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Conspiracy-X & AFMBE

John Constantine
Inspired
Primary Attributes Strength Dexterity Constitution 3 3 3 Intelligence Perception Willpower 4 3 5 Secondary Attributes Life Points Endurance Pts Speed Essence Pool Qualities/Drawbacks Contact {Beeman} 2, Contact {Chass} 3, Contact {Papa Midnight} 2, Nerves of Steel 3, Gifted 5, Addiction {Smoking} -1, Adversary {Demons} -5, Fast Reaction Time 2, Hard to Kill 4, Resources {Hurting} -4, Pulling Strings {Occult Library} 2, Pulling Strings {News Archive} 1, Pulling Strings {Supernatural Lore} 2, Increases Essence pool 4, Inspiration {Fights evil to regain Gods Grace} 5, Accursed {by God, loss of Grace} -5 Skills Brawling 3, Computers 2, Driving (car) 2, Dodge 4, Guns (shotgun & pistols) 4, Language (Latin & Spanish) 4, Myth & Legend (occult) 6, Notice 2, Questioning 2, Research/Investigation 2, Smooth Talking 3, Streetwise 3, Rituals (occult) 5@ Aspects/Metaphysics^ The Binding, Divine Insight, Holy Symbols, Cleansing 2, Warding 3, Gateway 4@ Equipment Occult books (one copy of the Grimorium Verum & The Satanic Bible), Vials of holy water from the Jordan River, assorted symbols of faith, Dragons Breath, Holy Shotgun [5/50/100/200/300, D8+8* x 5 (20), Cap. 8.]
*+8 vs. Devils & Demons. ^AFMBE rules book or D&Z. @in Witchcraft book.

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GATEWAY Invocation@
The ways to the Otherworlds are few and hard to find. Only a few among the Gifted know how to open and close them. Perhaps it is for the best, because there are beings in some of the Otherworlds that humans have no business encountering; some of them would be only too delighted for the opportunity to rend an unwanted visitor limb from limb. The danger is not always enough to deter the Gifted, of course, and many have ventured into the Otherworlds, looking for power or adventure. Having this Invocation does not automatically allow a character to travel across the dimensions, just like learning how to walk does not mean that the person knows where every road leads. The locations of different Otherworlds are closely held secrets. Most Covens, even entire Covenants, may not know how to access any of them. Most visits to the Otherworlds are made through Soul Projection, and are limited to those Realms most closely linked to our own. The Death Realms are the most commonly visited ones. See Chapter Seven: Supernatural for more information about the Otherworlds (see p. 254 Witchcraft).

Activate Existing Gateway


Most Gateways were created centuries (some say eons) ago, by long-lost cultures. Even when not activated, their locations often have the reputation of being haunted, because it is easier for beings from the Otherworlds to slip through there. If the Magician is able to find a Gateway, he can activate it by spending 25 Essence. This energy fuels the long-lasting magicks used to create the doorway between universes, allowing it to open for short periods of time (typically 1 minute per Success Level in the Focus Task).

Travel
This effect allows the Magician to travel body and soul to one of the Otherworlds. Only the Magician himself and about 50 pounds (25 kilograms) of equipment or clothing can be transported by this effect, and the Magician must have previously visited that dimension through a Gateway. This effect does not use a permanent Gateway; it is in effect a mini-Gateway for only one person. This effect costs 20 Essence Points.

Close Gateway
This power allows the Mystic to shut down a Gateway by neutralizing the Essence used in powering it. The energy spent is always very high, as the Magician or forces opening the Gateway will resist this. Treat closing a Gateway as a Resisted Task. Both sides use their Willpower and Gateway Invocation; the side that used the most Essence in the Invocation adds a +1 bonus for every 10 Essence Points of difference. A minimum of 20 Essence Points must be spent in this process. Closing the Gateway does not make it go away. The walls between worlds remain weak at that location, and somebody might use it at a later date.

Create Gateway
This expensive and difficult effect is beyond the abilities of most and even most groups of mystics. The energy cost for such an undertaking is huge, ranging from five hundred to thousands of Essence Points, depending on the actual size and destination of the Gateway. Once created, the rip in reality will be there, if not forever, long enough to seem so to most beings. John has found a way to Create Gateways using water and after 10 rounds he is able to spend only 35 Essence to open the gate.

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