So, end of Mage, figured I would put up this piece of cheese in the spirit of good gaming :)
Name: Xavier Michael McDaniel
Player: Josh Chaney, US 2002 02 1315
Concept: Neo-Templar
Codename: Seraph
Amalgam: Deep-cover Operative
Nature: Survivor
Eidolon: Primordial
Demeanor: Judge
Convention: New World Order
Methodology: Operative
Rank: Man in White
Enlightenment: 8
Willpower: 8
Primal Energy: 17
Paradox: 3 Permanent
Physical Traits: 18
Brawny 3, Dexterous 3, Ferocious 3, Quick 3, Resilient 3, Rugged 3
Social Traits: 19
Alluring 3, Charismatic 3, Commanding 3, Eloquent 3, Expressive 3,
Fearsome Magnetic 3
Negative:
Ghastly
Mental Traits 25
Alert 3, Disciplined 3, Insightful 3, Intuitive 3, Knowledgeable 3,
Observant 3, Rational 4,Vigilant 3
Negative:
Predictable
Abilities:
Academics 3 (Philosophy), Brawl 5, Computer, Expression 3: Prayer,
Firearms 5: Heavy Pistols, Hyper-technology, Linguistics: Latin,
Medicine, Meditation X 5, Melee X 5, Occult X 5, Performance 4: Singing,
Technology 3
Lores :
Enlightened (Awakened) 3, Technocracy 3, Void Engineer 2
RD Datum:
Tradition 3, Celestial Chorus 3, Euthanatos 2, Cult of Ecstasy 2,
Ghost, Lupine 2, Vampire 2
Spheres and Procedures:
Correspondence 1:
1. Spatial Sensing
Dimensional Science 3:
1. Mirror Shades (Spirit Sight)
2. Call Paradox Spirit (Call Spirit)
3. Backup (My God Can Beat Up Your God)
4. Void Strike
Forces 2:
1. Dark Sight
2. Energy Shield: Kinetic
Life 2:
1. Life Scan
2. Heal Self
Mind 5:
1. Mind-Empowerment
2. Non-Descript (Unseen)
3. Telepathy
4. Deviant's Justice (Fall Upon Thy Knees) (Mind 4, Prime 2)
5. Victim (Mind 5, Prime 2)
Prime 5:
1. Mirror Shades (Watch the Weaving)
2. Enhance Weapon (Enchant Weapon)
3. Siphon Primal Energy (Bond of Blood)
4. Delete Primal Substance (Flames of Purification)
5. Paradox Barrier (Paradox Ward)
Time 3:
1. Sense Time
2. Reality Probability (Divination)
3. Multiple Actions
Additional Procedures:
Astral Projection (Mind 5)
Background Interaction (Mind 3, Prime 2, Forces 2)
Body of Light (Prime 3)
Combat Reflexes I (Time 2, Life 2)
Combat Reflexes II (Mind 3, Life 2, Time 2)
Combat Reflexes III (Mind 4, Life 2, Prime 2, Time 2)
Merits:
Concentration
Legendary Intelligence
Unobtrusive
Flaws:
Rose Colored Mirror Shades
Rogue
Resonance:
Entropic - Deadly, Destructive X 2
Static - Systematic, Orderly, Focused
Dynamic - Quick, Fluid
Backgrounds
Cloaking (Arcane) 5, Destiny 5, Enhancement 3 (+3 mental traits),
Genius (Avatar) 5, Influence: Church 3, Influence: Media 2, Resources 2
Reputation:
Hunted X 4
Health Levels
Healthy X 2
Bruised X 3
Wounded X 2
Incapacitated
Mortally Wounded
Approvals:
App Number Item Status
USA-EC-MA-0410-38917 Arete 8 Approved
USA-EC-MA-0401-23222 Golden Gunman Approved
USA-EC-MA-0401-23217 Combat Reflexes III - Mind 4, Life 2, Prime 2,
Time 2 Approved
USA-EC-MA-0401-23215 Combat Reflexes II - Mind 3, Time 2, Life 2 Approved
USA-EC-MA-0401-23214 Combat Reflexes I - Time 2, Life 2 Approved
USA-EC-MA-0401-23213 Victim - Mind 5, Prime 2 Approved
USA-EC-MA-0401-23185 Background Interaction - Mind 3, Prime 2, Forces
2 Approved
USA-EC-MA-0401-23184 Arete 7 Approved
USA-EC-MA-0401-23183 Change in VSS Approved
USA-EC-MA-0310-18735 Character Sheet Approved
USA-EC-MA-0309-15257 Change of Tradition to Convention (NWO) Approved
USA-EC-MA-0306-10300 Arete 6 Approved
USA-EC-MA-0306-10299 Arete 5 Grandfathering for 6.0 Approved
USA-EC-MA-0306-10296 Technocracy Lore Approved
USA-EC-MA-0306-09841 Unseen - Mind 2 Approved
Custom Procedures:
CR III
Description / Effect - By watching the body movements of your
opponent(s) and calling upon your own experiences in combat you can
predict their next action in so much as to act accordingly a moment
before the action occurs.
