Nikki
Tradition:
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Euthanatos |
Essence:
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Primordial |
Nature:
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Survivor |
Demeanor:
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Visionary |
Concept: |
Assassin |
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Best
image of Reality Deviant believed to be "Nikki"
(max-enhanced/true-color)
- Sent by visual sensor of HIT
Mark V just before its destruction |
Appearance
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Nikki is a nondescript
European-American with brown hair and brown eyes.
She stands 5'7 (170 cm) and weighs 135, athletic
pounds (61kg). Her looks are plain, but her skill
with fashion and style allow Nikki to markedly vary
her appearance with cosmetics and clothing choices.
Her voice is likewise nondescript, and in
conversation, she reflexively affects accents that
are near-local to the person with whom she's
speaking.
Known Aliases (partial
list)
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Freelance
Troubleshooter/Special Operative
with the Discreet Services Branch
of the Collo-ARC Division
of Digi-lant Investigative Services
a division of Digi-lant International
a subsidiary of The Teles Consortium
a subsidiary of Agil-lant Enterprises
a subsidiary of Wo-com Worldwide
a subsidiary of The Thesis Company |
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Claire Salazar
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Melinda
Anderson
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Jamie Spenser |
Lisa Schultz
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Tanya Jordan
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Jennifer Collins
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Heather Fletcher |
Faith O'Brien
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Debby French |
Summer Murphy |
Helen Sinclair |
Amanda Long
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Wendy Tuttle
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Ellie Summers
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Taylor Irwin |
Mary Cole |
Amy Johnson
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Katherine Church
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Rachel Hersch |
Mercy Smith
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Tina McCarthy
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Patricia Ollerman
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Claudia Miller |
Paula Thomas |
Pamela Weise
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Rebecca Donalson
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Monica Edmonds |
Cheryl Palmer
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Kelly Baron
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Britney Collier
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Elizabeth Keller
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Amanda Donner
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Tiffany Cross
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Maggie Ridgemont
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Cindy Turner
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Karen Michaels
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Tradition
Titles/Introduction
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Nikki, errant daughter of
Marcus
bani Euthanatos, Chakravanti
The Unseeable Silence
The Maiden of Seeming
The Siren of Guile
The Fictive Assassin
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Attributes
Physical
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Social
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Mental
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Strength ●● |
Charisma ●● |
Perception ●●●●●
(Keen Senses) |
Dexterity ●●●●●
(Smooth) |
Manipulation ●●●●
(Persuasive) |
Intelligence ●●● |
Stamina ●●●● (Enduring) |
Appearance ●● |
Wits ●●●● (Level-Headed) |
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Talents |
Skills |
Knowledges |
Alertness ●●●●
(Spotting Tails) |
Do ●●●●
(Internal) (Snow
Monkey) |
Computer * |
Athletics ●●●●
(Parkour) |
Drive * |
Cosmology ●●●●
(Finding Things) |
Awareness
●●●●
(Aura Reading) |
Etiquette
●●●●
(Umbral) |
Culture ●●●●
(Fitting In) |
Dodge
●●●●
(Sidestepping) |
Firearms
●●●●●
(Assassination) |
Enigmas ●●●●●
(Twisted Plots) |
Intuition
●●●● (Insight) |
Leadership
* |
Investigation ●●●● (Gathering
Intel) |
Intimidation
●●●● (Veiled
Threats) |
Meditation ●●●● (Focusing) |
Law
* |
Streetwise ●●●●
(Fitting In) |
Melee
* |
Linguistics
* |
Subterfuge ●●●●● (Find
Weaknesses) |
Research ●● |
Lore
* |
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Stealth ●●●● (Shadowing) |
Lore (Nephandi) ●●●●● (Identification) |
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Survival * |
Lore (Kindred) ●●● |
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Technology * |
Lore (Marauder) ●●● |
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Lore (Technocracy) ●●● |
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*
