Name:Ethan Asiel (Exor) Concept:Extortionist Path:Mastigo
Age:22 Virtue:Prudence Order:Guardians of the Veil
Player:Xianthecoder Vice:Wrath Cabal:

Attributes
Power Intelligence Strength Presence
Finesse Wits Dexterity Manipulation
Resistance Resolve Stamina Composure

Skills Other Traits
Mental
(-3 unskilled)
Academics
Computer
Crafts
Investigation
Medicine
Occult
Politics
Science

Physical
(-1 unskilled)
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry

Social
(-1 unskilled)
AnimalKen
Empathy
Expression
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge
Merits
Resources
Contacts (Politicians)
Contacts (Police)
High Speech
Sanctum (Shared)

Flaws


Size:5
Speed:10
InitiativeMod:7
Defense:4 (8/9)
Experience:(33) / (8/2)
Health
Willpower
Mana
Gnosis
Wisdom
10
9
8
7
6
5
4
3
2
1
Arcana
Death
Fate
Forces
Life
Matter
Mind
Prime
Space
Spirit
Time
Armor
Type Points
Bulletproof Vest 2/3, -1
Protective Spells
Name Points
Untouchable (Space) 3/3
Additional Information
==================== GAME MECHANICS ===================
SUCCESS: 8-10
-Roll Again: 10
-Roll Again (Exceptional Luck, Fate 2): 9
-Roll Again (Superlative Luck, Fate 3): 8
SPEND WILLPOWER: +3 Dice to Pool
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HEALING TIMES:
-Bashing: 15 Minutes
-Lethal: 2 Days
-Aggrevated: 1 Week
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COMBAT:
-Melee (Unarmed): Str + Brawl + Mods = 1 (Chance)
-Melee (Armed): Str + Weaponry + Mods = 1 (Chance)
-Ranged (Thrown): Dex + Athletics + Mods = 3
-Ranged (Weapon): Dex + Firearms + Mods = 3
SKILLS:
-Research: Int + Aca + Mod = 1 (Chance)
-Investigate a scene: Wit + Inv + Mod = 9
-Bypass Security: Int + Lar + Mod = 3
-Hide/Move Silently/Tail: Dex + Ste + Mod = 7
-Read Emotions: Per + Emp + Mod = 3
-Manipulate People: Man + Per + Mod = 8
-Lie: Man + Sub + Mod = 8
OTHER:
-Meditation: Wit + Comp = 7


==================== MAGE MECHANICS ===================
SKILL SPECIALTIES: +1 Dice to Skill Rolls
-Investigate (Scandals)
-Persuasion (Negotiations)
-Subterfuge (Misdirection)
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ROTE SPECIALITIES: +1 Dice to Rote Rolls
-Investigate
-Stealth
-Subterfuge
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GLOBAL SPELLS:
-Unveiling Resonance: Int + Occ = 5; Extended Action; Core pg 277
--Object
---Identify (Success 1): Recognize a previously encountered resonance.
---Identify (Success 5): Recognize a Shapeshifter in any form.
---Nature (Success 1): Know Something isn't what it appears.
---Nature (Success 5): Know the True Nature of something.
--Spells
---Composition (Success 1 per Arcana used): Determine what Arcana was used
---Potency (Success 1 per Potency):
---Targets (Success 1 per Target):
---Duration (Success 1 per Duration Factor):
---Identification (Success 1 Improvised/5 Rote)
---Power (Success 1 per Gnosis)
---Mastery (Success 1 Improvised/5 Rote)
--Quality (Success 5 per Aspect)
-Sense Scrutiny: Wit + Com = 7: Sense someone reading resonance
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RESTORING MANA:
-Scour Pattern: -1 Physical Attribute Dot = 3 Mana, 1/day, 24 Hour Stat Recovery
-Scour Health: 1 Resistant Lethal Dmg = 3 mana, Unlimited Use, only Heals Naturally
-Oblation: Gno + Comp = 5; +1 Mana/Success at Hallow
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HIGH SPEECH: +2 Next Casting Roll, Lose Dex from Defense; Instant Action
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EFFECTS OF GNOSIS:
Gnosis: 2
-Attribute/Skill/Arcan Max: 5
-Max Mana: 11
-Mana per turn: 2
-Aura: N/A
-Base Paradox Dice Pool: Base - Tools = 2 - 1 = 1
-Time per Roll: 3 Hour