Mechanics of the Effect - Make a static mental challenge, difficulty
equal to the highest base Physical Traits of all your opponents plus
one for each, to a maximum of plus four. Success indicates that for
the rest of the turn you Win all Ties in mental and physical
challenges for the rest of the turn as you are simply better and
faster than your opponents (at least in their minds). You need not
compare Traits at all, unless some other factor would give your
opponent the ability to win all ties as well (such as the vampiric
disciplines of Puissance or Fleetness).
Duration - One turn.
Grades of Success: Each grade of success extends the effects duration
by one grade.
CR II
Description / Effect - By capitalizing on a mental link with the
opponent (Mind 3) and superior reflexes (Life 2, Time 2) the user
denies their opponent the use of their abilities.
Mechanics of Effect - Make a mental challenge against the opponent at
the beginning of the combat turn. Success means that the opponent
cannot use any retest in a physical or mental challenge against you
during that turn. Additionally, the opponent must declare his victory
conditions for the challenge before you.
Duration: One turn.
Grades of Success: Each grade of success extends the effects duration
by one grade.
CR I
Description / Effect - By watching the body movements of your
opponent(s) and calling upon your own experiences in combat you can
predict their next action in so much as to act accordingly a moment
before the action occurs.
Mechanics of the Effect - Make a static mental challenge, difficulty
equal to the highest base Physical Traits of all your opponents plus
one for each, to a maximum of plus four. Success indicates that for
one turn you have a "Combat Reflexes" retest. Once you use this
retest, no other retests may be used that turn, save those that are of
a similar effect. Envoking this retest costs nothing.
Duration - One turn.
Grades of Success: Each grade of success extends the effects duration
by one grade.
Victim
Description / Effect - You enter the area of the intended target and
make a threatening movement or look at the target who "knows" and
accepts what is about to happen. The target should roleplay being the
victim of an intended target, either by running or slumping over and
crying as appropriate.
> Mechanics of the Effect - Make a mental challenge against the intended
target. Success indicates the target may take no action for the
duration of the effect as their mind is filled with feelings of panic
and dread. The target may only bid resilience type traits in physical
challenges for the duration of the effect.
Duration: One turn.
Grades of Success: Each grade of success extends the effects duration
by one grade.
Background Interaction
Description / Effect - This Procedure is meant to make the Scientist
and his intended targets actions into the background of the scene.
Onlookers simply think the interaction is normal and not the least out
of place.
Mechanics of the Effect - The Player makes a mental test against any
onlookers who care to challenge the effect, as well as the intended
target. The Player bids one mental trait per onlooker and throws one
symbol in a mass challenge. Those who fail the test are unable to
interact with either the Scientist or the target as they feel the
interaction between the two is unimportant. Those who defeat the
Scientist may interact normally with the two participants. Should the
target lose the challenge, he does not think to interact with other
individuals, even if he is being attacked. Should the target win, he
is able to interact with other individuals and (at Storyteller
discretion) break the effects for that specific individual. Simply
yelling and screaming will be cast off as part of the background
noise.
Other individuals with Mind magic or who activate some sort of sensory
effects after the fact may make a static Mental Challenge, difficulty
of the Scientists Mental Traits at the time the Procedure was
activated, in order to recognize the Scientist and target are there.
This challenge has a one-Trait difference for each full class of power
variance. That is, if you have Intermediate Mind but someone
challenges you with only a Basic power, then you gain a one-Trait
bonus to the challenge resolution.
Duration: This Effect lasts for one minute/conflict.
Grades of Success: Each Grade of success extends the Effect's
duration by one grade or allow's the Scientist to affect an additional
target. In the latter case, all three (or more) individuals may
interact with one another.
Unseen
Description: This simple rote basically tells everyone in the area of
the User that he or she 'belongs' there, but as a part of the setting.
Others in the scene further feel the User is no one of importance,
thusly not worthy of their acknowledgement.
Effect: The Effects are like that of the Arcane Background.
Mechanics of Effect: User engages in a static social test the
difficulty of which is dependent on their activity during the scene.
While no contact with others might be a simple 5 trait test, being the
center of a scene with many people could be as difficult as 13 traits.
In the end, it is the Narrator's call. This test is completed at the
end of a scene, when Player's would normally expend Arcane traits.
Success gives the Player an additional Arcane trait that must be spent
at that time.
Duration: One Hour or Scene, whichever comes first.
Grades of Success: Each additional Grade of Success is like expending
another Trait of Arcane in a single Scene.