Some philosopher once said that there are no new ideas anymore, and as a result, everything is just a reflection of happenings somewhere else in the multiverse. I don't know if that's true, but if it is, there's a character just like the one I "created" out there somewhere, kicking ass and taking names in the name of maintaining balance.
Health 7 boxes, Willpower 6, Mana 7, Wisdom 7, spare experience 2, size 5, speed 10, init +6, defense 2
Skills:
Academics 2
Computer 1 (Internet)
Craft 2
Investigation 1
Medicine 1 (rote skill)
Occult 2 (Magic)
Politics 1
Science 1
-------------
Athletics 1 (rote skill)
Brawl 2 (Kung Fu)
Drive 1
Firearms 1
Stealth 1
Weaponry 1
--------------
Empathy 1
Expression 1
Subterfuge 1
Persuasion 1
Intimidation 1 (rote skill)
Equipment:
Rapier (6 dice, lethal, armor-piercing 1)
Steyr-Aug (8 dice, lethal: See Autofire rules)
Pepper spray (3 minus target's Defense: See special rules under Equipment)
Thin Kevlar vest (Armor 1 vs. melee, 2 vs. firearms, bulletproof)
Gnosis: 3
Arcana: Fate 5, Forces 1, Time 2
Rotes:
Blessings Of The Gods (9 dice, instant, 1 Mana): Gain 9 again on a number of future rolls equal to successes, except chance dice.
Nightsight (6 dice, instant): Successes mitigate by one die per success darkness-related penalties, but normal light inflicts these penalties instead.
Strike True (8 dice, reflexive, 1 Mana): Each success grants +1 in the next roll the spellcaster has to or chooses to make that doesn't involve spellcasting.
Failure Is Death (5 dice, instant, 1 Mana): Success allows a reroll of an instant action in the next turn, and the better result is applied.
Achilles' Heel (9 vs. target's Resolve + Gnosis, instant, 1 Mana): Successes are added as a bonus to damage dice pools when originating from the designated living being, place, thing, condition, flaw or behavior.








