s discretion. When in combat, however, the Storyteller should roll a die and choose odd or even at the start of each round to randomly determine whether Gnomon is currently seeing the past or the future. If Gnomon sees the past, it is slow to respond to current events and takes a –2 penalty to any action it attempts during that turn. Its Initiative takes a –4 penalty for the turn. If Gnomon sees the future, it is aware of events seconds before they occur, giving it a +2 bonus to any action it attempts during that turn, and a +4 to Initiative for the turn.

2. Anesthetize: Gnomon may cause a subject to temporarily lose consciousness and the ability to feel pain by injecting an anesthetizing agent from one of its many syringe-tipped arms. Once delivered, the victim rolls Stamina + Resolve – 6 (8) (the Toxicity Rating of the anesthetizing agent). If the victim fails, the agent automatically takes effect. The victim immediately loses consciousness, and is unable to feel pain for one hour, unless Gnomon decides to end the effects of the agent earlier by injecting a counter-agent. Gnomon can use Anesthetize up to three times per day.

3. Paralyze: Gnomon may render a subject temporarily unable to move by injecting a paralytic agent from one of its many syringe-tipped arms. While paralyzed, a victim does not lose consciousness and is able to feel pain. Once delivered, the victim rolls Stamina + Resolve – 6 (8) (the Toxicity Rating of the paralytic agent). If the victim fails, the agent automatically takes effect. The victim is paralyzed for one hour, unless Gnomon decides to end the effects of the agent earlier by injecting a counter-agent. Gnomon may use Paralyze up to three times per day.

4. Temporal Projection: Gnomon may instantly send its consciousness into the future or the past to observe events before (or after) they occur. While projecting its consciousness, Gnomon’s body is in the same location within space as its mind, but the two are separate from each other in time. At any point, Gnomon can choose to rejoin its mind and body, and may do so in one of two ways. It may bring its mind to the point in time where its body exists, or it may bring its body to the point in time where its mind exists. While using Temporal Projection, Gnomon cannot move its body or mind from its location. To move, it must rejoin its body and mind. For example, if Gnomon sent its consciousness into the past to watch a mage in study in the library, its physical body might be located at some point in the future when the library is deserted. If, in the future, Gnomon places its body next to where the mage is studying in the past, its consciousness would also be located next to the mage in the past, and neither Gnomon’s body nor mind could move from that location. If the mage then decided to move to another room, and Gnomon wished to follow the mage, it could choose one of two actions: it could bring its body from the future to its mind in the past and move in the past (in which case, Gnomon would exist entirely in the past and would be visible to the mage), or it could bring its mind in the past to the its body in the future, move itself in the future, and then send its consciousness back to the past once more (in which case, Gnomon maintains its invisibility, but runs the risk of losing the mage in the past while it changes the location of its body in the future). Temporal Projection may be used within the temporal range of one day. That is, Gnomon may send its consciousness up to 24 hours forward in time, or up to 24 hours backwards in time. If Gnomon sees itself when it sends its consciousness forward or backwards in time, it may not bring its physical body to that point in time, as a paradoxical time double would be created. Gnomon’s body is vulnerable and goes totally limp while its consciousness is absent. Any time something disturbs Gnomon’s body is vulnerable and goes totally limp while its consciousness is absent. Any time something disturbs Gnomon’s body while its mind is absent, Gnomon rolls Wits + Stamina to determine if it senses the change. If Gnomon successfully notices the change, his consciousness immediately returns to his body. If Gnomon’s body is killed while its mind is absent, his consciousness also immediately dies. If a subject is willing or unconscious and remains perfectly still, Gnomon may physically hold onto that person’s body while it sends its mind to another point in time. If, during the next turn, the contact with Gnomon’s limp body is unbroken, and the subject remains willing or unconscious and perfectly still, Gnomon may pull both its own body, and the whole person, to its mind — effectively teleporting the subject with it in time. Temporal Projection cannot be used on a conscious, unwilling subject (even if the subject is paralyzed), or on any moving subject (even if the subject is willing). Gnomon may use Temporal Projection upon a being of Size 4 or less. Gnomon can use this power on itself as often as it likes, but can only use it on others once per 24 hour period

5. TEMPORAL PROJECTION: Gnomon may instantly send its consciousness into the future or the past to observe events before (or after) they occur. While projecting its consciousness, Gnomon’s body is in the same location within space as its mind, but the two are separate from each other in time. At any point, Gnomon can choose to rejoin its mind and body, and may do so in one of two ways. It may bring its mind to the point in time where its body exists, or it may bring its body to the point in time where its mind exists. While using Temporal Projection, Gnomon cannot move its body or mind from its location. To move, it must rejoin its body and mind. For example, if Gnomon sent its consciousness into the past to watch a mage in study in the library, its physical body might be located at some point in the future when the library is deserted. If, in the future, Gnomon places its body next to where the mage is studying in the past, its consciousness would also be located next to the mage in the past, and neither Gnomon’s body nor mind could move from that location. If the mage then decided to move to another room, and Gnomon wished to follow the mage, it could choose one of two actions: it could bring its body from the future to its mind in the past and move in the past (in which case, Gnomon would exist entirely in the past and would be visible to the mage), or it could bring its mind in the past to the its body in the future, move itself in the future, and then send its consciousness back to the past once more (in which case, Gnomon maintains its invisibility, but runs the risk of losing the mage in the past while it changes the location of its body in the future). Temporal Projection may be used within the temporal range of one day. That is, Gnomon may send its consciousness up to 24 hours forward in time, or up to 24 hours backwards in time. If Gnomon sees itself when it sends its consciousness forward or backwards in time, it may not bring its physical body to that point in time, as a paradoxical time double would be created. Gnomon’s body is vulnerable and goes totally limp while its consciousness is absent. Any time something disturbs Gnomon’s body is vulnerable and goes totally limp while its consciousness is absent. Any time something disturbs Gnomon’s body while its mind is absent, Gnomon rolls Wits + Stamina to determine if it senses the change. If Gnomon successfully notices the change, his consciousness immediately returns to his body. If Gnomon’s body is killed while its mind is absent, his consciousness also immediately dies. If a subject is willing or unconscious and remains perfectly still, Gnomon may physically hold onto that person’s body while it sends its mind to another point in time. If, during the next turn, the contact with Gnomon’s limp body is unbroken, and the subject remains willing or unconscious and perfectly still, Gnomon may pull both its own body, and the whole person, to its mind — effectively teleporting the subject with it in time. Temporal Projection cannot be used on a conscious, unwilling subject (even if the subject is paralyzed), or on any moving subject (even if the subject is willing). Gnomon may use Temporal Projection upon a being of Size 5 or less. Gnomon can use this power on itself as often as it likes, but can only use it on others once per 24 hour period.

No comments:

Post a Comment

Recent Posts

[Mage 2: The Dethroned Queen] New Legacy: Dancers of the Masquerade

Out of Character (OOC): Chronicle: Mage 2: The Dethroned Queen Venue: Mage: The Awakening 2nd Edition Chronicle Storyteller: Jerad S...

Most Popular Posts