Arcane Mastery Limits:
-1: 4
-2: 4
-3: 3
-4: 3
-5: 3
-6: 2
-7: 2
-8: 2
-9: 1
-10:1
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MAGICAL TOOLS: Reduce 1 Die from Paradox Rolls
-Path: Iron Coin
-Order: NA
-Arcana:
--Fate: Iron Coin
--Forces: Small Watch Battery
--Mind: Small Keychain Rubiks Cube
--Space: Small Keychain Rubiks Cube
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ARCANUM:
-Ruling: 6 x New Level
--Mind[1]: Gno + Mind = 3
--Space[3]: Gno + Space = 5
-Common: 7 x New Level
--Fate[2]: Gno + Fate = 4; 1 Mana
--Forces[1] Gno + Forces = 3; 1 Mana
---Light: Influence
---Heat: Influence
---Sound: Influence
---Electricity: N/A
---Fire: N/A
---Kinetic: N/A
---Gravity: IN/A
---Magnetism: N/A
-Inferior: 8 x New Level
--Matter[0]: Gno + Matter = N/A; 1 Mana

RANKS:
-Pentacle: Initiate/Apprentice/Disciple/Adept/Master
-Seer: Page/Knight/Baron/Count/?
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ASTRAL PLANE:
-Enter (Near a level 5 Hallow/Demesne): Meditation Roll; 1 Mana
-Exit: Res + Com = 5
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SPELL CASTING:

GRIMOIRES:
-Scrying (Space 2, C, 0M, I, P): Int+Inv+Space+Mod=10; View Distant Location

ROTES (Learned):
-Interconnections (Fate 1, C, 0M, I, T): Wit+Emp+Fate+Mod=8; See connection with people/objects
-Exceptional Luck (Fate 2, V, 1M, I, P): Man+Occ+Fate+Mod=9; 9-again,1 roll/success
-Portal (Space 3, V, 1M, E, T): Man+Inv+Space+Mod=12; Teleport

ROTES (Not Learned):
-Mage Sight:
--Spacial Awareness (Space 1, C, 0M, I, P): Gno + Space = 5 ; Mage Sight
--The Sybils Sight (Fate 1, C, 0M, I, P): Gno + Fate = 4 ; Mage Sight
--Third Eye (Mind 1, C, 0M, I, P): Gno + Mind = 3 ; Mage Sight
--Read Matrices (Forces 1, C, 0M, I, P): Gno + Forces = 3 ; Mage Sight
-Counterspell: Gno+Arcanum OR Comp+Occult+Arcanum
--Fate: Gno + Fate = 4
--Forces: Gno + Forces = 3
--Mind: Gno + Mind = 3
--Space: Gno + Space = 5
-Awareness:
--Aura Perception (Mind 1, C, 0M, I, P): Gno+Mind=3; Read Auras
--Sense Consciousness (Mind 1, C, 0M, I, P): Gno+Mind=3; Sense Sentience locally
--Finder (Space 1): Gno + Space = 5; Magical Tracer Bug
--Omnivision (Space 1): Gno + Space = 5; 360 degree vision, one scene
--Nightsight (Forces 1): Gno + Forces = 3; darkvision, one scene
--Reciever (Forces 1): Gno + Forces = 3; Extend range of hearing, one scene
--Tune In (Forces 1): Gno + Forces = 3; Intercept wireless transmissions, 1 scene
-Defensive:
--Untouchable (Space 2, C, 0/1M, I, P): Gno+Space=5 ; +1 Armor per Space Dot
-Offensive:
--Spacewarp Flesh (Space 3, V, 0/1M, I, T): Gno+Space=5; Attack Spell
-Utility:
--Heat/Sound/Light Influence (Forces 1): Gno + Forces = 3 ; 1 scene
--One Mind, Two Thoughts (Mind 1, C, 0M, I, P): Gno+Mind=3
--Shifting the Odds (Fate 2): Gno + Fate = 4; 1 Mana;
--The Perfect Moment (Fate 2): Gno + Fate = 4;
--Querulous Minds (Fate 2/Prime 1): Gno+Fate=4; Detect those with magic interaction[GotV187]