Illusory dot from Jack of All Trades Merit |
Lore (Tradition) ●●● |
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Lore (Garou) ●● |
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Medicine * |
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Occult ●●●● (Supernatural
Creatures) |
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Science * |
Secondary Abilities |
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Scrounging
●●● |
Misdirection ●●●●●
(Disappearing) |
Herbalism ●●● |
Style ●●●●
(Blending In) |
Tracking ●●●●
(Identification) |
Poisons ●●●●●
(Undetectable Poisons) |
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Traps ●●●● (Magickal) |
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Spheres |
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Correspondence
●●●● (Reflective
Surfaces)x (Teleportation) |
Life
●●●●●
● (Knife)x*
(Healing) |
Prime
●●●●●
●● (Corset)x (Channeling) |
Entropy
●●●● (Faceted
Crystal)x (Fate) |
Matter
●●● (Amber
Quartz)x |
Spirit
●●●●●
● (Smokey Quartz)x
(Traps) |
Forces
●●●● (Ruby
Quartz)x
(Physics) |
Mind
●●●● (Meditation)
(Compulsion) |
Time
●●● (Meditation)x
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x
= Not Needed Due to Arete |
*
= Unique Focus |
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Resonance |
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Dynamic (Smooth ●●,
Hopeful ●) |
Static (Stable ●) |
Entropic (Hidden ●●●,
Primal ●●, Renewing
●) |
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Advantages |
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Arete ●●●●●
●●●● |
Willpower
●●●●●
●●●●● |
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Quintessence
●●●●●
●●●●● ●●● |
Paradox
4 |
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Backgrounds |
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Arcane ●●●●● |
Resources ●●●● |
Sanctum ●●●●● |
Avatar ●●●●● |
Spies
●●●●● |
Library ●●●● |
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Node ●●
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Merits |
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Innocent |
Acute
Senses (All) |
Ambidexterous |
Jack
of All Trades |
Danger
Sense |
Athletics
Aptitude |
Prestigious
Mentor |
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Flaws |
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Twisted
Upbringing |
Masochist |
Enemy
1 |
Infamous
Mentor |
Throwback
1 |
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Equipment |
Magickal Equipment
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Multiple
Passports
& IDs |
Carte
Blanche |
Honor
Knife (Awakened Spirit Blade) |
Multiple
Cell Phones & SIM Cards
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Mirror
of Tamarapomne |
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Sniper Rifle |
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History
Marcus... is my father.
No, that’s not actually correct.
Marcus was
my father.
That’s a lie. Let me begin again.
The man who raised me, Marcus Carlson (a.k.a. too
many names to mention), treated me as if I were
his daughter. I am not, though I thought I was for
most of my life. I learned a few years ago that
Marcus stole me as an infant, from a hospital,
when I was just a few hours old. He raised me as
his own.
More correctly, he trained me to be his star
pupil. From the time of my birth, he had trained
me to be what I am today. And what I am, more than
anything else, before anything else, is
Chakravanti, a servant of the Wheel. Thanks to
Marcus, I am beholden to no one, I am independent
of body, mind, and soul, and I follow my own path
through this life. I grease the Wheel that
it might turn freely. That is what Marcus made me...
but I quickly came to understand just how woefully
under-prepared for the world he had left me when
he was killed, murdered.
May he, when next his soul becomes ascendant on
the Great Wheel, take the form of a three-legged
dog with fleas.
Marcus was the only family I had ever had. And let
me assure you, I grew up in a blessedly twisted
family. If I may illustrate: some time ago, I
killed Marcus Carlson... sliced his jugular vein,
pulmonary artery, and trachea, on the way to
severing his spine at the Medulla to stop his
autonomic functions in a neat, little, three-step
move I’d been working on for years.
…a thing of beauty, that move.
See, I’m an assassin, one of the better assassins
in the world. I have been for a while now. And it
was Marcus who had been training me for the trade
since forever.
~~~~~
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Keeper's
Cottage
Nikki has safe houses all over the world, run by
shadow organizations set up by her father. None
of them are home to her. The Keeper's Cottage,
in a small, rural town in southwest
England, is as close as anything else to her
permanent base of operations. It sits in a copse
of trees, back away from the rest of the town
amongst overgrowth and underbrush, going
unnoticed by most of the town's residents. The
quaint British cottage sits on top of Nikki's
biggest secret... somewhere on the property is
the entrance to a cave that is her Sanctum.
