An Age of Darkness: Vampires

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An Age of Darkness: Vampires

Post by Admin on Tue Nov 17, 2015 6:51 pm

Taliesen

Clan: Daeva
Clan Weakness: Wanton Curse
Touchstones: Lute given by his first lover
Mask: Courtesan
Dirge: Survivor
Size: 5
Speed:
Defense: 7 (4 for Wits/Dex + 3 Celerity)
Armor: 1 (Padded)
Initiative Mod:

HEALTH
0 0 0 0 0 0 0 (7)

WILLPOWER
0 0 0 0 0 0 (6)

BLOOD POTENCY
0 0 0 (3)
*Attribute/Skill Max: 5, Max Vitae/Per turn: 12/3, Can feed from Humans

VITAE
0 0 0 0 0 0 0 0 0 0 0 0 (12/ 3 per turn)

------------------------------------------------ -----------------------------------------------------------------------
ATTRIBUTES

INTELLIGENCE 00
WITS 0000
RESOLVE 000

STRENGTH 00
DEXTERITY 0000
STAMINA 00

PRESENCE 00000
MANIPULATION 000
COMPOSURE 000

------------------------------------------------ -----------------------------------------------------------------------

SKILLS

Mental (-3 unskilled)
Academics 00
Craft 00000 (Painting)
Investigation 000
Medicine 0
Occult 000
Politics 00

Physical (-1 Unskilled)
Athletics 00
Drive 00 (Horses)
Larceny 0
Stealth 000
Survival 00
Weaponry 0

Social (-1 Unskilled)
Animal Ken 00
Empathy 000
EXPRESSION 00000 (LUTE +2 w/ Area of Expertise Merit)
Persuasion 0000 (Inspiring)
Socialize 0000
Streetwise 000
Subterfuge 000

------------------------------------------------ -----------------------------------------------------------------------

DISCIPLINES
Celerity 000
Persistent: Add Celerity to Defense or Dodge roll when defending actively (even with firearms)
Active: 1 vitae allows for burst of speed to move immediately to the head of Initiative (1 turn)
Interrupt the action of another character with a brief action of their own (instant action only)

Majesty 0000
Awe: Cost None as an instant action that lasts the entire scene. Draws all eyes to him/her. Adds Majesty dots to any Presence rolls when talking to people around them. Anyone talking to character subtracts Majesty dots from any Wits + Composure rolls to notice anything.

Confidant: Must use awe first
Dicepool- Presence + Empathy + Majesty vs Resolve + Blood Potency as a reflexive action. If successful, target gains the charmed condition.

Green Eyes: Costs 1 Vitae, victim just be Charmed or Enthralled by user a a Reflexive Action
A charmed victim will do whatever the user wants to appease them unless it involves harming themselves (p. 134 Requiem).

Loyalty: Costs 2 Vitae, vampire must have inflicted the Charmed Condition on target
Dicepool- Manipulation + Empathy + Majesty vs Resolve + Blood Potency
Action: Contested- resistance is reflexive
Target gains Enthralled Condition, and would give own blood or organs for the vampire.

Vigor 00
Persistant: Add Vigor dots to her Strength. Also can make a Strength + Athletics roll to jump equal to the amount of successes equal in yards x Vigor Dots +1.

Can also spend a vitae to add Vigor dots as a weapon bonus to all Athletics, Brawl and Weaponry attacks for 1 turn.

Lift and hurl objects normally far too unwieldy to use as weapons such as boulders, cars and other people. Improvised weapons have a weapon bonus equal to the lower of their size or durability.

------------------------------------------------ -----------------------------------------------------------------------

MERITS
Status: Clan 000

Resources 00

Area of Expertise: Lute (+2 to specialization)

Native Tongue: English
Language: French 0
Language: Gypsy/Rominee 0

Allies 000 (Bandits of England, English Nobility, French Nobility)

Barfly 00 (Procures an invitation wherever they wish, subtract Socialize from any rolls to identify the vampire as an outsider)

Etiquette 0 "Bless His Heart" Character is well-considered. When a character engages your in a Social interaction, you may opt to use your vampire's Socialize score instead of the lower of their Resolve and Composure to determine starting Doors.

Indomitable 00
Any time a supernatural creatures uses a power to influence vampire's thoughts or emotions, add +2 bonus or if it is contested, -2 to enemy's decimal.

Inspiring 000
Make a Presence + Expression roll. A small clique levies -1, small crowd -2, large crowd -3. If successful, targets (but not user) gain the "Inspired" condition.

Retainer 00000 (Sebastian, Belle)

Safe Place 0000 (Thieve's Guild)
-4D to security of location or anyone trying to find it. There are security crews and booby traps as well.

Striking Looks 0
+1 to social rolls that would pertain

------------------------------------------------ -----------------------------------------------------------------------
Equipment
Padded Travel Clothing 1/0, Lute

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Re: An Age of Darkness: Vampires

Post by Admin on Fri Nov 20, 2015 8:45 pm


Ametrine Scarth

Concept: Blood Witch
Mask: Cult Leader
Dirge: Rebel
Clan: Mekhet
Order: Circle of the Crone (Or what will one day be)
------------------------------------- --------------------------------------------------------------
DEFENSE: 9 (2 for Celerity)
ARMOR: -
HEALTH: 0 0 0 0 0 0 (6)
INITIATIVE: 8
SIZE: 5
HUMANITY: 0 0 0 0 0
TOUCHSTONES: The Wailing Tree
SPEED: 11
BLOOD POTENCY: 0 0 0 0 (Max Vitae 13, Per Turn 4, Can Feed from Humans)
------------------------------------- --------------------------------------------------------------
ATTRIBUTES

Intelligence 000
Wits 00000
Resolve 000

Strength 00
Dexterity 0000
Stamina 0

Presence 00
Manipulation 00000
Composure 000
----------------- ----------------------------------------------------- -------------------------------------

SKILLS

Mental (-3 Unskilled)
Investigation: 000
Craft: 00
Medicine: 0
Occult: 00000 (Cruac +1)
Politics 00

Physical (-1 Unskilled)
Athletics: 000
Brawl: 000
Stealth: 000
Survival: 000 (Forests +1)

Social (-1 Unskilled)
Empathy 0000
Intimidation 000
Persuasion: 00
Subterfuge: 0000 (Detect Lies +1)
----------------- ----------------------------------------------------- -------------------------------------

MERITS

Native Language: English
Languages, Celtic 0

Status: Circle of the Crone 000

Resources: 0

Retainer, Ghoul: 00 (Lagatha)
Retainer, Ghoul: 00 (Gelliss)
---------------------------- ---------------------------------------------------------- ---------------------
Disciplines
Auspex 000
*Beast’s Hackles 0
Beast can ask a question. Can also pierce Obfuscate (see clash of Wills p.125).
Dicepool: Wits + Empathy + Auspex
Action: Instant

*Uncanny Perception 00
Can focus on a single victim, peeling back lies and misdirection.
Cost: 1st use in a scene is free, but others vs same target cost 1 Vitae each.
Dice Pool: Intelligence + Empathy + Auspex
Action: Instant
Success: Player can ask the Storyteller one question per success, revealing secrets and weaknesses pertaining to the question.

*The Spirit Touch 000
Can turn Beast’s senses on an object or place, uncovering secrets. Can only use it on a particular object once per scene.
Cost: None
Dice Pool: Wits + Occult + Auspex
Action: Instant
Success: Player can ask Storyteller one question per success about place or object. It can be from who last touched the item to what was the item being used for.

Celerity 00
Persistent: Add celerity dots to defense or to dodge roll when actively defending.
Active: 1 blood point, immediately move to the head of Initiative.
Active: 1 blood point, Interrupt the action of another character for 1 single action of their own (move or attack, but not both).
Active: 1 blood point, multiply speed by dots in Celerity plus 1.

Obfuscate 000
*Face in the Crowd 0
Can turn predatory aura inwards, walking through crowds of people.
Cost: None
Dicepool: None
Action: Instant
Duration: Scene

*Touch of Shadow 00
Cost: 1 Vitae
Requirement: Vampire must touch object he wants to hide, in case of a willing victim, must roll to touch his opponent (see p. 177). Target cannot have Size greater than vampire’s.
Dice Pool: Wits + Larceny + Obfuscate
Action: Reflexive
Duration: 1 Scene

*Cloak of Night 000
Vampire slips from both sight and mind, vanishing entirely. They leave no scent and make no sound, though passing leaves or drifting smoke can draw attention. If they attack someone, they remain invisible to everyone around them except the target.
Cost: 1 Vitae
Dice Pool: None
Action: None

Cruac 0000 (First make sacrifice, Manipulation + Occult + Cruac)
*Pangs of Proserpina 0
Target Number of Successes: 6
Contested: by Composure + Blood Potency
The victim suffers feelings of intense hunger, provoking frenzy. The victim may be up to a mile away from the ritual during casting, and is starving for the purpose of the roll to resist frenzy, regardless of how much blood they’ve consumed.

*Cheval 00
Target number of successes: 5
Resisted: by Composure
The subject of this ritual must be present at the casting, being physically touched by the ritualist. For the rest of the night, the ritualist may see and hear what the subject does, no matter how far away she is.

*Touch of the Morrigan 000
Target number of successes: 6
The ritualist pours the consuming, tearing force of his Beast into his hands. He may attempt to strike an opponent with his open palm (touching a target requires a Dexterity + Brawl roll in combat). The first time they do it, the victim suffers the ritual’s Potency in leathal wounds. The ritual ends when it is first used, or at the next sunrise, whichever comes first.

Feeding the Crone 0000
Target number of Successes: 10
The ritualist transforms her fangs into a maw of wicked flesh-tearing teeth. They gain no Vitae from feeding while the ritual is in effect, but bite does +2 Aggravated Damage. The effect fades next sunrise, or they can use one Vitae to cancel it early, transforming features back to normal.

---------------------------- ---------------------------------------------------------- ---------------------

EQUIPMENT
Robes

MAJOR DICEPOOLS
Attack, Brawl: +5, If using “Feeding the Crone” +2 Aggravated

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Re: An Age of Darkness: Vampires

Post by Admin on Thu Nov 26, 2015 8:15 pm

Penasar the Fool

Concept: Power Hungry Venture
Mask: Jester
Dirge: Manipulator
Clan: Ventrue
Order: England’s New Order
DEFENSE: 13 (Celerity adds +5)
ARMOR: - (Can spend 1 vitae to add 3/3 via Resilience)
HEALTH: 0 0 0 0 0 0 (6)  
WILLPOWER: 0 0 0 0 0 0 (6)
INITIATIVE: 7 (Can spend 1 vitae to go on the top of the round)
HUMANITY: 0000 (4)
BLOOD POTENCY: 00000 (5)
VITAE: 15 (can spend 5 per turn & only feed on humans)
SPEED: 13 (can spend 1 vitae to x Speed by 6 for Celerity){Fleet of Foot +3 & -3 to anyone chasing them}
SIZE: 5
TOUCHSTONES: Skull of Therun (Sire)
------------------------------------- --------------------------------------------------------------

Intelligence: 00000
Wits: 0000
Resolve: 000

Strength: 0
Dexterity: 0000
Stamina: 0

Presence: 0000
Manipulation: 0000
Composure: 000

----------------- ----------------------------------------------------- -------------------------------------

SKILLS

Mental (-3 Unskilled)
Academics 0
Investigation 0000
Medicine 00 (Poisons +1)
Occult 000
Politics 000

Physical (-1 Unskilled)
Athletics 00000 (Juggling +1)
Brawl 000 (Claws +1)
Larceny 00000 (Stage Magic +1)
Stealth 00000


Social (-1 Unskilled)
Animal Ken 00
Expression 0000 (Storytelling +2)
Intimidation 0
Persuasion 0000
Socialize 0000
Streetwise 0000
Subterfuge 0000
-------------------------- --------------------------------------------------
Merits
Languages, Native: English
Languages, French: 0
Languages, German: 0
Languages, Spanish: 0
Languages, Latin: 0

Resources: 0

Cacophony Savvy 000
*Getting Up 0: Character can use Intelligence + Streetwise to identify secret messages of Underground Vampires.

Backpacker 00: In a week of coming to town, the user may learn the favored feeding grounds, common aliases, etc., about most vampires.

Wearing a Hat 000: Character embodies honor amongst thieves. Nothing happens without their knowledge, and once per chapter, can roll Wits + Politics to answer one of the following…
Who is on the way up?
Who is on the way out?
Where in the city is the Masquerade thinnest?
What mortal is closest to uncovering Kindred?
Where’s the best feeding in town?
When acting on the answer, consider all rolls exceptional successes on three successes instead of five.

Feeding Grounds (Tower of London) 00000
Add +5 to any hunting rolls (see pg. 95). In addition, add the dot rating to any predatory aura conflicts on their territory.

Status, City: 000 (p. 123)

Area of Expertise, Storytelling: +2 for specialization instead of +1

Fleet of Foot 000
Prerequisite: Athletics 00
Effect: Character is remarkably quick and runs far faster than frame suggests. Character gains +1 speed per dot (3) and anyone pursuing suffers -1 per dot (3) for foot chase rolls.

Safe Place: 000 (Secret room in Tower of London)

DISCIPLINES
DOMINATE 0000
*Mesmerize 0
Dice Pool: Intelligence + Expression + Dominate vs. Resolve + Blood Potency
Cost: None
Action: Instant
Success: Vampire holds victim’s eyes for a minute in order to inflict the Mesmerized Condition (p.305).
*Iron Edit 00
Cost: 1 Vitae or 0 if victim is in Vinculum w/ user
Dice Pool: None
Requirements: The vampire must have inflicted the Mesmerized Condition on the victim
Action: Instant
Success: The command takes two turns per sentence to convey. The command relies on the victim’s interpretation. The victim takes the Dominated Condition (p. 302) and will follow the vampire’s commands as soon as she finishes speaking them. They continue to follow the order until the task is completed or until sun rise. Many kindred use Iron Edit to issue simple commands such as “Obey my direct instructions when I give them to you,” which effectively gives them control over the minion until the sun comes up, though it doesn’t extend the duration of the Mesmerized condition.