=================== GAME MANAGEMENT ===================
HALLOW MANAGEMENT:
-Current Day Mana: 3
-Previous Day Mana: 0
-Tass: 0
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HEALING:
-Days of Natural Healing Remaining for next Health Dot Recovery: NA
-Resistant Damage: 0/0/0
-Regular Damage: 0/0/0
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ACTIVE SPELLS (3/5):
-Spacial Awareness (Space 1): Space Mage Sight
-Untouchable (Space 2): : +3 Space Armor
-[0] Exceptional Luck (Fate 2): : (9-Again on Selected Future Rolls)
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SPELL TOLERANCE (2/1, -1 Modifier to Casting Rolls)
-Spacial Awareness (Space 1): Space Mage Sight
-Untouchable (Space 2): : +3 Space Armor


================= CHARACTER SPECIFICS =================
SHADOW NAME: Exor, An abreviation of Extort or Extortion[ist].
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PERSONALITY:
Ethan is used to dealing with people in positions of authority, and has learned that manipulation serves his purposes more than brute force. He always attempts to stay out of the spotlight, and hides his actions and identity as much as possible.
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DESCRIPTION:
Ethan is lithe and small, but very agile. His jet black hair is usually pushed back and drops to his mid neck. His eyes are dark, which create a stark contrast against his pasty white skin.
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NIMBUS:
Deep glossy black shadows that appear to dance like flames coat everything around Ethan, reflecting random objects against it at impossible angles.
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BACKSTORY:
Ethan was born into an upper middle class family to a private investigative father and a lawyer mother. As a boy he experienced the brunt of their constant fighting and eventual divorce. During this time period he learned to play both sides and manipulate his way into whatever he wanted. As he got older he learned several skills from both parents, through his father he learned how the investigative process works and how people get caught. From his mother he learned how far people will go to avoid embarrassment and conviction, and how to think quickly on his feet. As he became older and the need to take care of himself presented itself, he lacked several neccessary skills, namely work ethic and experience. Having always had an easy road as a child, he took the easy road again, and began a life of extortion. Using what he learned from his parents he was able to tail and capture the bad behavoirs of enough importsant people, that he would be able to finance a fairly lavish lifestyle.

Ethan's awakening was much like others of his Path, a nightmare. Ethan was tailing a local councilman who he suspected of having an affair with a staff aid. While following him through a park at night Ethan continued to see and feel strange shadows shifting and moving around him. As he walked he'd find himself in locations he didn't remember walking to, or he'd be ahead or behind of his quarry. No matter how hard he tried to place himself at the appropriate distance he simply could not move to the destination he required. After what felt like a long time, and an indeterminate distance, his prey stepped onto a main road and Ethan followed. As he walked, Ethan was bombarded with the thoughts of others smashing into his consciousness. Others around him seem to turn mad, while others followed his order. Ethan found himself needing to fight through the crowd while the black shadows continued to get closer and his prey got further away. As he fought, more of the crowd turned against him and slowly closed in around him, the shadows moved closer and closer, threatening to suffocate Ethan. He slowly began loosing his grip on the few remaining thralls in the crowd and one by one they turned and brought their focus on Ethan, daggers began appearing in the hands of those around him, and Ethan began to feel the stabbing pain of steel biting his flesh. Darkness began to envelope his vision, and he wasn't sure whether it was death or the shadows. In his dying moment there was clarity, he could see his prey standing at the entrance to a great tower, there were bodies all around Ethan and all visibility of his prey had long vanished, but Ethan could see the man, could almost reach out and touch him. The tower in the image beckoned to him, and with the little strength that remained Ethan reached out and tried touching the tower. The world violently tossed and turned, and Ethan felt his body crash into something hard, it took several minutes before Ethan was able to stand. His prey was gone along with the deadly crowd, but before him was the tower from the image in his mind. As he walked up to it, the door swung open. Within stood a single book on a high pedestal, no stairs or other discernable method led to the book, but Ethan knew he needed to sign his name to it. He reached out for an answer and when he opened his eyes he found himself standing on the pedestal with the book in his hands. After signing his name, his wounds finally consumed him, and he fell into darkenss.