~~~~~
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Awakened Honor Knife
Arete: 6
Quintessence: 30 Max
Knife's Spirit
Willpower: 9
Rage: 9
Gnosis: 6
Power: 60
Charms -
As part of Nikki's latest Seeking, she came to
finally understand and appreciate the reweaving of
Fate that Marcus and Vivianne had accomplished
when they chose to steal her at her birth. In
exploring the knowledge of What-Should-Have-Been,
the young assassin Awakened the Spirit of this
ancient Verbena Talisman, rousing its spirit and
unlocking its magickal potential.
Effects:
1) Ever-Sharp/Unbreakable Blade
Spheres:
Matter 3
Difficulty: 6
Duration: Instantaneous/Constant
Range: N/A
Damage: N/A
Effect: Keeps the edge of the blade as sharp as
modern surgical obsidian (about 30 Angstroms
thick) and harder than diamond.
2) Spirit Bane
Spheres:
Prime 2
Difficulty: 5
Duration: as per table
Range: Special
Damage: as per Weapon
Effect: This is the Prime 2 Effect Enchant
Weapon. It allows the knife to affect
spirits and other Ephemeral things for a scene.
3) Technological Terror's Terror
Spheres:
Entropy 3
Forces 2
Prime 2
Difficulty: 6
Duration: as per table
Range: Special
Damage: N/A
Effect: A variation on Slay Machine that
adds electrical and/or fire damage as appropriate.
With Prime 2, the Forces Effect propagates through
the machine/device.
4) Answer the Call
Spheres:
Correspondence 3
Matter 2
Difficulty: 6
Duration: Instantaneous
Range: Special
Damage: N/A
Effect: The Knife can teleport itself from
anywhere into its owner's possession.
~~~~~
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Mirror of Tamaraponme
Arete: 5
Quintessence: 25 max
Tamaraponme is the muse of dress. She has dominion
over fashion & style of every sort. This
Talisman is a massive, flawless, full-length
mirror in an antique cherry wood frame elegantly
carved with various images of needle and thread,
stitching cloth, and women's hands sewing.
Effects:
1) The Cinderella Effect:
Spheres:
Mind 3
Matter 4
Prime 2
Correspondence 2
Time 2
Difficulty: 7
Duration: Until Midnight (1 Success) or Permanent
(2+ Successes)
Range: General Area (about 15')
Damage: N/A
Effect: The Mage stares into the Mirror and
imagines being dressed in any sort of clothing.
The Mirror will read the Mage's mind (Mind 3),
sense backward or forward in time
(Correspondence 2/Time 2), to dress the Mage in
accurate, period clothing (Matter 4/Prime 2). Any
sort of fashion/accessory/jewelry may be created
in this manner. If the Mage has at least Mind
1, the Mage can make the mental effort and have
the Mirror create the clothing in the Mage's hands
instead of dressing the Mage.
2) Laundry Day:
Spheres:
Prime 4
Difficulty: 7
Duration: Instant and Ongoing
Range: General Area (about 15')
Damage: N/A
Effect: The Mirror draws Quintessence from matter
around it and uses it to recharge its own
Quintessence pool. And while the Mirror may affect
any Pattern within its range, it will unweave
cloth and clothing before it affects other
materials, so mages are advised to keep bolts of
cloth near the Mirror.
~~~~~
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Carte Blanche
Arete: 5
Quintessence: 25 max
A small white credit-card blank with a magnetic
strip on the back. When inserted into any cash
machine, pay point, electronic lock or such, it
will act as a skeleton key, prompt the machine to
greet John or Jane Doe, give him or her whatever
cash is available, up to the regular transaction
limit or whatever access is usually permissible,
and then erase the operation from the machine's
logs.