*Entombed Command 000
Cost: None, uses other Dominate powers
Dice Pool: Intelligence + Subterfuge + Dominate – victim’s Resolve
Requirements: Victim must be currently Mesmerized by the user
Action: Instant
Duration: One week per success or one month with Vinculum victim.
Success: The kindred can implant a number of subconscious triggers equal to the number of successes rolled to trigger specific effects of other Dominate powers. They must pay any Vitae cost for these powers as normal. These triggers remain for one week, or one month per success if victim is already in a stage of Vinculum.

*Lying Mind 0000
Cost: 2 Vitae
Dice Pool: None
Requirements: victim must already be mesmerized, and must be given one of the user’s vitae.
Action: Instant to activate (but must explain new memories which takes time)
Duration: Permanent
Success: Victim’s memories can be completely reworked. Creating complicated memories, like replacing someone’s wife’s face with their own, requires a minute.

CELERITY 00000
*Persistent: Add vampire’s dots in Celerity to their Defense or Dodge roll when actively defending.
*Active: Costs 1 Vitae per ability
Power 1: Move to the top of the round. If someone else does this as well, they enter a Clash of Wills (p.125).
Power 2: Interrupt a character’s action with a single action of your own (move or attack, but not both).
Power 3: Multiply their speed by dots in Celerity +1.

OBFUSCATE 000
*Face in the Crowd 0
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
For the rest of the scene, people’s eyes just slide off the vampire. They know someone is there, but don’t remember what they look like (“some guy”). If doing something that would draw attention, they must make a Wits + Composure roll to notice commotion, penalized by the user’s Obfuscate dots.

*Touch of Shadow 00
Cost: 1 Vitae
Requirement: Must touch the object they want to hide. In the caste of an unwilling victim, the vampire must roll to touch his opponent (p.177). The target’s size can not be greater than the user’s size.
Dice Pool: Wits + Larceny + Obfuscate
Action: Reflexive
Duration: Scene
Success: For the rest of the scene, people’s eyes slide off the object. Since people have a hard time noticing occluded objects they must succeed at a reflexive Wits + Composure penalized by user’s Obfuscate dots.

*Cloak of Night 000
Cost: 1 Vitae
Dice Pool: None (can spend a point of Vitae to vanish completely)
Action: None
Used w/ Cloak of Night, Touch of Shadow can now affect other people, making the object vanish with the target (mostly to feed on). The normal rules for piercing Touch of Shadow apply. The kindred doesn’t just fade, but vanishes entirely, leaving no scent and making no sound. Completely vanishing costs a point of Vitae.

RESILIANCE 00
*Persistent: Add vampire’s dots in Resilience to their Stmina.
*Active: Costs 1 Vitae per effect
Dicepool: None
Action: Reflexive
Power 1 : Spending point of Vitae allows vampire to dismiss grievous wounds, even those from banes. Subtract Resilience dots plus one from all non-bane sources of damage. Mechanically, this is similar to armor, but does nothing to reduce the visual signs of injury.
Power 2: Subtract Resilience dots from all damage from fire or other acquired banes.

--------------- ------------------------------------------------ ----------------------------------------------------------------
EQUIPMENT
Jester’s Outfit +1 to certain Social and Persuasion rolls
Flask of Poison:
Sack of Coins 000
Skull of Therun

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Re: An Age of Darkness: Vampires

Post by Admin on Tue Dec 01, 2015 8:20 pm

Sir Owain Urien


Sir Owain Urien
Mask: Conformist
Dirge: Conspirator
Clan: Daeva
Covenant: Kingdom of England
Blood Potency: 000000 (6) {Attributes 6, Vitae 20, Per turn 6}
Can Feed From: Kindred only
Vitae: 00000000000000000000000 (20)
Willpower: 00000000 (Cool
Health: 0000000000000000 (16)
Humanity: 0000 (4)
Size: 5
Speed: 15 (12 w/ Armor) {Celerity: 90 move for 1 Vitae or 72 w/ Armor}
Defense: 15 (+5 for Celerity)
Armor: 4/2 (Can add +5 for 1 Vitae)
Initiative: 8 (4 when using Dark-Iron Greatsword)
Touchstone: Corpse of Queen Matilda of Flanders
Banes: Wanton Curse
------------------------- ----------------------------------------- -------------

Attributes

Intelligence: 0000
Wits: 0000
Resolve: 0000

Strength: 000000-00000 (Vigor +5)
Dexterity: 0000
Stamina: 000000-00000 (Resilience +5)

Presence: 0000
Manipulation: 00000
Composure: 0000

--------------------------------- ---------------------------------- -----
Mental (-3 Unskilled)

Academics: 0000
Crafts: 000
Investigation: 0000
Medicine: 00
Occult: 0000 (Kindred +1)
Politics: 0000 (Invictus +1)
Science: 0

Physical (-1 Unskilled)
Athletics: 000000
Brawl: 000000 (Grappling +1)
Drive: 000 (Wagons +1)
Firearms: 000 (Longbows +1)
Larceny: 00
Stealth: 0000
Survival: 0000
Weaponry: 000000 (Swords, Area of Expertise +2)

Social (-1 Unskilled)
Animal Ken: 000000 (Horses +1)
Empathy: 00000
Expression: 00
Intimidation: 0000
Persuasion: 0000
Socialize: 000
Streetwise: 000
Subterfuge: 000000

----------- ----------------------------------------------- -----------------

Merits
Native Language: English
Language, Gaelic: 0
Language, Latin: 0
Language, French: 0
Language, Spanish: 0
Language, Portuguese: 0
Language, German: 0
Language, Arabic: 0
Language, Norse: 0
Resources: 000

Cutthroat 0
*Character gains the 8-again feature when invoking “Competitive Beast”. However, character does not get the 10-again feature when invoking the “Seductive Beast”.

Haven, Tower of London: 0000
*Add Rating to Humanity rolls to notice danger while sleeping, and any Stamina + Resolve rolls to remain awake. As well, add it to any Kindred senses (p.90) when rolling within.

Kindred Status, City: 000

Kindred Dueling 00000
*Hamstring: 0
With a well-placed tendon strike, you can briefly cripple a vampire’s ability to augment their physical prowess with Vitae. By targeting a limb (and taking -2 for doing so), your successful strike denies that limb from the benefits of “Physical Intensity” (p 91) for a turn.

*Taunt: 00
You know the way the Beast works, and how to taunt it with shallow swipes. Before you roll, remove a number of dice from your pool no greater than your Weaponry Dots. Make your roll. If the attack succeeds, the victim must roll to resist frenzy with a penalty equal to the number of dice you removed.

*Carving: 000
When you strike, you curve the blade hard to pull flesh apart, making it harder to heal. When Carving, your weapon’s damage rating deals lethal to Kindred instead of bashing.

*Pincushion: 0000
You hit deep, intending to lodge your weapon in a victim. If you choose to leave your weapon in the victim on a successful strike, the victim cannot heal the wound with Viate. You may remove it as a reflexive action. If anyone else wishes to remove it, they can attempt a Strength + Stamina roll, minus the damage caused as an instant action.

*Spray: 00000
You cut mass from the body, pouring blood. Sacrafice your defense for the turn to use this maneuver. On a successful attack roll, you can choose to remove Vitae from your opponent instead of Health levels. You can divide the Health levels of damage and Vitae in any combination after the roll.

*Area of Expertise: Swords (Resolve 00, one Skill Specialty)
You gain +2 for the specialization instead of +1

*Fleet of Foot 000
+1 to Speed per dot and anyone pursuing them suffers a -1 die penalty per dot during foot chase rolls.

*Indomitable 00 (Resolve 000)
Your character possesses unyielding will. Any time a supernatural creature uses a power to influence your thoughts or emotions, add +2 bonus. If the roll is contested, -2 die penalty from the monster’s dice pool.

*Iron Will 00 (Resolve 0000)
Your resolve is unwavering. When spending Willpower to contest or resist in Social interactions, you may substitute your character’s Resolve for the usual Willpower bonus. If the roll is contested, roll with 8-again.

*Trained Observer 000 (Wits 000 or Composure 000)
Whenever making a Perception roll (Wits + Composure), you benefit from 8-again.

Alternate Identity 000 (William the Conqueror)
Your character has established an alternate identity. At 3 dots, gain +2 die bonus to Subterfuge rolls to defend the identity.

----------- ----------------------------------------------- -----------------

DISCIPLINES
Celerity: 00000
Persistent: Add vampire’s dots in Celerity to their Defense or Dodge roll. Even Firearms attacks must apply this penalty.

Active (Cost 1 Vitae)
-Immediately move to the head of Initiative.
-Interrupt the action of another character with a brief action of their own. This could be an attack, making it possible to disable an opponent in mid-action. It could also be an instant action like a discipline or dodging.
-Multiply their speed by dots in Celerity + 1.

Majesty 000

*Awe 0
Cost: none
Dice Pool: None
Action: Instant
Duration: Scene
All eyes fall on vampire and nobody cares what he’s doing. They suffer no penalties to Social rolls from actions or appearance. As center of attention, they add Majesty dots to any Presence rolls when talking to people around them. Anyone talking to them also minuses Majesty dots to any Wits + Composure rolls to notice anything other than the vampire.

Confidant 00
Cost: none
Requirements: Must have awed victim
Dice Pool: Presence + Empathy + Majesty vs Resolve + Blood Pontency
Action: Contested: resistance is reflexive
Success: The vampire successfully charms their victim. The victim gains the Charmed Condition (p. 301).

Green Eyes 000
Cost: 1 Vitae
Requirements: Vampire must have inflicted the Charmed or Enthralled Condition on Target
Dice Pool: None
Action: Reflexive
Duration: Scene
Effect: Victim is now thoroughly obsessed with the vampire. Can send anyone into a violent rage (or even frenzy) or make them so depressed that they feel hollow without the vampire. Each shift costs 1 point of Vitae, but they can instill the same emotion in any number of victims at once. Vampire can ask one of his Charmed minions to do something in such a way that they feel an obsessive need to accomplish it. They could ask them to kill someone, give money or perform debased or degrading acts for amusement. Damage or a breaking point can break the condition.

Resilience 00000
Persistent: Add vampire’s dots to his Stamina. Whenever dealt aggravated damage, for each dot of Resilience, downgrade one point of aggravated damage to lethal. This applies to fire and banes but not sunlight.

Active (1 Vitae per effect)
*Subtract Resilience dots plus one from all non-bane sources of damage. Mechanically, this is similar to Armor, but does not reduce visual signs of injury.
*If an injury specifically removes a limb, eye or so on, the vampire does suffer logical impairments from the injuries. This makes it more difficult to stake a vampire.
*Subtract Resilience dots from all damage from fire or other acquired banes. Sunlight still is beyond this power’s protection. The wounds still show.

Vigor 00000
Persistent: Add vampire’s dots in Vigor to their Strength. This can reaise their Strength above the normal limits imposed by Blood Potency. Additionally, the vampire may make a Strength + Athletics roll to jump. The yards (meters) jumped are equal to the amount of successes x Vigor dots + 1 (6).

Active (1 Vitae)
*Add dots in Vigor as a weapon bonus to all Athletics, Brawl and Weaponry attacks made this turn. This puts enormous train on weapons, especially those not intended for heavy hitting. Improvised weapons take one point of damage for every dot of Vigor over the tool’s durability whenever they are used in this manner.
*Lift and hurl objects normally far too unwieldy to use as weapons such as boulders, cars or other people. Any object they can lift, with Size no greater than their Strength, can be used as an improved melee or throwing weapon. Improvised weapons have a weapon bonus equal to the lower of their Size or durability. Objects with Size greater than 5 deal lethal damage to mortals, while those with Size 10 or more deal lethal even to vampires.

Devotions
Body of Will (Resilience 000, Vigor 0)
Cost: 1 Vitae
Dice Pool: Stamina + Survival + Resilience
Action: Reflexive
For one turn per success, the character suffers no wound penalties. As well, during any turn where he takes damage, he does not need to spend Vitae to activate one effect of Vigor.

Juggernaut’s Gait (Resilience 00000, Vigor 000)
Cost: 5 Vitae per turn
Dice Pool: None
Action: Reflexive
During this time all bashing, lethal, aggravated (fire or sun) is absorbed inot a coat of blood on their skin. They take no damage from any source.

-------------------------------------- ---------------------------------------- -------------------------------
EQUIPMENT
Full Plate:
Rating 4/2, Strength 3, Defense -2, Speed -3

Masterwork Dark-Iron Greatsword:
Damage 4, Initiative -4, Strength 6, Size 3, Availability n/a, Special- 9-again, two-handed & ignores the usual structure penalties for being used with Vigor.

Reinforced Equipment Belt w/ Chained Scabbard (back)
Bag of Coins 000
------------------------------------------------- ----------------------------------------------- ---------

Dicepools
Attack w/ Greatsword: +19, 4L

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Re: An Age of Darkness: Vampires

Post by Admin on Tue Dec 01, 2015 9:00 pm

Robert Hode


Mask: Martyr
Dirge: Rebel
Concept: Bandit Leader (Loxley Boys)
Clan: Gangrel
Covenant: Kingdom of England
Touchstones: Maid Marian’s braid of hair
Health: 00000000000 (11)
Willpower: 0000000 (6)
Blood Potency: 0000 (Attribute/Skill Max: 5, Max Vitae: 13/4, Can feed from Humans)
Vitae: 0000000000000 (13)
Humanity: 00000 (5)
Size: 5
Speed: 13
Defense: 8 (-1 calculated for Armor)
Armor: 2/0
Initiative: 8
Sire: Caxton Marson
-------------------------------- ----------------------------------------------------------------- --------------

Attributes

INTELLIGENCE: 000
WITS: 0000
RESOLVE: 000

STRENGTH 000
DEXTERITY: 0000
Stamina: 000-000 (Resilience +3)

PRESENCE: 0000
MANIPULATION: 000
COMPOSURE: 000

----------------------- ------------------------------------------------------------------------------- ----

Mental (-3 Unskilled)
Academics: 00
Crafts: 000 (Carpentry +1)
Investigation: 00000 (Smell a Trap +1)
Medicine: 0
Occult: 00
Politics: 000
Science: 0

Physical (-1 unskilled)
Athletics: 00000 (Area of Expertise: Longbows +2)
Brawl: 000 (Grapple +1)
Drive: 000 (Wagons +1)
Larceny: 0000
Stealth: 0000
Survival: 0000
Weaponry: 00000 (Swords +1)

Social (-1 unskilled)
Animal Ken 00000
Empathy 0000
Expression 00
Intimidation 000
Persuasion 000
Socialize 000
Streetwise 000
Subterfuge 000

------------------- ------------------------------------------------------------------------------------- ----------

Merits
Native Language, English
Languages, French: 00
Languages, Celtic: 0

Acute Senses 0
*Effect: Vampire can see, smell and hear at twice the distance. Add Blood Potency to any roll to use her senses. This includes rolls to remember and identify sensory details.
Drawbacks: Sometimes senses can overwhelm them. Anytime you roll an exceptional success on a roll related to senses, gain the Obsession Condition for the stimulus, but instead of being Persistent, it lasts a number of nights equal to the successes.