Ethan woke up in the hospital days later. Sitting up, he could see the room was empty, a single chair sat next to his bed as if someone had been visiting him. Ethan could feel the pain from his wounds and hear the beeping and whirring of the machines that had been keeping him alive. As he laid his head back on his piilow, Ethan heard a loud *pop* concerned he had pulled something out or broken something he quickly sat up, nearly tumbling out of bed when he saw a dark clad man sitting in the chair next to his bed. The man began explaining to Ethan who he was now and what his new life would require of him. He also told Ethan that he did not need to go about his new life alone, that his skills would be greatly appreciated within an arganization known as the Guradians of the Veil. The man continued to visit Ethan, for several days before finally coming with another Guardian. The second man healed Ethan the rest of the way and got him discharged. The next several weeks Ethan spent in study, learning the powers that had been bestowed upon him and joining the Guiardians.

Two months after his awakening, Ethan was told he was being sent to Goodsprings, as they felt there was need for his skillset there. Too many Mages were congregating there and the Guardian's desired information on who was there and why they were there. Ethan was on the next bus there.
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BACKGROUNDS:
-Resources: A series of annuties setup from cash recieved from previous BMs
-Contacts (Politicians): Through BM he has some pull with politicians
-Contacts (Police): By exchanging info he's used to BM, police do favors for him

**Resources: $2,000/Month; $10,000 Assets
**Contact Roll: Man + Per + Contact Dots = 9
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EQUIPMENT:
-Backpack
-Cellphone w/Video/Photo Camera
-Night Vision Binoculars
-Binoculars
-Listening Bugs
-Bug Sweeper
-Disguised Camera
-Bulletproof Vest
-Flashlight
-Lock Picks
-Nightvision Goggles
-Surveillance Equipment
-Journal
-Blank Notebooks
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ORDER (GUARDIANS OF THE VEIL) RANK/STATUS:
-Rank: Neophyte
-Prerequisites: None
-Expectations:
--Gnosis: 2-3 Dots [Pass]
--Arcana:
---Primary: 1st Degree Adept or 2nd Degree Disciple [Fail]
---Rotes: 6 Minimum [Fail]
--Skills:
---Mental: 1 at 3 Dots (Usually Investigate) [Pass]
---Physical: 2-3 Physical at 2-3 Dots (Usually Larceny/Stealth/1 Combat) [Fail]
---Social: 2-3 at 3 Dots (Usually Subterfuge and Intimidate) [Pass]

-Status: N/A
--No Learning Rotes
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GOALS:
-SHORT TERM:
--Locate Copper
--Police Station tour (steal relic)
--Broker Seer (The Auditors) information to Mysterium
---Offer: Grimoires/Info on Sanctum/
--Broker Seer (HeadHunters) information to Karait and Mjolnir
---Offer: Grimoires/Info on Subtle Ones Legacy/
--Investigate the coincidence between Schoolchildren and Friendmakers
--Investigate the Dam connection to Mages
--Investigate the Headhunters/Warehouses on West Side
--Study Natural Desesne
--Study Magical Staff

-INTERMEDIATE TERM:
--Acquire Grimoire: Swearing an Oath
--Find Research Assistant and Crimal Justice "Employees"
--Join Subtle Ones Legacy

-LONG TERM:
--Create Space Attack Spell

-ACCOMPLISHED:
--Collect Grimoire from Cave
--Collect Grimoire and Seer Dossiers from Silent
--Use Contacts(Police) to try and get information on the relic in the police station
--Deliver Fate Grimoire to Judge/Collect on reward

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PLOTS:
-Local Dam: Lots going on there
-Caves/Manifestation/Russ
-Taxi Company
-Silent/Seers infighting
-Auditors/Mysterium/Arcane Book/Police Station
-Headhunters(Seers)/Warehouses on West Side

-Magical Staff:
--This appears to be some kind of Atlantean artifact, which, instead of producing mana, fails to produce paradox. When you channel into the staff, which can be done by any mage by concentrating for a turn, a giant blast of fire will shoot out of the end of the staff. If this effect is used five times, it appears something else will happen, but it would require more research to figure out what.

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NPCs:
-MORTALS:

-SLEEPWALKERS:
--Jerry: Servant in the Cabal's Sanctum
--Sarah: Guard at the Blue Moon Bar

-HUNTERS:
--Kevin Silvers: Former Cop, hangs at Church with the Father Hunter

-PENTACLE MAGES:
--Judge, Heirarch: Cabal The Master's Diamond;
--Guardians
---The Maiden: Cabal The Soul Kitchen; Hangs at Blue Moon Bar; Not very engaging
---Wooster: Cabal The Street; Mostly Untraceable; Recovers Souls; Considered Scary
---Murray: Cabal The Master's Diamond; Runs a spirit court; Eternally Vigilant
---Karait and Mjolnir: Cabal The Tide; Not willing to communicate often, Seer Hunters
---Russ: Cabal The Tide; Mysterium, but basically Guardian.