When given to a living being, Carte Blanche
will appear as a driver's license, library card or
whatever form of identification the recipient
expects, showing the name of whoever the mage says
he or she is. Carte Blanche itself has an
Arcane of 5 for the purpose of people remembering
the name on it, though it will not protect the
mage's face.
Spending one point of Quintessence will allow the
card to function for a scene.
~~~~~
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Sniper Rifle
Arete: 6
Quintessence: 30 max
It should be noted that it is possible by the
rules to shoot at more than one target per use of
this talisman if the range is short. Simply
declare that you are trying to hit everyone (3
successes needed) or only selected targets in the
vicinity (4 successes needed).
The talisman can either sound like a rifle or be
quiet. It is perfectly reasonable to have a
silenced sniper rifle.
All of the powers of this talisman are
coincidental . It's a gun.
Effects:
1) Folding/Unfolding:
Spheres:
Matter 3
Difficulty: 6
Duration: as per table
Range: N/A
Damage: N/A
Effect: This Matter effect allows the weapon to be
folded and unfolded so that it may be
stored/transported without looking like a
weapon.
2) Scope:
Spheres:
Correspondence 1
Forces 1
Difficulty: 4
Duration: as per table
Range: Special
Damage: N/A
Effect: The scope allows line of sight to be
drawn at great distances. The Forces 1 effect
allows the scope to function in any part of the EM
spectrum, so, using X-rays or IR, it is possible
to see into buildings, through walls etc.
3) Incendiary Round:
Spheres:
Entropy 1
Matter 3
Forces 3
Prime 2
Difficulty: 6
Duration: Instantaneous + Fire
Range: Line of Sight (see Scope)
Damage: 5 x Successes (+ Fire)
Effect: The Undead can be pesky critters unless
one deals with them in a convincing manner.
That's why this incendiary round was
developed. The Entropy effect gives
targeting information to the eyepiece of the scope
about the weakest part of the vampire (ala Dim
Mak). When fired, the round rips into the
target and shreds its pattern (Matter 3). At the
same time, the target bursts into flames (Forces
3, Prime 2) and burns (Technically, the fire will
get its duration from the duration effects table
in the rule book, but let common sense prevail,
please). This round was originally designed
for use against Vampires, but it was later found
to be very effect when used against doors,
people's clothes (especially body armor), and
vehicular gas tanks (ouch). This round
is also an arsonist's/pyromaniac's dream. It
leaves no physical evidence although
Resonance may provide magickal investigators with
leads.
Imagine a terrorist shooting from a hilltop, miles
away, at an oil refinery's storage tanks...
4) Anti-Personnel Round:
Spheres:
Entropy 1
Life 3
Matter 3
Prime 2
Difficulty: 6
Duration: Instantaneous
Range: Line of Sight (see Scope)
Damage: 5 x Successes
Effect: Imagine getting hit in the head with
a wad of bubble gum traveling at Mach 3.5. That's
what this round does to a target. It is equally
effective against living and nonliving targets.
This round is also used on nonliving targets when
the use of the incendiary round is
impractical. As with the incendiary round,
the Entropy effect gives targeting data to the
mage through the scope.
5) Silver Bullet:
Spheres:
Entropy 1
Matter 2
Forces 3
Prime 2
Difficulty: 6 (also requires a separate Firearms
'To Hit' roll)
Duration: Instantaneous
Range: Line of Sight (see Scope)
Damage: 5 x Successes (Aggravated vs. Werewolves)
Effect: While werewolves are able to very
effectively resist the Anti-Personnel Round, they
have a much nastier time with this little
gem. The Matter effect creates a
silver bullet and it is propelled toward the
target by the Forces/Prime effect. The
Firearms skill roll will determine if the silver
bullet hits its mark. Again, the Entropy
effect finds the target's weaker regions.
6) Enchanted Weapon:
Spheres:
Prime 2
Difficulty: N/A (Requires a separate Firearms 'To
Hit' roll)
Duration: Instantaneous
Range: Line of Sight (see Scope)
Damage: As Effect
Effect: The gun has been imbued with Prime, making
it effective against Ephemeral targets, including
all manner of Umbrood.
~~~~~
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