Bloodhound 00 (Wits 000)
*Your character can discern blood, detecting or tracking it by smelling a blood source instead of tasting it.

Claws of the Unholy 0 (Protean 0000)
*Claws during a frenzy become +0 Aggravated. These claws ignore all armor not generated by Resilience.

Feeding Grounds 0000
*Add dots to any hunting rolls in your territory. In addition, add dot rating to any predatory aura conflicts on her territory.

Haven 00000 (Safe Place 0)
*Add Haven dots to any Humanity rolls to notice danger while sleeping, and any Stamina + Resolve rolls to remain awake. As well, add it to any Kindred senses (p.90) when inside Haven.

Safe Place

Allies
*London Patrolmen 000
*Inn Keepers Guild 000
*Catholic Church 0

Alternate Identity 0
*+1 die to Subterfuge rolls to defend identity.

Anonymity 000
*Any attempts to find character by a paper trail suffer -1 die penalty per dot purchased (-3).

Area of Expertise, Longbows (Resolve 00, Skill Specialty)
*Add +2 to one skill specialty instead of +1.

Barfly 00 (Socialize 00)
*Character is a natural in the Rack and can procure open invitation wherever they wish. Subtract Socialize from any rolls to identify them as an outsider in Racks.

Contacts
*Houseman in the Tower of London 00

Double Jointed 00 (Dexterity 000)
*Effect: Character automatically frees themselves from mundane bonds without a roll. When grappled, subtract their Dexterity from any rolls to overpower them as long as they are not taking any aggressive actions.

Resources 00

True Friend(s) 000
*Little John 00000
*Friar Tuck 0000

Sleight of Hand (Larceny 000)
*Can pick locks and pockets without thinking about it. Can take one Larceny-based instant action reflexively in a given turn. Actions go unnoticed unless someone is trying specifically to catch them.

Status, Gangrel 0000

---------------------------------- -------------------------------------------------------- -------------

Disciplines

Animalism 000
*Feral Whispers 0
Cost: None
Dice Pool: Manipulation + Animal Ken + Animalism
Action: Instant
Duration: Scene, command can persist up to a night.
Success: Vampire can communicate with animals, asking it what it has perceived. Can also give a simple command like “attack him.”

*Raise the Familiar 00
Cost: 1 Vitae
Requirement: Feed 1 Vitae to the corpse (including its cost)
Dice Pool: None
Action: Instant
Duration: Blood Potency x Animal’s Stamina in nights
The vampire feeds one point of Vitae to slain animal and it returns from the dead. A vampire can feed it more vitae each night to ensure its continued existence.

*Summon the Hunt 000
Cost: 2 Vitae
Requirements: Spill 1 Vitae upon the target (included in cost).
Dice Pool: Presence + Animal Ken + Animalism
Action: Instant
Duration: One night or until the item marked with blood is destroyed.
Success: The vampire chooses when spilling blood to summon predators and scavengers. All animals that match her request within “successes” city blocks or 100 yeards respond. Once they taste the spilled Vitae, the vampire can imprint a command as though she had used Feral Whispers on the animal. All animals receive the same command, but it persists even while the vampire slumbers. The animals follow her command for one night per success.

Protean 00000
*Unmarked Grave 0
Cost: Varies, 0 for soil/earth, otherwise Vitae equal to the Durability of material
Requirement: Hiding space must at least be the same Size as vampire.
Dice Pool: None
Action: Instant
Duration: Indefinite
Vampire sinks body into earth as long as they desire. They still keep senses. Any damage causes them to emerge from ground.

*Predatory Aspect 00
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
Duration: Scene
Vampire can manifest a small host of bestial traits from growing webbed hands so they can swim at same Speed as on land to claws that do 1L damage. They can also grow an extra sense like echolocation or gain a prehensile tail or wall crawling.

*Beast’s Skin 000
Cost: 2 Vitae
Dice Pool: None
Action: Instant
Duration: Indefinite
By consuming a beast (killing and eating it), they can transform into it. The creature must be a predator, carrion-eater, plague carrying beast or parasite between Size 1 and 7. They take their Physical Attributes, Skills, Size, Speed and Health.

*Unnatural Aspect 0000
Cost: 1 Vitae
Dice Pool: None
Action: None
Duration: Scene
Can take on more prominent features of an animal such as Barbed Hands for grappling, Hooked Hands for digging, Horrid Talons (2L w/ A.P. -2). Can also gain Rubbery Flesh to squeeze through drains or Wings to fly.

*Primeval Miasma 00000
Cost: 3 Vitae
Dice Pool: None
Action: Instant
Can take smoke form from Human Size to Protean + Blood Potency in yards diameter. Can move through anything that isn’t actively airtight, and floasts at half their Speed. Can perceive in a cloud of smoke normally. Vampire is immune to all harm that doesn’t come from fire, sunlight or other bane damages. Nothing can force them back into human form. If a victim has any open wounds while passing through smoke, the vampire can feed from them.

Resilience 000
Persistent: Add dots to Stamina.
*Active: For 1 vitae can subtract Resilience dots plus one from all non-bane sources of damage.
*Active: For 1 vitae, can subtract their Resilience dots from all damage from fire or other acquired banes. Sunlight still remains beyond the power of Resilience to defend against. All superficial signs of damage remain.

------------------- --------------------------------------------------------------------- ------------------------
Equipment
Hard Leather Armor: Rating 2/0, Strength 2, Defense -1, Speed 0



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Re: An Age of Darkness: Vampires

Post by Admin on Fri Dec 04, 2015 7:23 pm

Sardonicus

Mask: Monster (1 Will: Cause pain for the sake of it, All Will: Commit capital crime w/out motive)
Dirge: Spy (1 Will: Uncover a secret, All Will: Uncover a damning secret that could end someone)
Clan: Nosferatu
Covenant: Kingdom of England
Humanity: 000
Health: 00000000 (Cool
Willpower: 000000 (6)
Blood Potency: 00000 (5) {Max Attribute/Skill: 5, Max Vitae 15/5 per turn, Victims: Humans}
Vitae: 000000000000000 (15)
Size: 5
Speed: 15
Defense: 8
Armor: 0/0
Initiative: 6
Touchstones: Hay-Doll given by Mentor

--------------------------------- ---------------------------------------------------------- --------------

Attributes

Intelligence: 00
Wits: 0000
Resolve: 000

Strength: 0000- 000 (7)
Dexterity: 000
Stamina: 000

Presence: 0000
Manipulation: 000
Composure: 000

----------------------- --------------------------------------------------------- ------------------------

Skills

Mental (-3 unskilled)
Academics: 00
Craft: 0
Investigation: 0000
Medicine: 0
Occult: 00000 (Vampires +1)
Politics: 0000 (Lancea Sanctum +1)
Science: 000

Physical (-1 unskilled)
Athletics: 0000
Brawl: 00000 (Grapple +2)
Larceny: 0000
Stealth: 00000 (Shadows +1)
Survival: 0000
Weaponry: 00

Social (-1 unskilled)
Animal Ken: 00
Empathy: 0000
Expression: 0
Intimidation: 0000
Persuasion: 0
Streetwise: 000
Subterfuge: 0000

------------------------------------------------------ ------------------------------------------ --------

Merits
Native Tongue, Russian
Languages, English: 00
Languages, French: 00
Languages, German: 00
Languages, Latin: 00
Languages, Italian: 00

Status, Circle of the Crone (or what one day will be C.o.t. C.) 000
Status, Clan: 00

Dynasty Membership, Baba Yaga: 00
*New Kid: 0
Once per chapter, you may add the Clan status of the dynasty’s most senior member to a Social dice pool instead of your own.
*Exemplar:00
You may ignore the first Door in any Social engagement.

Feeding Grounds (Tower of London’s Dungeon): 00
Add the dot rating to any hunting rolls. IN addition, add dot rating to any predatory aura conflicts when on their territory.

Lineage 0 (Clan Status 0)
Effect: Once per chapter, this Merit can represent a single dot of one of the following
-Allies, Contacts, Mentor, Resources, Status (must be one that sire possesses)

Unsettling Gaze 0 (Nosferatu)
Effect: When evoking the monstrous Beast (p. 91) the target is vulnerable. Any time the Nosferatu infects a victim with the “Bestial Condition” and scores an exceptional success, they also force a breaking point if the victim has a higher Humanity (or Integrity) than the user’s.

Riding the Wave 00000
*Ravage 0
While riding the wave, teeth become 1L weapons in bite attacks.
*Primal Strength 00
When lifting, jumping or destroying objects as an instant action, double the Strength bonus acquired while in frenzy.
*In the Zone 000
When attempting to leash the Beast and ride the wave, your character still operates at peak efficiency. They still have to spend Willpower points in order to make rolls to ride the wave, but those Willpower points also give +3 bonus to any action taken this turn.
*Unyielding 0000
Character recovers any Willpower spent to activate the Wave.
*Animal Grace 00000
When spending Willpower to attack or defend, gain +2 to Defense and +3 die bonus to attack rolls.

Library 000, Occult (In dungeon)
+3 to any extended Occult checks when using Library.

Mentor 00000 (Baba Yaga)
*Choose three skills the Mentor possesses (Intimidation, Occult, Politics). You can substitute Resources for one of these Skills. Once per session, character may ask Mentor for a favor associated to those Skills.

----------------------------- --------------------------------------------------- --------------------------

Disciplines

Obfuscate 000000

*Face in the Crowd 0
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
People’s eyes slide off the vampire, and he’s just seen as “some guy” of average height and build. If the character is doing something that would draw attention, including but not limited to being violent, everyone in sight gets a reflexive Wits + Composure roll minus the user’s Obfuscate dots. Even the preadotry aura seemingly disappears so that other kindred can’t see it.

*Touch of Shadow 00
Cost: 1 Vitae
Requirement: Must touch the object he/she wants to hide. In the case of an unwilling victim, the vampire must roll to touch his opponent (see p. 177). The target cannot have a Size greater than the vampire’s own without penalty (-1 per increase in size).
Dice Pool: Wits + Larceny + Obfuscate
Action: Reflexive
Duration: Scene
Success: For the rest of the scene, people’s eyes slide off of the object. Since people have a hard time noticing occluded objects, the vampire can hide behind an object affected. In order to notice the occluded object, observers must succeed at a reflexive Wits + Composure check, penalized by the vampire’s Obfuscate dots (5).

*Cloak of Night 000
Cost: 1 Vitae
Dice Pool: None
Action: None
The user an now affect other people. The normal rules for piercing Touch of Shadow apply. The vampire can also spend a point of Vitae when activating Face in the Crowd to vanish completely. Rather than being overlooked, the vampire disappears from perception of everyone around them. If the vampire attacks someone or cires out, Cloak of Night continues to obscure him, adding Obfuscate to the surprise roll. Only the struck victim can perceive the vampire. If Auspex shatters the Obfuscate, all Obfuscate powers cancel. The vampire can be tracked by indirect clues. Observers roll Wits + Resolve – Obfuscate. A vampire observer can apply the Blood Potency bonus from Kindred senses. Each roll takes one turn, and the observer must roll more successes than the vampire’s Wits + Stealth + Obfuscate. Teamwork may be applied.

*The Familiar Stranger 0000
Cost: 2 Vitae
Dice Pool: None
Action: None
Effect: Vampire must be using Face in the Crowd or Touch of Shadow. They spend Vitae and can specify a particular image that they want to project, either a subjective category or a specific person. If taking the form of a specific person, everyone sees/hears what they would expect when the person was present.

Oubliette 00000
Cost: 3-9 Vitae and 1 Willpower
Requirement: Vampire must spread Vitae around the area he wishes to claim, marking gateways, exits and landmarks. 3 Vitae is enough to secure an apartment or small house, six can work for an alleyway and nine works for a mansion size. After spreading the blookd, he must slumber for a full day in the location.
Dice Pool: None
Action: Instant
Duration: 1 week per dot of Blood Potency
Effect: User can use any of his Obfuscate powers in the building with one roll, and Cloak of Night/Familiar Stranger do not cost extra. The vampire can affect any individual aspect, making them look different (making doors disappear, ghouls look like old friends). Someone interacting with elments of an Oubliette can see their true natures, but only for a few seconds. Since the Oubliette can cover a large area, and can change in the blink of an eye, most people shrug off minor changes as just a trick of the light. Oubliette lasts for one week per dot of Blood Potency, but can be reinforced before it ends.

Nightmare 00000

*Dread Presence
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
The vampire exudes an aura of fear for the scene. They add their Nightmare dots to all mundane Intimidation rolls. Victims can act against them, but their hearts aren’t in it- they can’t spend Willpower to bolster their actions, though they can still use it defensively. A vampire can lash out against this aura of fear with predatory aura (Lashing Out p. 92). If they succeed, they aren’t affected by Dread Presence. As a reflexive action, the vampire can conjure brief illusions. One person’s food looks rotten and maggot-ridden, the other sees a steak-knife as a head on a plate. These illusions can affect two senses each.

*Face of the Beast 00
Cost: 1 Vitae
Dice Pool: Presence + Empathy + Nightmare vs. Composure + Blood Potency
Action: Contested, Resistance is reflexive
Success: Victim gains the Frightened Condition (p. 303). If the vampire activates Dread Presence, they can designate themselves as the source of the victim’s fear.

