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Self-Assured Problem Solver
Player Character

I have no idea what I'm doing.

Codex

Codex link from Titus.


Scroll down: http://wodcodex.com/wiki/Mage:_the_Awakening

Title
Self-Assured Problem Solver

Type
Player Character

Race
Mage

Gender
Male

Specialties
Investigation: Dossiers
Larceny: Pass without a Trace (B&E without leaving signs)
Stealth: Blending in (Hiding in crowds, etc)

Nimbus
Long-Term: disturbances in the perception of time passage
Immediate: Sense of paranoia. Tilt condition: Shaken
Signature: Secretive whispering

Rotes
Postcognition (Time 1). Rote skill: Investigation; MTA2e-187.
Lucky Number (Fate 2). Rote skill: Investigation; MtA2e-136.
Heightened Senses (Life 1). Rote skill: Investigation; MtA2e-148.

Praxis
Green Light / Red Light (Time 1); MtA2e-187.

Merits
High Speech: 1
Concilium/Order Status: 1; MTA2e-100 (Adamantine Arrow)
Good Time Management: 1; CofD-44
Trained Observer: 3; CofD-46
Between the Ticks: 2; MTA2e-100
Occultation: 2; MTA2e-103
Alternate Identity: 2; MTA2e-105
Untouchable: 1; CofD-56

Magical Tools
Cash Coin

Yantras
High Speech
Order Tools (??)

Aspirations
1. Order tasks
2. Establish into locale
3. Investigate vampires

Obsessions
1. Study others' oneiroi

Inventory
Revolver, Lt. Dmg 1, Rnages 20/40/80. Clip 6. Initiative 0. Str 2. Size 1. Avail 2.

Conditions
Scarred. VTR2e-305

Life

Heightened Senses (Life •) - Spell

Heightened Senses (Life )

Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Empathy, Investigation, Survival

While this spell cannot grant a mage new senses, it can heighten her existing ones, including touch. This is a popular spell among hedonistic mages as a result, as well as those who want to revitalize senses dulled by city life. A mage’s strength lies in her preparation and knowledge, after all, and keen senses impart greater information about the world.

The spell grants a bonus to Perception rolls equal to its Potency.

+1 Reach: The mage instinctively knows how to track by scent while this spell is active, making use of her increased olfactory powers.

Merits

Alternate Identity (•, ••, or •••) - Advantage

Effect: Your character has established an alternate identity. The level of this Merit determines the amount of scrutiny it holds up to. At one dot, the identity is superficial and unofficial. For example, your character uses an alias with a simple costume and adopts an accent. She hasn’t established the necessary paperwork to even approach a bureaucratic back- ground check, let alone pass one. At two dots, she’s supported her identity with paperwork and identification. It’s not liable to stand up to extensive research, but it’ll turn away private investigators and internet hobbyists. At three dots, the identity can pass a thorough inspection. The identity has been deeply entrenched in relevant databases, with subtle flourishes and details to make it seem real, even to trained professionals.

Additionally, the Merit reflects time the character has spent honing her persona. At one or two dots, she gains +1 to all Subterfuge rolls to defend the identity. At three dots, she gains +2.

This Merit can be purchased multiple times, each time representing an additional identity. 

Between the Ticks (••) - Advantage

Prerequisites: Wits •••, Time • 

Effect: Your character has perceived the depths of Time, and thus can act with the utmost precision, performing an action perfectly for ideal timing, or ideal efficiency. With this Merit, once per scene you can subtract –1 from your character’s Initiative for the turn to add a die to her action for the turn, or subtract a die from her action to add +1 to her Initiative. 

Consilium/Order Status (• to •••••) - Advantage

Effect: This Merit grants all the advantages of the Status Merit (see p. 107), except it applies to the city’s Consilium or your character’s local Order Caucus. This affords certain protections and advantages under the Lex Magica.