-NON-PENTACLE MAGES:
--SEERS OF THE THRONE:
---
----Silent: Mastigo; Space, Prime
---HeadHunters,Servants of the General: Soul stealing newly awakened kidnappers
----Bone Carver: Moros; Baron in Matter/Death. Second in command of the cabal
----Ash: Thrysus; Leader of cabal, only one who talks to the others here. A tall, grim, gaunt, elderly man.
---Friendmakers, Servants of the Panoptician: Enslave children. Work out of Security at dam. Three members (2 male/1 female), all counts of Spirit.
---Auditors, Servants of the Panoptician: Enemies of the Mysterium. destroy relics. operate out of the Taxi company.
----Rudra: Mastigo, Scrying Specialist. Count of Space, Knight of mind, Page of prime, a grumpy old man who drives a taxi. Gray hair, lots of wrinkles.
----Mindy: Obrimos, counter-spell expert. Easy enough to find, with dull brown hair, dresses professionally, and is the secretary for the company.
----Turk: Thrysus medical officer, At least a baron in life magic, manager of the building, tall and black, black hair, well-shaven, dresses semi-casually.
----Chip: Acanthus; count Fate/Time, the on-site mechanic.


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JOURNAL:
-Day 1: Arrive in Goodsprings, burst at church, meet/blackmail Silent, Diner with newbie, meet penticle and be shown Sanctum.
-Day 2: Meet the Maiden at Blue Moon, Explore goodsprings, recon on inhabitants, recon on Taxis for Maiden. Retrieve grimoire from cave, explore cave, encounter mage/Seers/Manifestation. Set up Silent drop.
-Day 3: Silent drop at Blue Moon, turns proposition down. Review of Data at Sanctum. Cabal meeting. Info Gather Police and Copper. Case Police Station. Case Dam. Scry Copper (successful). Study Staff (See Notes)
-Day 4:

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EXPERIENCE:
-Earned: 31 (28/5)
--Arcane: 5
--Regular: 21
-Spent: 23 (20/3)
--Arcane: 3
--Regular: 20
-Remaining: 10
--Arcane: 2
--Regular: 8

-Earned:
--10: Creation; Regular
-- 3: 03/22/13; Regular
-- 1: 03/22/13; Arcane
-- 8: 04/16/13; Regular; (5)Scene Completion, (1) Meeting People, (2) Activity
-- 2: 04/16/13; Arcane; Learning Curve
-- 7: 07/01/13; Regular; Scene Completion, Activity
-- 2: 07/01/13; Arcane

-Spent:
-- 7: Creation: Forces 1
--16: 04/16/13: Gnosis 2

-Progression:
--12 Mind 2
--24 Gnosis 3 (Improve Improvised Magic, Improve Hallow Oblation, +1 paradox dice)
--Join Subtle Ones Legacy (Incognito Presence/Sybil's Sight Attainment)
--18 Mind 3
--24 Mind 4
-- 8 Rote: Skill Mastery (Mind 4)
--24 Space 4
--32 Gnosis 4 (Improve Improvised Magic, Improve Hallow Oblation)
--30 Space 5
-- 8 Rote: [Self Created Attack Rote] (Space 3)
--40 Gnosis 5 (Improve Improvised Magic, Improve Hallow Oblation, +1 paradox dice)
--Increase Subtle One Legacy (Imposter/Alter Aura/Transform Aura Attainment)
--30 Mind 5
-- 4 Rote: Evil Eye (Fate 2)
-- 3 Intimidate 1
-- 3 Academics 1
-- 3 Politics 1
--10 Stamina 2 (Increase Spell Tolerance, Increase Soak Pool)
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Favored Resistance Attribute — Acanthus, Moros, Thyrsus: +1 Composure; Mastigos, Obrimos: +1 Resolve • Arcana — 2 dots in 1st Arcanum, 2 dots in 2nd, 1 dot in 3rd, (two of these must be the Path’s Ruling Arcana) +1 dot in any Arcanum • Rotes 6 • Merits 7 • (Buying the 5th dot in Attributes, Skills or Merits costs 2 points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Wisdom = 7 • Starting Gnosis = 1 • Starting Mana = Wisdom