*The Grand Delusion 000
Cost: 2 Vitae
Dice Pool: Manipulation + Empathy + Nightmare vs. Composure + Blood Potency
Action: Contested, resistance is reflexive
Duration: 1 night
Success: All it takes is a few words and the victim suffers the Delusional Condition (p. 302) for the rest of the scene, her false belief being whatever she wanted the victim to believe. The vampire defines his beliefs, but can’t control the reaction, nor can they inspire a delusion that would make the victim homicidal or self-destructive.

*Waking Nightmare 0000
Cost: 1 Vitae
Dice Pool: Presence + Empathy + Nightmare vs. highest Composure + Blood Potency in group
Action: Contested, resistance is reflexive
Duration: Scene
Success: The vampire inflicts a single hallucination- a change or addition to what is currently present in the scene- on her victims. The hallucination lasts for a scene.

*Mortal Terror 00000
Cost: 1 Vitae and 1 Willpower
Dicepool: Presence + Intimidation + Nightmare – victim’s Composure
Condition: The vampire needs to have inflicted the Frightened or Delusional Conditions on their victim.
Action: Instant
Success: The fear reaction tears through the victim. They suffer one point of lethal damage per success. If they survive, they bear a permanent mark of coming through the fear- a nervous twitch, sudden streak of white hair. They also take the Broken Condition (p.301). If the vampire activates Dread Presence, the victim also loses one point of Composure per success; these lost dots heal at the same rate as lethal damage.

Vigor 0000
*Persistent: Add vampire’s dots in Vigor to Strength. Additionally, vampire can make Strength + Athletics rolls to jump. The yards (meters) jumped are equal to successes x Vigor Dots +1.
Active (1 Vitae): Add dots in Vigor as a weapon bonus to all Athletics, Brawl and Weaponry attacks made this turn. This strains the weapon, making it take a point of damage for every dot of Vigor over the tool’s durability whenever they are used in this manner.
*Lift and hurl objects normally far too unwieldy to use as weapons such as boulders, cars, and people. Any object they can lift, with Size no greater than their Strength, can be used as an improvised melee or throwing weapon. Improvised weapons have a weapon bonus equal to the lower of their Size or Durability. Objects with Size greater than 5 deal lethal damage to mortals, while those with Size 10 or more deal lethal to even vampires.
-------------------------------------------------- ----------------------------------------------- -------------

Devotions

*Cloak the Gathering (Obfuscate 00000)
Cost: 2 Vitae
Dice Pool: None
Action: None
Cloak of Gathering enhances the effect of Touch of Shadow and Cloak of Night. By spending the 2 extra Vitae, the vampire can expand the effect of Touch of Shadow to encompass a number of people equal to his Blood Potency, though they are subject to the normal Size modifiers. He can also activate Face in the Crowd at the same time. If he pays the extra cost for Cloak of Night to vanish completely rather than fade in the background, the effect applies to everyone masked by Cloak of Gathering. So for 4 points, people vanish from sight along with a number of people equal to their Blood Potency. The vampire doesn’t have to touch everyone he takes with him, but they msut be within his Obfuscate + Blood Potency in yards/meters.

*Wraith’s Presence (Obfuscate 000, Nightmare 0)
Cost: 1 Vitae
Dicepool: Wits + Subterfuge + Obfuscate
Action: Instant
Activate this when using Cloak of Night. The vampire projects an exact image of the desired subject in another place she can see. The image stays mostly still unless the vampire concentrates on moving it. It’ll make the necessary motions to appear realistic- for example a human will breath. The image cannot talk or make noises. The image vanishes as soon as anyone touches it. Breaking this effect without touching the phantom uses the normal Clash of Wills rules (see p. 125).

------------------------------------------------ ------------------------------------------- -------------

Equipment
Raggedy Clothes
Keys to the Tower of London’s dungeon

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Re: An Age of Darkness: Vampires

Post by Admin on Fri Dec 04, 2015 7:25 pm

Anna Barrow


Mask: Social Chameleon (1-Intigrate yourself into new social clique, All- Burn important bridge to guarantee acceptance in a new group)
Dirge: Conformist (1- Choose disadvantageous path because it fits protocol, All- stand on the losing side because it’s yours)
Concept: Lady-in-Waiting
Clan: Daeva
Health: 000000 (6)
Willpower: 0000000 (7)
Blood Potency: 0 (1)
Vitae: 0 (1)
Humanity: 00000 (5)
Size: 5
Speed: 9
Defense: 4
Armor: 0/0
Initiative: 6

--------------------------------------------------- --------------------------------------- -----------

Intelligence: 000
Wits: 000
Resolve: 000

Strength: 0
Dexterity: 000
Stamina: 0

Presence: 00000
Manipulation: 0000
Composure: 0000

------------------------------ ------------------------------------------------ --------------------------

Mental (-3 unskilled)
Academics: 000
Crafts: 000 (Cooking +1)
Investigation: 0000
Medicine: 00
Occult: 00 (Kindred +1)
Politics: 0000


Physical (-1 unskilled)
Athletics: 0
Drive: 0 (Carriages +1)
Larceny: 000
Stealth: 0000
Survival: 0

Social (-1 unskilled)
Animal Ken: 0
Empathy: 00000
Expression: 000
Persuasion: 00000 (Flirting +2)
Socialize: 00000
Streetwise: 0
Subterfuge: 00000

----------------------- ------------------------------------------------------- ----------------------
Merits

Native Tongue, English: 0
Languages, French: 00

Resources: 00

Staff, Housekeepers: 00000

Area of Expertise, Flirting: 0 (Resolve 00)

Etiquette 00
*Bless His Heart 0
Your character’s words are carefully considered. No matter how vile, you may opt to use your Socialize score instead of the lower of Resolve or Composure for opening doors.
*Losing Your Religion 00
When letting loose an insult, you leave mouths agape. When tearing down a target verbally, use 8-again, and take +2 die bonus to the roll. Afterwards, move the interaction one step down on the impression chart.

Striking Looks 00
Character is stunning and charming. Social rolls increase by +2.

Taste 0 (Crafts 00, specialization in Crafts or Expression)
Effect: Wits + Craft Roll can pick out obscure details. For each success, ask one of the following questions or take +1 die bonus to social rolls when talking about it.
-What is the hidden meaning in this?
What was the creator feeling during its creation?
What’s its weakest point?
What other witness is most moved by the piece?
How should one best appreciate this piece?

Trained Observer 000 (Wits 000, Composure 000)
Has better chane of finding important things. Whenever making a Perception roll (Wits+ Composure), you benefit from 8-again.

Taste of the Serpent 00 (Ghoul, Daeva Regnant)
Effect: If your character helps a human fulfill hisVice, the human gets the Swooning Condition toward your character.

Producer 0 (Human)
Effect: For every point of leathal damage caused by feeding on you, Kindred gain two Vitae from your character.

Clear-Sighted 00 (Human Only)
Effect: When you spend a point of Willpower, Obfuscate and Nightmare do not function on you for the rest of the scene. You also see through similar illusions created by other Disciplines or supernatural powers.
Drawbacks: Seeing the truth in a way no other person does leads to breaking points. If you are ghouled or turned into a vampire, the ephermal gift vanishes.  

Protected 00 (Ghoul or Human)
Effect: if your character is in danger, her regnant senses it, and can spend a Willpower point to coincidentally arrive on the scene in time to save you.

Empowered to Speak 0
Effect: When speaking on behalf of your character’s regnant, your character may act as if she had his level of City Status. Your character is treated as a member of the city when acting on behalf of her regnant.

Beast Whispers 00 (Ghoul or Human)
Effect: Your character can talk any Kindred down from frenzy as if he were the Kindred’s Touchstone (p. 87). Because he does not necessarily have the same connection to the Kindred as her Touchstone, if things go poorly, they may go very poorly for your character directly depending on what the Beast wants.

Watch Dog 00 (Ghoul, Regnant has Auspex)
Effect: During the day, your Regnant can give up her ability to use her Auspex Discipline. If she does, you may use it as though you had it an whatever level she possesses.

------------------------- --------------------------------------------------------- ------------------------

Disciplines

Dominate 0
*Mesmerize 0 (p. 131)
Cost: None
Dice Pool: Intelligence + Expression + Dominate vs. Resolve + Blood Potency
Action: Instant
Success: The vampire holds her victim’s gaze for just a second, but it’s enough to inflict the Mesmerized Condition (p. 305).

Majesty 0
*Awe 0
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
When she wills it, all eyes fall on her and nobody cares what they’re doing. The user suffers no peanlties to Social rolls from actions or appearance. Anyone paying attention to the user also subtracts his Majesty dots from any Wits + Composure rolls to notice anything other than the vampire. Another vampire can fortify herself against Awe with her predatory aura (see Lashing Out p. 92). If they succeed, they’re unaffected by Awe.

---------------------------------------------------------- ------------------------------------------ -------
Equipment
Royal Lady-in-Waiting gown
Ring of Keys (Tower of London)

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Re: An Age of Darkness: Vampires

Post by Admin on Sat Dec 12, 2015 8:24 am

Kaziel


Kaziel

Mask: Conformist (1- Choose disadvantageous path because it fits protocol, All- stand on the losing side because it’s yours)
Dirge: Spy (1 Will: Uncover a secret, All Will: Uncover a damning secret that could end someone)
Clan: Gargoyle
Covenant: Invictus
Humanity: 00000
Health: 000000000000000000 (16)
Willpower: 6 (Resolve + Composure)
Blood Potency: 00000 (5) {Max Attribute/Skill: 5, Max Vitae 15/5 per turn, Victims: Humans}
Vitae: 000000000000000 (15)
Size: 6
Speed: 16, Flight 48 (x3 for Flight)
Defense: 15 (5 from Celerity)
Armor: 6/6 (6 is from Stone-Skin) {For 1 Vitae: As a reflexive action add Resilience to Armor 11/11}
Initiative: 8 (Dexterity + Composure) 5 w/ Spear armed
Touchstones: Young Charles, Belfry of St. Pierre’s Church

--------------------------------- ---------------------------------------------------------- --------------

Attributes

Intelligence: 00
Wits: 0000 (8-again for Perception checks)
Resolve: 000

Strength: 00000- 00000 (10)
Dexterity: 00000
Stamina: 00000-00000

Presence: 00
Manipulation: 000
Composure: 000 (8-Again for Perception checks)

----------------------- --------------------------------------------------------- ------------------------

Skills

Mental (-3 unskilled)
Investigation: 00000
Occult: 00000 (Vampires +1)
Politics: 00 (Invictus +1)

Physical (-1 unskilled)
Athletics: 00000 (Area of Expertise: Flight +2)
Brawl: 00000 (Grapple +2)
Larceny: 0000
Stealth: 00000 (Shadows +1)
Survival: 0000
Weaponry: 00000 (Spears +1)

Social (-1 unskilled)
Animal Ken: 00
Empathy: 00
Expression: 0
Intimidation: 0000
Persuasion: 0
Streetwise: 000
Subterfuge: 0000

------------------------------------------------------ ------------------------------------------ --------

Merits
Native Tongue, French
Languages, English: 0

Area of Expertise, Flight (Resolve 00, Specialization)
You gain +2 instead of +1 to checks when using your specialization.

Status, Invictus: 0
Status, City: 0

Feeding Grounds (Paris): 0000
Add the dot rating to any hunting rolls. IN addition, add dot rating to any predatory aura conflicts when on their territory.

Indomitable 00
Any time a supernatural creature uses a power to influence the vampire’s thoughts or emotions, add +2 bonus if they need to reach a certain amount of successes, or -2 to enemy’s dicepool if contested

Safe Place 000
-3D to security of location or anyone trying to find it. There are secure crews and booby traps.

Trained Observer 000 (Wits 000, Composure 000)
Has better chance of finding important things. Whenever making a Perception roll (Wits+ Composure), you benefit from 8-again.

Relic •••
Character has a special relic (Skiver, the Skyfall Impaler)

Heavy Weapons (• to •••••; Style)
Prerequisites: Stamina •••, Strength •••, Athletics ••, Weaponry ••
Effect: Your character is trained with heavy weapons which require strength, wide range, and follow through more than direct speed and accuracy. This Style may be used with a two-handed weapon such as a claymore, chainsaw, pike, or an uprooted street sign.

Sure Strike (•): Your character doesn’t always hit the hardest or the most frequently, but she guarantees a deadly strike when she does hit. You can reflexively remove three dice from any attack dice pool (to a minimum of zero) to add one to your character’s weapon damage rating for the turn. These dice must be removed after calculating any penalties from the environment or the opponent’s Defense.
Threat Range (••): Your character’s weapon is immense and keeps opponents at bay. If you opt not to move or Dodge during your turn, any character moving into your character’s proximity suffers one lethal damage and a penalty to their Defense equal to your character’s weapon damage rating. This penalty only lasts for one turn. This cannot be used in a turn the character is Dodging.
Bring the Pain (•••): Your character’s strikes stun and incapacitate as well as causing massive trauma to the body. Sacrifice your character’s Defense to use Bring the Pain. Make a standard attack roll. Any damage you score with Bring the Pain counts as a penalty to all actions the victim takes during their next turn. So, if you cause four lethal damage, the opponent is at -4 on their next attack.
Warding Stance (••••): Your character holds her weapon in such a way as to make attacks much harder. If her weapon’s drawn, spend a point of Willpower reflexively to add her weapon’s damage rating as armor for the turn. This will not protect against firearms.
Rending (•••••): Your character’s cuts leave crippling, permanent wounds. By spending a Willpower point before making an attack roll, her successful attacks cause one level of aggravated damage in addition to her weapon’s damage rating. This Willpower point does not add to the attack roll.

----------------------------- --------------------------------------------------- --------------------------

Disciplines

Celerity 00000
*Persistent: Add Celerity to Defense or Dodge roll when defending actively (even w/ firearms)
*Active
Cost: 1 Vitae
-Allow burst of speed that allows user to move to the head of initiative (1 turn)
-Can interrupt the action of another character with a brief action of their own (instant action only)

Flight 000
Too heavy to fly by natural means, the stony Gargoyles must use this discipline to take to the air.  At 3 dots, the vampire can carry their weight and has a maximum speed of x3 from their ground movement.  

