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In fact, no one's ever seen her Avatar, unless it was her reflection in the mirror, or her shadow, or something that everyone and their dog has. What Avatar? Your mage has never seen her Avatar. This bonus applies as much to social rolls as it does to Spheres, since trafficking with High Umbrood is often as much a matter of finesse and force of personality as it is one of sorcerous might. You receive a difficulty bonus of two to all rolls to summon, compel, coax, bargain with and otherwise influence such beings. While certain shamans excel at actions with their totemic spirits, and necromancers find truck with the dead a simple matter, your mage's talents make conversing with the noblest and most refined of ephemeral entities easier. Your mage has an exceptional instinct when it comes to dealing with High Umbrood. Dexterity + Athletics to walk along a narrow ledge) by two. You reduce the difficulties of all balance-related rolls (e.g.
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(1 point) Your mage possesses an innately perfect sense of balance. Otherwise, everyone just has to run and hide until you come down. Subtract one from the difficulty if the person on the receiving end is your True Love or someone similarly important. To end the battle fury, you must make a Willpower roll at the same difficulty. Unfortunately, he won't know friend from foe, and he will kill until there's nothing left standing. Whenever your character is injured in combat, make a Willpower roll Add two to that difficulty if you have the Short Fuse flaw (up to a maximum difficulty 10.) If you fail, your character enters the battle fury, and he may ignore all wound penalties. Your character feels no pain, and he ignores all wound penalties when berserk. The ancient Celts called this state the "Battle Fury," and when it takes over your mage, everything is tinted with a red haze as he kills. Unless you also take the Allies background, your companion has no special capabilities besides being tied to your character's cycle and remembering the past. Thus, your mage's companion can remind him of things or teach him about lessons that he's already learned previously. You may have little memory of your past lives and your companion may not be Awakened, but she retains much of the knowledge and experience from your previous incarnations. In game terms, you have a living companion who has an Avatar linked to your own. This fragment also enters the reincarnation cycle, follows your mage's Avatar through each incarnation, and often retains memories of its previous incarnation. However, the strange thing about your mage's passages through the life-death-rebirth cycle comes from the fact that his Avatar has another lesser Avatar connected to it. Your mage is in a cycle of reincarnation. Also, the character's strong tie between body and spirit allows her to ascertain her body's state of being (dehydrated, damaged, etc.) at any time, with a moment of quiet concentration. Her astral body, fortified by a powerful psychic presence, has two dice of inherent armor. She does not suffer any of the psychological side effects normally associated with the protracted astral travel (such as the loss of REM sleep,) though her body continues to atrophy and starve at the normal rate. Your mage's astral body is especially well connected to her physical form. In stressful situations, a penalty should always be assessed for the difficulty of performing actions with both hands at once. You never suffer a penalty for your character's use of either hand in performing a task, since the character has no "off-hand." The character can use both hands at once to perform two physical tasks without splitting dice pools, but he may suffer a concentration penalty (at the Storyteller's discretion,) especially if the tasks are wildly different or in different arcs of vision. Your mage has equal facility with either hand. For three points, all of your mages senses are incredibly acute.
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She can manage about twice the natural sensitivity of a human, which allows you to get a two-point reduction on difficulty for all rolls with the appropriate sense. Your mage has an exceptionally sharp natural sense, be it vision, taste, hearing or whatever. Special or combat Abilities, such as Do, should never have an Ability Aptitude associated with them. This Aptitude functions for one Ability, but it can be taken multiple times for a character who's a natural with, say, computers and technology.
#AKASHIC BROTHERHOOD VS SOCIETY OF ETHER DRIVER#
A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can perform phenomenal car tricks with ease. Within your character's specific Aptitude, reduce all difficulties by two. 1.10 Claws / Fangs / Horns / Hooves / Barbed Tailįor every human ability, there are those who have a natural flair for it.