Your character’s position affords her certain access to her Caucus or Consilium’s stores. She can access Artifacts, Imbued Items, mentors, libraries, Grimoires, and other magical resources. The Storyteller should assign an Availability rating to the item your character seeks, related to the power level or regular Merit rating. Consider your character’s Status dots as Resources for the purpose of procuring these magical resources (see Acquiring Services, p. 228). Availability ratings assume the service or Merit will be assigned on a temporary basis (for a single story); add •• for permanent requisitions. The group assumes she’ll return it when done with it, or make amends if it’s destroyed or lost. Merits suitable for requisition include Alternate Identity, Retainer, Imbued Item, Artifact, Grimoire, Mentor, Hallow, Sanctum, Library, Advanced Library, Safe Place, Familiar, and Resources, all with Availability equal to their dot rating. The Storyteller decides if your character’s group has access to a particular magical resource; rank doesn’t summon magical storehouses into being.

Order Status unlocks certain Merits and advantages unique to that group. As well, certain spells are taught to Order members; learning them outside the Order can be difficult at best, dangerous at worst. Usually, Order Status comes with a position of responsibility. This varies from city to city by Order.

Finally, Seers of the Throne Status adds to the character’s Resources for acquiring mundane items and services.

Sleepwalkers may only buy the first dot of a single version of this Merit. A character may normally have Status in a single Order. If a character works closely with a second Order, however, she may buy the first dot of their Status but no more, and may not use them for requisitions.

The Orders are both global organizations and locally compartmentalized. If a character uses Order Status in a Caucus other than her home one, reduce her effective rating in this Merit by –1 if the Caucus is a member of the same Consilium or Assembly, –2 if it is a member of the same Convocation, and –3 if it is unrelated. 

Good Time Management (•) - Advantage

Prerequisite: Academics •• or Science ••

Effect: Your character has vast experience managing complex tasks, keeping schedules, and meeting deadlines. When taking an extended action, halve the time required between rolls.

High Speech (•) - Advantage

Effect: The character can use High Speech as a Yantra in spellcasting (see p. 120)

Occultation (• to •••) - Advantage

Effect: Your character is unnoticeable and inoffensive on a mystical level. Any time a character tries to read your character’s aura, or otherwise use magic to discern bits of truth within her, subtract your Merit dots from their pool.

Normally, a mage’s spells carry with them a hint of his Nimbus. This Merit allows a mage to hide that, to metaphysically sweep that under a rug. Your character’s Signature Nimbus is faint, vague, and couched in more symbolism and oblique references than other mages’. When someone attempts to scrutinize her Nimbus to identify her or track her, subtract your Merit dots from their rolls. The Withstanding level of sympathy for spells targeting the character has a minimum of her Occultation dots.

Drawback: If your character ever gains the Fame Merit, or becomes noticed by the public at large, you can lose this Merit. 

Trained Observer (•, or •••) - Advantage

Prerequisite: Wits ••• or Composure •••

Effect: Your character has spent years in the field, catch- ing tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again. 

Time

Green Light / Red Light (Time •) - Spell

Green Light / Red Light (Time )

Practice: Compelling
Primary Factor: Duration
Suggested Rote Skills: Computer, Larceny, Subterfuge

The mage may manipulate the subtle timings of events, smoothing or obstructing her subject’s progress. Cast positively, the subject finds elevators and taxis arrive just as he needs them, stop lights turn green, and he arrives on time for meetings. Cast negatively, anything that can delay the subject will delay him.

Postcognition (Time •) - Spell

Postcognition (Time )

Practice: Unveiling
Primary Factor: Potency
Suggested Rote Skills: Academics, Empathy, Investigation

The mage can see into the past of a subject, witnessing events as though she were physically present to view them. By default, the caster may only view Unchanged subjects, but with Time •• she may view the more distant past, in which case the spell is Withstood by temporal sympathy.

The mage views the subject in “real time” from a moment declared when casting until the Duration of Postcognition expires. While viewing the past, the mage loses all Defense and may not take any actions or cast further spells.

+1 Reach: The mage can “scrub” the vision like a video, speeding it up, slowing it down, rewinding it, pausing it, etc.

+1 Reach: The mage remains aware of her surroundings, and does not lose Defense.