Obfuscate 000
*Face in the Crowd 0
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
People’s eyes slide off the vampire, and he’s just seen as “some guy” of average height and build. If the character is doing something that would draw attention, including but not limited to being violent, everyone in sight gets a reflexive Wits + Composure roll minus the user’s Obfuscate dots. Even the preadotry aura seemingly disappears so that other kindred can’t see it.

*Touch of Shadow 00
Cost: 1 Vitae
Requirement: Must touch the object he/she wants to hide. In the case of an unwilling victim, the vampire must roll to touch his opponent (see p. 177). The target cannot have a Size greater than the vampire’s own without penalty (-1 per increase in size).
Dice Pool: Wits + Larceny + Obfuscate
Action: Reflexive
Duration: Scene
Success: For the rest of the scene, people’s eyes slide off of the object. Since people have a hard time noticing occluded objects, the vampire can hide behind an object affected. In order to notice the occluded object, observers must succeed at a reflexive Wits + Composure check, penalized by the vampire’s Obfuscate dots (5).

*Cloak of Night 000
Cost: 1 Vitae
Dice Pool: None
Action: None
The user can now affect other people. The normal rules for piercing Touch of Shadow apply. The vampire can also spend a point of Vitae when activating Face in the Crowd to vanish completely. Rather than being overlooked, the vampire disappears from perception of everyone around them. If the vampire attacks someone or cries out, Cloak of Night continues to obscure him, adding Obfuscate to the surprise roll. Only the struck victim can perceive the vampire. If Auspex shatters the Obfuscate, all Obfuscate powers cancel. The vampire can be tracked by indirect clues. Observers roll Wits + Resolve – Obfuscate. A vampire observer can apply the Blood Potency bonus from Kindred senses. Each roll takes one turn, and the observer must roll more successes than the vampire’s Wits + Stealth + Obfuscate.  Teamwork may be applied.

Resilience 00000
*Persistent: Add vampire’s dots to their Stamina.  Whenever dealt aggravated damage, for each dot, downgrade one point of aggravated damage to lethal. This applies to fire and banes, but not sunlight.
*Active
Cost: 1 Vitae
Action: Reflexive
-Subtract Resilience dots plus 1 from all non-bane sources of damage. Mechanically, this is similar to Armor but does not reduce the visual signs of gore and blood.
-If injury specifically removes a limb, eye or so on, the vampire doesn’t suffer logical impairments from the injury.  
-Subtract Resilience dots from all damage from fire or other acquired banes. Sunlight still is beyond this power’s protection. Any wounds still show.

Vigor 00000
*Persistent: Add vampire’s dots in Vigor to Strength. Additionally, vampire can make Strength + Athletics rolls to jump. The yards (meters) jumped are equal to successes x Vigor Dots +1.
Active
Cost: 1 Vitae
Action: Reflexive
Add dots in Vigor as a weapon bonus to all Athletics, Brawl and Weaponry attacks made this turn. This strains the weapon, making it take a point of damage for every dot of Vigor over the tool’s durability whenever they are used in this manner.
*Lift and hurl objects normally far too unwieldy to use as weapons such as boulders, cars, and people. Any object they can lift, with Size no greater than their Strength, can be used as an improvised melee or throwing weapon. Improvised weapons have a weapon bonus equal to the lower of their Size or Durability. Objects with Size greater than 5 deal lethal damage to mortals, while those with Size 10 or more deal lethal to even vampires.
-------------------------------------------------- ----------------------------------------------- -------------

Devotions

Body of Will (Resilience 000, Vigor 0)
Cost: 1 Vitae
Dice Pool: Stamina + Survival + Resilience
Action: Reflexive
For one turn per success, the character suffers no wound penalties. As well, during any turn where he takes damage, he does not need to spend Vitae to activate one effect of Vigor.

Stone Skin (Vigor, Clan Gargoyle) {Custom}
Cost: None
Dicepool: None
Action: Persistent
This allows the gargoyle’s Active Resilience ability of using their Resilience rating +1 as armor for a round to be a Persistent effect that is always active without costing the gargoyle any vitae to activate.


------------------------------------------------ ------------------------------------------- -------------

Equipment
"Skiver" The Skyfall Impaler: +16 attack, Damage 4A, Size 4, Initiative -3 Structure: 6 (Can reduce up to 3 dice from attack to add up to +3 damage)


***If Kaziel doesn't move, anyone who attacks suffers 4A damage

Greek Fire
Damage: 4A, Special: Character takes an additional 4A each round for 4 additional rounds.


Last edited by Admin on Fri Apr 08, 2016 12:52 pm; edited 5 times in total

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Re: An Age of Darkness: Vampires

Post by Admin on Sat Dec 12, 2015 8:10 pm

Octavia Drusilla








Octavia Drusilla
Mask: Nurturer
Dirge: Competitor
Clan: Daeva
Covenant: Leader of the Kingdom of England
Humanity: 00 (2)
Health: 0000000000000 (13)
Willpower: 0000000000 (10)
Blood Potency: 8
Vitae: 000000000000000000000000000 (30) {Feed from Kindred only}
Size: 5
Speed: 16 {Celerity: Can spend 1 vitae to x speed by Celerity +1 (96)}
Defense: 17
Armor: 0/0 {Resilience: Can spend 1 vitae to create 5/5 armor-like quality}
Initiative: 13
Touchstones: Bracelet of the sister she murdered to prove she should be embraced
------------------------------------ -------------------------------------------------- -------------------------------

Attributes

Intelligence: 0000000
Wits: 000000 (8-again for Perception checks)
Resolve: 00000

Strength: 000
Dexterity: 00000000
Stamina: 000

Presence: 00000000
Manipulation: 00000000
Composure: 00000 (8-Again for Perception checks)

----------------------- --------------------------------------------------------- ------------------------
Skills

Mental (-3 unskilled)
Academics: 0000
Craft: 00
Investigation: 00000000
Occult: 00000000 (Area of Expertise: Cruac +2)
Politics: 0000000 (Invictus +1)
Science: 000

Physical (-1 unskilled)
Athletics: 000000
Brawl: 00000 (Grapple +2)
Larceny: 0000
Stealth: 00000 (Shadows +1)
Survival: 0000
Weaponry: 00000 (Spears +1)

Social (-1 unskilled)
Animal Ken: 000
Empathy: 0000000
Expression: 00000000
Intimidation: 00000
Persuasion: 00000000 (Seduction +1) {Striking Looks +2}
Socialize: 00000000 {Striking Looks +2}
Streetwise: 00000
Subterfuge: 00000000 {Striking Looks +2}

------------------------------------------------------ ------------------------------------------ --------
Merits
Native Tongue, Latin
Languages, English: 00
Languages, French: 00
Languages, Spanish: 00
Languages, Portuguese: 00
Languages, Germanic: 00
Languages, Polish: 00
Languages, Italian: 00
Languages, Persian: 00
Languages, Celtic: 00
Languages, Chinese: 00
Languages, Japanese: 00
Languages, Indian: 00
Languages, Egyptian: 00

Resources: 00000000

Status, Covenant: 00000
Status, Clan: 00000
Status, Circle of the Crone: 00000

Area of Expertise, Occult (Resolve 000, Specialization)
+2 to specialization bonus instead of 1.

Allies
*Cruac Pagan Cults: 0000
*Baba Yaga: 00000
*Asian Vampire Cults: 000

Etiquette 00000
*”Bless His Heart” 0
Character is well considered. When engaging in Social Interaction, they may opt to use their Socialize score instead of the lower of Resolve or Composure to determine starting doors.
*Losing Your Religion 00
When tearing down a target verbally, use 8-again and take +2 die bonus to the roll. Afterwards, move the interaction one step down on the impression chart.
*In High Cotton 000
May apply one relevant Status or Fame Merit to rolls to contest Social Interactions.
*Half-Cocked 0000
In a new Social interaction, if the impression is good, excellent or perfect, ignore the subject’s Resolve and Composure on the first roll.
*Grace Under Fire 00000
If a character opens all her Doors, and you opt to offer an alternative, player chooses three Conditions. You choose which one your character receives.

Altar 000 (Circle of the Crone)
You have a mystical bloody altar you created. You can use the teamwork rules (see p. 173) when using Cruac rituals, but double the time.

Indomitable 00
Any time a supernatural creature uses a power to influence a vampire’s thoughts or emotions, add +2 to the check, OR if it is contested, -2 from the attacker’s dicepool.

Iron Will 00 (Resolve 0000)
When spending Willpower to contest or resist social interactions, you may substitute your character’s Resolve for the usual Willpower bonus.

Trained Observer 000 (Wits 000 or Composure 000)
When making a Perception rolls (Wits + Composure), you gain 8-again.

Inspiring 000
Make a Presence + Expression roll. A small clique is -1, small crowd -2, large crowd -3. If successful, targets (but not user) gain the “Inspired” condition.

Retainer, Anna Barrow: 0000

Safe Place 00000 (Tower of London’s Safe Room)
-5D to security of location for anyone trying to find it. There are security crews and booby traps as well.

Haven, Tower of London 0000 (Safe Place)
Add rating to Humanity rolls to notice danger while sleeping, and any Stamina + Resolve rolls to remain awake. As well, add it to any Kindred sense (p. 90) when rolling within the Haven.

Feeding Grounds 0000 (Tower of London)
Add dots to any hunting rolls in your territory. In addition, add dot rating to any predatory aura conflicts while in your territory.

Striking Looks 000
+2 to any Social rolls where the character’s appearance would help influence circumstances.

Cacophony Savvy 000
*Getting Up 0: Character can use Intelligence + Streetwise to identify secret messages of Underworld Vampires.
*Backpacker 00: In a week of coming to town the user may learn the favored feeding grounds, common aliases, etc. about most vampires.
*Wearing a Hat 000: Character embodies honor amongst thieves. Nothing happens without their knowing, and once per chapter, can roll Wits + Politics to answer one of these questions….
-Who is on the way up?
-Who is on the way down?
-Where is the city’s Masquerade thinnest?
-What mortal is closest to uncovering Kindred?
Where’s the best feeding in town?
When acting on anwers, consider all rolls as exceptional successes.

Fleet of Foot 00000 (Athletics 00)
Character gains +1 speed per dot (5), and anyone pursuing suffers -5 to foot chase rolls.

---------------------------------------- ------------------------------------------------- ------------------------
Disciplines

Celerity 00000
*Persistent: Add Celerity to Defense or Dodge roll when defending actively (even w/ firearms)
*Active
Cost: 1 Vitae
-Allow burst of speed that allows user to move to the head of initiative (1 turn)
-Can interrupt the action of another character with a brief action of their own (instant action only)

Majesty 00000
*Awe 0
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
User becomes center of attention. No social penalties work against her and people must subtract her dots in Majesty to any perception rolls to notice anything else.

*Confidant 00
Cost: None
Requirement: Vampire must use Awe on victim
Dice Pool: Presence + Empathy + Majesty (21) vs Resolve + Blood Potency
Exceptional Success: It’s incredibly hard to resist the force of vampire’s personality. The victim’s Charmed Condition lasts for nights rather than hours.

*Green Eyes 000
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
Duration: Scene
Victim is thoroughly obsessed with the vampire, and their feelings can be playd like a cheap harmonica. The vampire can ask one of their Charmed minions to do something  that the victim feels obsessive about accomplishing.

*Loyalty 0000
Cost: 2 Vitae
Requirement: Vampire must have inflicted Charmed Condition on Target
Dice Pool: Manipulation + Empathy + Majesty (21) vs Resolve + Blood Potency
Action: Contested, resistance is reflexive
Exceptional Success: The Enthralled Condition lasts for one week per dot of Blood Potency

*Idol 00000
Cost: 2 Vitae and 1 Willpower
Dice Pool: None
Action: Reflexive
Duration: Scene
Idol enhances Awe’s aura of superiority to divine levels. Anyone affected by user’s Awe must make a reflexive roll of Resolve + Blood Potency minus the vampire’s Majesty Dots (5) to take action that could harm or embarrass the vampire in anyway. If the vampire has inflicted the Charm Condition on anyone in his presence, she must make a reflexive Resolve + Blood Potency – Majesty dots (5) roll when the vampire activates Idol. If they fail, they acquire the Enthralled Condition for the remainder of the scene. People who the vampire has already Enthralled cannot spend Willpower to act against the user.


Obfuscate 00000
*Face in the Crowd 0
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
People’s eyes slide off the vampire, and he’s just seen as “some guy” of average height and build. If the character is doing something that would draw attention, including but not limited to being violent, everyone in sight gets a reflexive Wits + Composure roll minus the user’s Obfuscate dots. Even the preadotry aura seemingly disappears so that other kindred can’t see it.

*Touch of Shadow 00
Cost: 1 Vitae
Requirement: Must touch the object he/she wants to hide. In the case of an unwilling victim, the vampire must roll to touch his opponent (see p. 177). The target cannot have a Size greater than the vampire’s own without penalty (-1 per increase in size).
Dice Pool: Wits + Larceny + Obfuscate
Action: Reflexive
Duration: Scene
Success: For the rest of the scene, people’s eyes slide off of the object. Since people have a hard time noticing occluded objects, the vampire can hide behind an object affected. In order to notice the occluded object, observers must succeed at a reflexive Wits + Composure check, penalized by the vampire’s Obfuscate dots (5).

*Cloak of Night 000
Cost: 1 Vitae
Dice Pool: None
Action: None
The user can now affect other people. The normal rules for piercing Touch of Shadow apply. The vampire can also spend a point of Vitae when activating Face in the Crowd to vanish completely. Rather than being overlooked, the vampire disappears from perception of everyone around them. If the vampire attacks someone or cries out, Cloak of Night continues to obscure him, adding Obfuscate to the surprise roll. Only the struck victim can perceive the vampire. If Auspex shatters the Obfuscate, all Obfuscate powers cancel. The vampire can be tracked by indirect clues. Observers roll Wits + Resolve – Obfuscate. A vampire observer can apply the Blood Potency bonus from Kindred senses. Each roll takes one turn, and the observer must roll more successes than the vampire’s Wits + Stealth + Obfuscate.  Teamwork may be applied.

The Familiar Stranger 0000
Cost: 2 Vitae
Dice Pool: None
Action: None
When using Face in the Crowd or affecting a person with Touch of Shadow, the vampire can spend the Vitae required to activate this power. She can specify a particular image she wants to project, either a subject or a person (p.138).

Oubliette 00000
Cost: 3-9 Vitae and 1 Willpower
The vampire marks an area with blood, the vampire makes the marked territory a maze of illusions where they can use Touch of Shadow, Cloak of Night and the Familiar Stranger at any distance without cost. They can affect multiple different people or objects with just a single activation of this power.

Resilience 00000
*Persistent: Add vampire’s dots to their Stamina.  Whenever dealt aggravated damage, for each dot, downgrade one point of aggravated damage to lethal. This applies to fire and banes, but not sunlight.
*Active
Cost: 1 Vitae
Action: Reflexive
-Subtract Resilience dots plus 1 from all non-bane sources of damage. Mechanically, this is similar to Armor but does not reduce the visual signs of gore and blood.
-If injury specifically removes a limb, eye or so on, the vampire doesn’t suffer logical impairments from the injury.  
-Subtract Resilience dots from all damage from fire or other acquired banes. Sunlight still is beyond this power’s protection. Any wounds still show.

Vigor 00000
*Persistent: Add vampire’s dots in Vigor to Strength. Additionally, vampire can make Strength + Athletics rolls to jump. The yards (meters) jumped are equal to successes x Vigor Dots +1.
Active
Cost: 1 Vitae
Action: Reflexive
Add dots in Vigor as a weapon bonus to all Athletics, Brawl and Weaponry attacks made this turn. This strains the weapon, making it take a point of damage for every dot of Vigor over the tool’s durability whenever they are used in this manner.
*Lift and hurl objects normally far too unwieldy to use as weapons such as boulders, cars, and people. Any object they can lift, with Size no greater than their Strength, can be used as an improvised melee or throwing weapon. Improvised weapons have a weapon bonus equal to the lower of their Size or Durability. Objects with Size greater than 5 deal lethal damage to mortals, while those with Size 10 or more deal lethal to even vampires.

---------------------------------------- ------------------------------------------------- ------------------------

Devotions

Cult of Personality (Majesty 0000, Vigor 000)
Cost: 10 Vitae
Dice Pool: Presence + Socialize + Majesty
Action: Instant
If successful, this Devotion washes the effects of Loyalty over a crowd. It affects any character w/ fewer Composure + Blood Potency dots than the vampire has successes. Those afflicted gain the Enthralled Condition.

Enhancement (Majesty 0000, Obfuscate 00)
Cost: 1 Vitae
Dice Pool: Manipulation + Empathy + Majesty vs Composure + Blood Potency
Action: Contested, resistance is reflexive
If successful, this Devotion works as Loyalty, but the vampire can designate a source for the Enthralled Condition instead of focusing it on herself. All the other parameters remain the same, but the victim insists on defending and cherishing a different, person, place or thing. She has to somehow communicate the desired subject of the Enhancement to the victim for this Devotion to work.

Enfeebling Aura (Majesty 0, Resilience 0)
Cost: 1 Vitae
Dice Pool: Presence + Intimidation + Majesty vs. Composure + Blood Potency
Action: Contested, resistance is reflexive
If successful, this temporarily removes dots of the victim’s Celerity, Resilience and Vigor in whatever combination the user wishes. The vampire removes dots one-for-one along with her Majesty dots for the scene up to her successes as  a trade. For example she could sacrifice 3 dots of Majesty to take 2 dots of Vigor and 1 dot of Resilience away from a victim.

Summoning (Majesty 0000)
Cost: 1 Vitae
Dice Pool: Manipulation + Persuasion + Majesty vs Composure + Blood Potency
Action: Contested, resistance is reflexive
Duration: 1 night
Exceptional Success: The victim’s compulsion lasts throughout the day and for all of the next night as well, long enough for many international journeys- or at least for the victim to find a way to smuggle themselves over seas.
Modifiers
+1 Vampire knows exactly where victim is
-1 vampire has no idea where victim is, but knows they are within the same domain
-1 victim dislikes vampire and resents being summoned
-3 victim is over 500 miles away or despises the vampire
-5 victim is on the other side of the world

---------------------------------------- ------------------------------------------------- ------------------------

Blood Sorcery

Cruac 00000

*Pange of Proserpina 0
Target number of Successes: 6
Contested: by Composure + Blood Potency
The victim suffers from intense hunger, provoking Frenzy in Kindred. The victim may be up to a mile away from the ritual during casting, and is starving for the purpose of the roll to resist frenzy, regardless of how much blood she has consumed.

*Rigor Mortis 0
Target number of successes: 5
Resisted: Composure
Victim, who must be a vampire within a mile, suffers the loss of the reanimating power of Vitae. The victim’s next physical action suffers -3 die penalty.

*Cheval 00
Target number of successes: 5
Resisted: By Composure
User must touch the present victim. For the rest of the night, the ritualist may see and hear what the subject does, no matter how far away they are.

*Hydra’s Vitae 00
Target number of successes: 5
User lays a curse on their own blood. Vampires and Strix drinking from user suffer 1 point of lethal damage per Viate taken and gain no nourishment from it. Effects of the ritual end the next sunrise for the user.

*Deflection of Wodden Doom 000
Target number of successes: 6
User wards themselves from having heart impaled. Al attempts to stake the user fail until the next sunrise.

*Touch of the Morrigan 000
Target number of successes: 6
User pours the consuming, tearing force of his Beat into his hands. He may attempt to strike an opponent with open palm (touching a target requires a DEX + Brawl roll in combat). The first time he does, the victim suffers the ritua’s Potency in lethal wounds. The ritual ends when it is first used, or at next sunrise, which ever comes first.

*Blood Price 0000
Target number of successes: 8
Contested by: Composure + Blood Potency
Ritualist claims blood consumed by his ritual’s subject. The subject must be a vampire or ghoul present for the casting. Every time the subject drinks blood, Vitae up to and equal to the ritual’s Potency is gained by the ritualist instead of the subject. If the subject drinks more than the ritual steals, she gains the balance. The effect of the ritual ends a the next sunrise.

*Willful Vitae 0000
Target number of successes: 7
The ritualist makes herself immune to Vinculum and blood addiction for the remainder of the night. The ritual does not counteract any addiction or Vinculum that the ritual already has.

*Blood Blight 0000
Target number of successes: 8
Contested by: Stamina + Blood Potency
User mystically destroys his victim’s blood. Mortals suffer the ritual’s Potency in lethal damage. Kindred, Strix and ghouls lose the Potency in Vitae. This usually provokes Frenzy checks.

*Feeding the Crone 0000
Target number of successes: 10
Ritualist transforms her fangs into a maw of wicked flesh tearing teeth. She gains no Vitae from feeding but her bite does +2 Aggravated Damage. This fades the next sunrise or if if she uses one Vitae to cancel it early, transforming herself back to normal.

*Blood Ward 00000
Target number of successes: 12
The Ritualist uses this to strengthen the secrecy of their Haven. Anyone attempting to use any mental, emotional or scrying powers from outside of the Haven receive the Blood Potency (5) as a penalty to the roll. A dramatic failure from the offender forces them to take the Potency of the ritual in lethal damage.

*Scourge of Intruders 00000
Target number of successes: 12
Anyone who attacks the user within their own domain suffers the Potency of the Ritual (5) in aggravated damage. This ritual only works for the first attack of each offender, but is constant so long as the Ritualist is alive (or un-alive).

LINK TO OTHER CRUAC POWERS
http://wodindex.wikispaces.com/Discipline-Crúac

-------------------------------------------------------- ---------------------------------------------
Gear
Bag of Coins 00000
Adds Rating to appropriate social rolls when offered and can purchase one item of equal Availability.

Fashion, Royal Gown: 00000
Fashion means being noticed. However, you also add half of the Availability rounded up as a bonus to certain social rolls (+3).



Last edited by Admin on Sat Jan 23, 2016 8:30 am; edited 1 time in total

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Re: An Age of Darkness: Vampires

Post by Admin on Wed Dec 30, 2015 2:10 pm

Hooded Man


Mask: Spy
Dirge: Penitent
Concept: Dark Knight
Clan:Khaibit (Mekhet)
Covenant: None
Touchstones: Bracelet from his late wife
Health: 00000000000 (11)
Willpower: 0000000 (6)
Blood Potency: 0000 (Attribute/Skill Max: 5, Max Vitae: 13/4, Can feed from Humans)
Vitae: 0000000000000 (13)
Humanity: 00000 (5)
Size: 5
Speed: 13 {10 w/ sword or bow}
Defense:  8 (-1 calculated for Armor)
Armor: 2/0
Initiative: 8 (5 w/ bow)
Sire: Samir
-------------------------------- ----------------------------------------------------------------- --------------

Attributes

INTELLIGENCE: 000
WITS: 0000
RESOLVE: 000

STRENGTH 000
DEXTERITY: 0000
Stamina: 000-000 (Resilience +3)

PRESENCE: 0000
MANIPULATION: 000
COMPOSURE: 000

----------------------- ------------------------------------------------------------------------------- ----

Mental (-3 Unskilled)
Academics: 00
Crafts: 000 (Carpentry +1)
Investigation: 00000 (Smell a Trap +1)
Medicine: 0
Occult: 0000 (Stryx +1)
Politics: 000
Science: 0

Physical (-1 unskilled)
Athletics: 00000 (Area of Expertise: Longbows +2)
Brawl: 000 (Grapple +1)
Drive: 000 (Wagons +1)
Larceny: 0000
Stealth: 00000
Survival: 0000
Weaponry: 00000 (Swords +1)

Social (-1 unskilled)
Animal Ken 00000
Empathy 0000
Expression 00
Intimidation 000
Persuasion 000
Socialize 000
Streetwise 000
Subterfuge 000

------------------- ------------------------------------------------------------------------------------- ----------

Merits
Native Language, English
Languages, French: 00
Languages, Celtic: 0

Acute Senses 0
*Effect: Vampire can see, smell and hear at twice the distance. Add Blood Potency to any roll to use her senses. This includes rolls to remember and identify sensory details.
Drawbacks: Sometimes senses can overwhelm them. Anytime you roll an exceptional success on a roll related to senses, gain the Obsession Condition for the stimulus, but instead of being Persistent, it lasts a number of nights equal to the successes.


Safe Place 0

Alternate Identity 0
*+1 die to Subterfuge rolls to defend identity.

Anonymity 000
*Any attempts to find character by a paper trail suffer -1 die penalty per dot purchased (-3).

Area of Expertise, Longbows (Resolve 00, Skill Specialty)
*Add +2 to one skill specialty instead of +1.

Barfly 00 (Socialize 00)
*Character is a natural in the Rack and can procure open invitation wherever they wish. Subtract Socialize from any rolls to identify them as an outsider in Racks.

Contacts
*Houseman in the Tower of London 00

Double Jointed 00 (Dexterity 000)
*Effect: Character automatically frees themselves from mundane bonds without a roll. When grappled, subtract their Dexterity from any rolls to overpower them as long as they are not taking any aggressive actions.

Resources 00


Sleight of Hand (Larceny 000)
*Can pick locks and pockets without thinking about it. Can take one Larceny-based instant action reflexively in a given turn. Actions go unnoticed unless someone is trying specifically to catch them.

---------------------------------- -------------------------------------------------------- -------------

Disciplines

Auspex 000
*Beasts Hackles 0
Dice pool: Wits + Empathy + Auspex
Action: Instant
Success: Player can ask the storyteller one question, which is conjured up in an answer through the beast.

Uncanny Perception 00
Cost: first use free, subsequent uses against same target that scene costs 1 Vitae each
Dice Pool: Intelligence + Empathy + Auspex
Action: Instant
Success: Can ask Storyteller one question per success through imagery of the Beast. This focuses on questions regarding secrets.

The Spirit's Touch 000
Cost: None
Dice Pool: Wits + Occult + Auspex
Action : Instant

Success: Player can ask the storyteller one question about the place or object. Beast conjures images to answer rather than just words.

Obfuscate 000
*Face in the Crowd 0
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
People’s eyes slide off the vampire, and he’s just seen as “some guy” of average height and build. If the character is doing something that would draw attention, including but not limited to being violent, everyone in sight gets a reflexive Wits + Composure roll minus the user’s Obfuscate dots. Even the preadotry aura seemingly disappears so that other kindred can’t see it.

*Touch of Shadow 00
Cost: 1 Vitae
Requirement: Must touch the object he/she wants to hide. In the case of an unwilling victim, the vampire must roll to touch his opponent (see p. 177). The target cannot have a Size greater than the vampire’s own without penalty (-1 per increase in size).
Dice Pool: Wits + Larceny + Obfuscate
Action: Reflexive
Duration: Scene
Success: For the rest of the scene, people’s eyes slide off of the object. Since people have a hard time noticing occluded objects, the vampire can hide behind an object affected. In order to notice the occluded object, observers must succeed at a reflexive Wits + Composure check, penalized by the vampire’s Obfuscate dots (5).

*Cloak of Night 000
Cost: 1 Vitae
Dice Pool: None
Action: None
The user can now affect other people. The normal rules for piercing Touch of Shadow apply. The vampire can also spend a point of Vitae when activating Face in the Crowd to vanish completely. Rather than being overlooked, the vampire disappears from perception of everyone around them. If the vampire attacks someone or cries out, Cloak of Night continues to obscure him, adding Obfuscate to the surprise roll. Only the struck victim can perceive the vampire. If Auspex shatters the Obfuscate, all Obfuscate powers cancel. The vampire can be tracked by indirect clues. Observers roll Wits + Resolve – Obfuscate. A vampire observer can apply the Blood Potency bonus from Kindred senses. Each roll takes one turn, and the observer must roll more successes than the vampire’s Wits + Stealth + Obfuscate. Teamwork may be applied.

Protean 00
*Unmarked Grave 0
Cost: Varies, 0 for soil/earth, otherwise Vitae equal to the Durability of material
Requirement: Hiding space must at least be the same Size as vampire.
Dice Pool: None
Action: Instant
Duration: Indefinite
Vampire sinks body into earth as long as they desire. They still keep senses. Any damage causes them to emerge from ground.

*Predatory Aspect 00
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
Duration: Scene
Vampire can manifest a small host of bestial traits from growing webbed hands so they can swim at same Speed as on land to claws that do 1L damage. They can also grow an extra sense like echolocation or gain a prehensile tail or wall crawling.

Obtenebration 00000
*Night Sight
Allows the vampire to see in the dark for one scene. While the power is in effect, the vampire's pupils expand to fill their eyes from rim to rim. In extreme darkness (less than a candle's worth of light)the vampire can see any ghosts, spirits or other Twilight beings in the vicinity.

Cost: 1 Vitae

Dice Pool: No roll required


•• Shadow Play
The vampire can take control of nearby shadows. The shadows can be lightened or intensified, reshaped where they stand or even pulled from the walls and twisted into wholly unnatural shapes. The Khaibit can use this power to temporarily increase their stealth or intimidation, or to simply terrify mortals (or other supernaturals) who are not used to such otherworldly displays. Add obtentration to stealth checks.

Cost: 1 Vitae

Dice Pool: Wits + Intimidation + Obtenebration

••• Shroud of the Night
The vampire can now create darkness, either to conceal their own deeds, blind their enemies or to manipulate further through Shadow Play. The intensity of the darkness created depends on the amount of ambient light already in existence. Creating a cloud of inky blackness on an abandoned street would be comparitively easy, whereas it would be difficult to summon anything more than mood lighting in a well-lit parking garage.

Cost: 1 Vitae

Dice Pool: Intelligence + Crafts + Obtenebration

•••• Perambulum in Tenebris
The vampire can step into one shadow and emerge from another. only line of site to both shadows is necessary for the Khaibit to travel between them, meaning that vast distances can be covered very quickly. Suffice to say, the potential of this power for both escape and ambush has doubtless been responsable for many Khaibit victories.

Cost: 1 Vitae

Dice Pool: No roll required

•••••Shadow Form
The vampire can now transform into pure darkness. While in this form they are nigh-invulnerable, unable to be harmed by anything other than sunlight or certain magics. even fire cannot touch them. the vampire can also slip through any gap more than a few molecules wide, though like a normal shadow they must 'stick' to a wall or surface. An exceptional success on the activation roll allows the Khaibit to overcome this, as they can transform into a 3-dimensional column of living, fluid darkness. If the vampire is in an area so brightly lit that shadows can not exist, then they are unable to take on the Shadow Form.

Cost: 1 Vitae

Dice Pool: Wits + Subterfuge + Obtenebration

------------------- --------------------------------------------------------------------- ------------------------
Equipment
Hard Leather Armor: Rating 2/0, Strength 2, Defense -1, Speed 0

(2) Masterwork Longswords: Damage 3, Initiative -2, Strength 2, Size 2, 9-Again

Master crafted English Longbow  Damage: +3, Range: 33/66/132, Clip 1, Initiative 2, STR 3, Size 4, 9-again

30 Armor Piercing 1 Arrows (10 w/ Poison)

------------------- ----------------------------------------------------------------
DICEPOOLS

Bow and Arrow: +12, +3 Damage, -1 Armor Piercing
*Poison: Stamina + Resolve - Toxicity (3). Each success reduces the damage taken by 1. This happens for 3 rounds.


Last edited by Admin on Wed Jan 27, 2016 9:18 pm; edited 4 times in total

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Re: An Age of Darkness: Vampires

Post by Admin on Fri Jan 01, 2016 10:13 pm

Svvala

Mask: Conformist
Dirge: Monster
Clan: Daeva
Covenant: Leader of the Kingdom of England
Humanity: 0000000 (7)
Health: 0000000 (7)
Willpower: 00000 (5)
Blood Potency: 1
Vitae: 0000000000 10 {1 Vitae per round, Feed from Animals+}
Size: 5
Speed: 16 {14 w/ gear}{Celerity: Can spend 1 vitae to x speed by Celerity +1}
Defense: 11 {9 w/ Armor} (3 for shield, 1 for Celerity)
Armor: 3/1
Initiative: 5 (3 w/ gear)
Touchstones: Royal Amulet given by lover, Anna Barrow
------------------------------------ -------------------------------------------------- -------------------------------

Attributes

Intelligence: 0
Wits: 0000
Resolve: 00

Strength: 000-0
Dexterity: 0000
Stamina: 00

Presence: 00
Manipulation: 0
Composure: 000

----------------------- --------------------------------------------------------- ------------------------
Skills

Mental (-3 unskilled)
Craft: 00
Investigation: 00
Occult: 0 (Vampires +1)

Physical (-1 unskilled)
Athletics: 000
Brawl: 00 (Wrestling +1)
Stealth: 0
Survival: 0
Weaponry: 0000 (Swords +1)

Social (-1 unskilled)
Animal Ken: 0
Empathy: 0
Expression: 0
Intimidation: 0
Persuasion: 0
Socialize: 0
Streetwise: 0
Subterfuge: 0

------------------------------------------------------ ------------------------------------------ --------
Merits
Native Tongue, Norse
Languages, English: 0

Resources: 00

Trained Observer 000 (Wits 000 or Composure 000)
When making a Perception rolls (Wits + Composure), you gain 8-again.

Striking Looks 00
+1 to any Social rolls where the character’s appearance would help influence circumstances.

---------------------------------------- ------------------------------------------------- ------------------------
Disciplines

Celerity 0
*Persistent: Add Celerity to Defense or Dodge roll when defending actively (even w/ firearms)
*Active
Cost: 1 Vitae
-Allow burst of speed that allows user to move to the head of initiative (1 turn)
-Can interrupt the action of another character with a brief action of their own (instant action only)

Majesty 0
*Awe 0
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
User becomes center of attention. No social penalties work against her and people must subtract her dots in Majesty to any perception rolls to notice anything else.

Vigor 0
*Persistent: Add vampire’s dots in Vigor to Strength. Additionally, vampire can make Strength + Athletics rolls to jump. The yards (meters) jumped are equal to successes x Vigor Dots +1.
Active
Cost: 1 Vitae
Action: Reflexive
Add dots in Vigor as a weapon bonus to all Athletics, Brawl and Weaponry attacks made this turn. This strains the weapon, making it take a point of damage for every dot of Vigor over the tool’s durability whenever they are used in this manner.
*Lift and hurl objects normally far too unwieldy to use as weapons such as boulders, cars, and people. Any object they can lift, with Size no greater than their Strength, can be used as an improvised melee or throwing weapon. Improvised weapons have a weapon bonus equal to the lower of their Size or Durability. Objects with Size greater than 5 deal lethal damage to mortals, while those with Size 10 or more deal lethal to even vampires.

---------------------------------------- ------------------------------------------------- ------------------------
Gear
Chainmail 3/1, Defense -2, Speed -3
Sword: 3L, Initiative -3
Shield: +3 Defense
Fur Cape +1 Survival checks in cold
---------------------------------------- ------------------------------------------------- ------------------------
Dicepools
+9 to attack, 3L Damage










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Re: An Age of Darkness: Vampires

Post by Admin on Sat Jan 09, 2016 8:01 am

Little John


Virtue: Rugged ( Little John is willing to endure almost any hardship to further his goals)

Vice: Thug ( Often Little John is tempted to quickly resort to brutality as a means of overcoming life's challenges)

MENTAL
Intelligence 2
Wits 2
Resolve 2

PHYSICAL
Strength 4
Dexterity 2
Stamina 4

SOCIAL
Presence 3
Manipulation 2
Composure 3

Mental Skills
Academics 1
Computer --
Crafts 2
Investigation 2
Medicine 1
Occult 1
Politics 1
Science --

Physical Skills
Athletics 2
Brawl 2
Drive 1
Firearms 1
Larceny 1
Stealth 3 (Specilty: Woodland, Specility: Ambushes) *9 Again
(Merry Man Leathers +3 Equipment Bonus to Stealth in Wilds)
Survival 4 (Woodland)
Weaponry 4 (Specilaty in Staves) *9 Again  

Social Skills
Animal Ken 2
Empathy 2
Expression 2
Intimidation 3 (Specity:Robbery, Specilty: Threating Immediate Physical Violence) *9 Again
Persuasion 2
Socialize 2
Streetwise 3
Subterfuge 2

Disiplines
Celerity 2
Vigor 3
Resilence 2

MERITS
Alternate Staff Fighting 5
Barfly 2
Cheap Shot 2
Defensive Combat: Weaponry 1
Danger Sense 2
Direction Sense 1
Heavy Weapons 5
Professional Training: Bandit 5
2 Criminal Contacts In London
9 Again on Stealth, Weaponry, Intimidation
Spend a Willpower for Rote roll on Stealth, Weaponry,or  Intimidation
Resources 3
Street Fighting 5
Staff: Criminals 5
Allies: London Thugs 3
Allies: Rural Thugs 3
Allies: Dockside Thugs 3
Allies: London Whore Houses 4

Size: 5
Speed: 14
Defense: 6 or 8 if armed with a melee weapon
Armor: 1 Soft Leathers
Initiative Mod: 5

Health: 11 Boxes
00000000000

Willpower: 5
00000

Vitae: 4
0000

WEAPONS
Staff
12 Dice
Str 4 + Vigor 3+ Skill & Specility 5 (12)
Damage +1
Initiative 4
Minimal Strength 2
Size 4
Knockdown : Double the weapon's bonus for purposes of the Knockdown Tilt
Reach: A weapon with reach gives its wielder +1 Defense against opponents using weapons of smaller Size (including unarmed attacks). This bonus no longer applies while grappling, and in fact the weapon (if it can be used at all) suffers a -1 penalty to grapple actions that utilize it.
Two-handed:  This weapon requires two hands. It can be used one-handed, but doing so increases the Strength requirement by 1.

ALTERNATE Staff Fighting (Style, • to •••••)
Tags: Pole Arms
Prerequisites: Strength 00, Dexterity 00, Athletics 00, Weaponry 00
Effect: After beating someone with your fists, the next oldest form of combat is beating on someone with a stick. While this originally lacked a certain elegance, techniques evolved over the years to make individuals trained in wielding a staff truly ferocious fighters. It is said that a classically-trained swordsman stands no chance against an individual with equal prowess in the staff.

Reach • – The first thing any practitioner of the staff learns is that it is a reach weapon. This reach allows the practitioner to keep opponents at bay while maintaining an offensive front. Most staff weapons already offer a +1 to defense against unarmed targets, or targets wielding weapons of size 1. For a practitioner of Staff Fighting, double the defense offered by the polearm for wielding it.

Feint •• – Most staff-type weapons are considered “double weapons” in that you can attack with either end of the stick. This versatility can be used to take advantage of an opponent wielding a single weapon. Make an attack against an unarmed opponent or an opponent using a single weapon. If that attack is successful, it does no damage. On the next turn, the opponent is denied her defense against your attack.

Sweep the Leg ••• – When someone hits the ground in melee combat, the fight is generally over very quickly thereafter as combat degrades into beating a cowering victim. Staff practitioners know this well and there are numerous techniques for getting your opponent on the ground and beating him to a pulp. Whenever the practitioner of this Style is wielding a polearm, she may spend 1 Willpower to grant the weapon the “Knock Down” special effect as described in the Knocked Down tilt.

Vortex •••• – Walking into the range of attack of a skilled staff wielder is a dangerous proposition. As soon as one end of the weapon passes you, the other is bound to follow close behind in a whirling vortex of doom. Closing distance is ill advised. As long as the practitioner has her defense and she is not dodging, any characters coming within the staff's reach take 1 Lethal damage. The character may spend 1 Willpower to double this to 2 Lethal.

Parry and Riposte ••••• – As stated before, the staff is a double weapon, making a truly skilled practitioner a master of exploiting that fact to the painful detriment of her opponents. This is the true reason a swordsman fears a staff wielder. After a single swing of the sword, the sword is knocked askew. A swordsman has no time to recover before that second end of the staff comes around with full force. With this level of mastery, a character may take a dodge action. If she successfully dodges, immediately make a counter-attack against the attacking opponent. Parry and Riposte can only be used once per turn.

Cheap Shot (••) Prerequisites: Street Fighting •••, Subterfuge ••
Effect: Your character is a master at the bait and switch. She can look off in an odd direction and prompt her opponent to do the same, or she might step on his toes to distract him. She fights dirty. Make a Dexterity + Subterfuge roll as a reflexive action. The opponent’s player contests with Wits + Composure. If you score more successes, the opponent loses his Defense for the next turn. Each time a character uses this maneuver in a scene, it levies a cumulative -2 penalty to further uses since the opposition gets used to the tricks.

Heavy Weapons (• to •••••; Style)
Prerequisites: Stamina •••, Strength •••, Athletics ••, Weaponry ••
Effect: Your character is trained with heavy weapons which require strength, wide range, and follow through more than direct speed and accuracy. This Style may be used with a two-handed weapon such as a claymore, chainsaw, pike, or an uprooted street sign.

Sure Strike (•): Your character doesn’t always hit the hardest or the most frequently, but she guarantees a deadly strike when she does hit. You can reflexively remove three dice from any attack dice pool (to a minimum of zero) to add one to your character’s weapon damage rating for the turn. These dice must be removed after calculating any penalties from the environment or the opponent’s Defense.

Threat Range (••): Your character’s weapon is immense and keeps opponents at bay. If you opt not to move or Dodge during your turn, any character moving into your character’s proximity suffers one lethal damage and a penalty to their Defense equal to your character’s weapon damage rating. This penalty only lasts for one turn. This cannot be used in a turn the character is Dodging.

Bring the Pain (•••): Your character’s strikes stun and incapacitate as well as causing massive trauma to the body. Sacrifice your character’s Defense to use Bring the Pain. Make a standard attack roll. Any damage you score with Bring the Pain counts as a penalty to all actions the victim takes during their next turn. So, if you cause four lethal damage, the opponent is at -4 on their next attack.

Warding Stance (••••): Your character holds her weapon in such a way as to make attacks much harder. If her weapon’s drawn, spend a point of Willpower reflexively to add her weapon’s damage rating as armor for the turn. This will not protect against firearms.

Rending (•••••): Your character’s cuts leave crippling, permanent wounds. By spending a Willpower point before making an attack roll, her successful attacks cause one level of aggravated damage in addition to her weapon’s damage rating. This Willpower point does not add to the attack roll

Street Fighting (• to •••••; Style)
Prerequisites: Stamina •••, Composure •••, Brawl ••, Streetwise ••
Effect: Your character learned to fight on the mean streets. She may have had some degree of formal training, but the methodology came from the real world, in dangerous circumstances. Street Fighting isn’t about form and grace, it’s about staying alive. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as punch daggers, or weapons concealed with the Shiv Merit (above).

Duck and Weave (•): Your character has been beaten all to hell more than a few times. Now she dodges on instinct, not on skill. You can reflexively take a one-die penalty to any actions this turn to use the higher of her Wits or Dexterity to calculate Defense. If you’ve already made a roll without penalty this turn, you cannot use Duck and Weave.
Knocking the Wind Out (••): Shots to the center mass can shake an opponent, and your character knows this well. When your character makes a successful unarmed attack, the opponent suffers a -1 to his next roll.  

Kick ‘Em While They’re Down (•••): The best enemy is one on the ground. Your character topples opponents, and keeps them down. Any time your successes on an attack roll exceed an opponent’s Stamina, you may choose to apply the Knocked Down Tilt (p. 285). Additionally, any time your character is close enough to strike when an opponent attempts to get up from a prone position, she can reflexively cause two bashing damage.

One-Two Punch (••••): Your character hits fast, and she follows through with every hit. Whenever she makes a successful attack, you can spend a point of Willpower to cause two extra points of bashing damage.

Last-Ditch Effort (•••••): In a street fight, every second could mean the loss of your life. A proficient street fighter is a remarkable survivalist. She bites, headbutts, trips, or does whatever it takes to prevent that last hit. Any time a character with this level of Street Fighting is about to take a hit or get overpowered when she’s already suffering wound penalties, she can reflexively spend a Willpower point and sacrifice her Defense for the turn to make an attack against her would-be assailant. This can occur even if she’s already acted in a turn, so long as she’s not already spent Willpower. Resolve this attack before the opponent’s action.


Last edited by Admin on Sat Jan 09, 2016 8:31 am; edited 2 times in total

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Re: An Age of Darkness: Vampires

Post by Admin on Sat Jan 09, 2016 8:03 am

Friar Tuck

Virtue: Jolly ( The Good Friar is a jolly man who spreads cheer where he can)

Vice: Violent Drunk (The Good Friar is a Drunkard, and a Violent Man. While he puts on a show about being a man of the cloth, he is quick to the drink and quick to put up his dukes)

MENTAL
Intelligence 3
Wits 2
Resolve 2

PHYSICAL
Strength 4
Dexterity 1
Stamina 4

SOCIAL
Presence 3
Manipulation 3
Composure 2

Mental Skills
Academics 3
Computer --
Crafts 2 (Specialty: Beer)
Investigation 1
Medicine 1
Occult 1
Politics 2
Science  1

Physical Skills
Athletics --
Brawl 4 (Grappling & Sucker Punches)
Drive 2 (Wagons)
Firearms --
Larceny --
Stealth 2
Survival 1
Weaponry --

Social Skills
Animal Ken 1
Empathy 3
Expression 2
Intimidation 1
Persuasion 2
Socialize 2 (Other Drunks)
Streetwise 2 (Good Taverns)
Subterfuge 2 (Acting Sober)

Disciplines
Vigor 4
Resilience 4

MERITS
Resources 3
Pusher 2
Allies: London Bartenders 3
Allies: London Drunks 4
Street Fighting 5
Cheap Shot 2
Inspiring 3
Barfly 2
Languages: Latin
Vice-Ridden 2


Size: 5
Speed: 14 (Because of his Supernatural Vigor Friar Tuck moves exceptionally fast, despite his bulk. It might be comical or horrific to witness him run)
Defense: 1
Armor: None or Resilience
Initiative Mod: 3

HEALTH 13
0000 00000000

WILLPOWER 4
0000

VITAE 4
0000

Inspiring (•••)
Prerequisite: Presence •••
Effect: Your character’s passion inspires those around her to greatness. With a few words, she can redouble a group’s confidence or move them to action. Make a Presence + Expression roll. A small group of listeners levies a -1 penalty, a small crowd a -2, and a large crowd a -3. Listeners gain the Inspired Condition. The character may not use this Merit on herself.

Cheap Shot (••)
Prerequisites: Street Fighting •••, Subterfuge ••
Effect: Your character is a master at the bait and switch. She can look off in an odd direction and prompt her opponent to do the same, or she might step on his toes to distract him. She fights dirty. Make a Dexterity + Subterfuge roll as a reflexive action. The opponent’s player contests with Wits + Composure. If you score more successes, the opponent loses his Defense for the next turn. Each time a character uses this maneuver in a scene, it levies a cumulative -2 penalty to further uses since the opposition gets used to the tricks.

Street Fighting (• to •••••; Style)
Prerequisites: Stamina •••, Composure •••, Brawl ••, Streetwise ••
Effect: Your character learned to fight on the mean streets. She may have had some degree of formal training, but the methodology came from the real world, in dangerous circumstances. Street Fighting isn’t about form and grace, it’s about staying alive. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as punch daggers, or weapons concealed with the Shiv Merit (above).

Duck and Weave (•): Your character has been beaten all to hell more than a few times. Now she dodges on instinct, not on skill. You can reflexively take a one-die penalty to any actions this turn to use the higher of her Wits or Dexterity to calculate Defense. If you’ve already made a roll without penalty this turn, you cannot use Duck and Weave.
Knocking the Wind Out (••): Shots to the center mass can shake an opponent, and your character knows this well. When your character makes a successful unarmed attack, the opponent suffers a -1 to his next roll.  

Kick ‘Em While They’re Down (•••): The best enemy is one on the ground. Your character topples opponents, and keeps them down. Any time your successes on an attack roll exceed an opponent’s Stamina, you may choose to apply the Knocked Down Tilt (p. 285). Additionally, any time your character is close enough to strike when an opponent attempts to get up from a prone position, she can reflexively cause two bashing damage.

One-Two Punch (••••): Your character hits fast, and she follows through with every hit. Whenever she makes a successful attack, you can spend a point of Willpower to cause two extra points of bashing damage.

Last-Ditch Effort (•••••): In a street fight, every second could mean the loss of your life. A proficient street fighter is a remarkable survivalist. She bites, headbutts, trips, or does whatever it takes to prevent that last hit. Any time a character with this level of Street Fighting is about to take a hit or get overpowered when she’s already suffering wound penalties, she can reflexively spend a Willpower point and sacrifice her Defense for the turn to make an attack against her would-be assailant. This can occur even if she’s already acted in a turn, so long as she’s not already spent Willpower. Resolve this attack before the opponent’s action.

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Re: An Age of Darkness: Vampires

Post by Admin on Thu Feb 04, 2016 8:51 pm

Sir Sven Reinmen



Clan: Ventrue
Mask: Follower
Dirge: Survivor


Aspirations: ????????????

MENTAL
Intelligence 2
Wits 2
Resolve 3

PHYSICAL
Strength 4
Dexterity 2
Stamina 3

SOCIAL
Presence 2
Manipulation 1
Composure 4

Mental Skills
Academics 1
Computer --
Crafts 1
Investigation --
Medicine --
Occult --
Politics 2
Science --

Physical Skills
Athletics 4
Brawl 1
Drive --
Firearms --
Larceny --
Stealth --
Survival 1
Weaponry 5 (Swords +2)( 9 Again)

Social Skills
Animal Ken 3  (Horses+1)(9 Again)
Empathy --
Expression 1
Intimidation 1
Persuasion --
Socialize --
Streetwise 1
Subterfuge 1

MERITS
Native Language: German
Langauage: English 1
Area of Expertise: Longsword 1
Resources 3
Professional Training: Knight 2
Meditative Mind 2

Size: 5
Speed: 7 Armored, 11 Unarmored
Defense: 3 Unarmored, 2 Armored, 4 Armored With Shield
Armor: 4/2 Resilence Downgrades 1 Aggravated to Lethal for Free
Initiative Mod: 6 Unarmed, 4 with Sword, 3 with Sword and Shield

Blood Potency 1

HEALTH 9
000000000

WILLPOWER 7
0000000

Vitae
0000000000

DISCIPLINES

Animalism 1
Feral Whispers
To those she would command, a vampire must first make herself understood. So it is with beasts as well as men. A vampire using Feral Whispers overpowers the animal’s instinctive reactions and forces it to understand. She can ask questions of a creature and it must respond as best it can, and with a further slight nudge, she can compel it to obey her. A canny vampire can use magpies and crows to spy on her victims from above, or command a gangster’s mastiffs to savage their owner. The vampire talks to the animal, either using human words or, much more frequently, by making animal sounds of her own. She can command groups of animals, such as a flock of birds or a swarm of rats, as long as she is close enough that the animals can all hear her, and she can see all of them.

Cost: None
Dice Pool:  1 Manipulation + 3 Animal Ken + 1 Animalism =5 Dice for Sven
Action: Instant
Duration: Scene, command can persist up to a night.

Roll Results
Dramatic Failure: The animal misunderstands the vampire’s command, giving false information when the vampire asks, or obeying a twisted version of the vampire’s command.
Failure: The animals fear the Beast, fleeing from a superior predator.
Success: The vampire can communicate with an animal, asking it what it has perceived. Most animals can remember what has happened over the last night. Animals relate what they have encountered through the lens of their own perceptions dogs answer in terms of smell and hearing, while birds relate what they could see. The vampire can also give the victim a simple command, equivalent to what the animal could do on its own, such as “attack him,” “follow her then return here,” “chew through these cables.” The command doesn’t normally persist for more than a night, but the vampire can add simple contingencies such as forcing the beast to go to ground if noticed, or to return once the command is complete.
Exceptional Success: The animal is exceptionally obedient to the vampire, improvising to follow the spirit of the Kindred’s command.



Dominate 1
Mesmerize
All a vampire has to do is meet her victim’s eye to catch him in her thrall. Her control isn’t obvious; she just asks him to do something and her victim acquiesces. He could unlock a door, pass her a gun or forget ever meeting her. Some cruel vampires mesmerize passers-by just to take the rap for their crimes.
Cost: None
Dice Pool: 2 Intelligence + 1 Expression +  1Dominate = 4 Dice Sven VS Resolve + Blood Potency
Action: Instant

Roll Results
Dramatic Failure: The victim sees through the vampire’s attempt to control his mind; emboldened, he gains the Steadfast Condition (p. 306).
Failure: The vampire’s victim proves stronger-willed than she’d thought.
Success: The vampire holds her victim’s gaze for just a second, but it’s enough to inflict the Mesmerized Condition (p. 305).
Exceptional Success: The vampire’s control flows over the victim’s brain like water. They want to do whatever the vampire says. The vampire can issue a command in the same action as mesmerizing the victim.

Once she has inflicted the Mesmerized Condition, the vampire can command the victim as an instant action. Her commands can’t be longer than three or four words, and she has to be direct  her control doesn’t extend to issuing vague commands. “Follow me,” “Shoot your husband,” and “Repeat after me…” are all suitable commands, while “Forget,” “Submit,” and “Do my bidding” have too much room for interpretation. She can even mess with the victim’s memory, making one statement about the current scene that victim will remember as truth. While she can still only use simple and unambiguous commands, she can pack a lot of changes into four words: “You killed that man” and “I was not here” combine to frame the victim for murder.





           Resilience 1
The Kindred are walking corpses, free of the frailties of a mortal form. Their bodies are capable of great endurance, but Resilience harnesses the Beast to take that endurance beyond “great” and into “impossible.” With Resilience a vampire could continue to act even when his body has been reduced to little more than bone and tendon.

Cost: None or 1 Vitae per effect
Dice Pool: None
Action: None (for persistent effects) or Reflexive (for active effects)
Duration: Permanent (for persistent effects) or one turn (for active effects)
Like other physical Disciplines, Resilience has two kinds of effects: persistent and active. Persistent effects are always on, and have no cost. Active effects are Reflexive, and cost one Vitae per effect. Persistent: Add the vampire’s dots in Resilience to his Stamina. This may raise a character’s Stamina above the normal limits imposed by his Blood Potency. Whenever he is dealt aggravated damage, for each dot of Resilience he possesses, downgrade one point of aggravated damage to lethal. This applies to damage from fire and all acquired banes, but not sunlight. Resilience offers no reprieve from the sun’s blazing eye.

Active: By spending Vitae a vampire can dismiss grievous wounds, even those from banes. For each point of Vitae spent, choose one effect from the following list. A vampire may spend additional Vitae to invoke multiple effects simultaneously, but no effect of Resilience may be used more than once per turn.

• Subtract his Resilience dots plus one from all non-bane sources of damage. Mechanically this is similar to armor, but does nothing to reduce the visual and superficial signs of injury. Removed damage appears to be dealt, but resisted wounds do not inhibit the vampire physically in any way, though in a social context they likely create some difficulties. All superficial wounds may be healed completely for one Vitae whenever he next slumbers. If an injury specifically removes a limb, an eye, or so on, the vampire does suffer logical impairments from the injuries. This method of reducing damage does make it more difficult to stake a vampire.

• Subtract his Resilience dots from all damage from fire or other acquired banes. Sunlight still remains beyond the power of Resilience to defend against. All superficial signs of damage remain: Even if a vampire lost no Health while dashing through an inferno, he still emerges a burnt corpse. In this case, however, the visible damage is only as severe as it would be for a mortal who’d suffered the same level of harm

WEAKNESS
Blinded in One Eye
Personal Description: The character’s eyes are damaged or removed.
Effect: The character suffers a -3 penalty to any rolls that rely on vision including attack rolls  and halves his Defense if one eye is blinded. That penalty increases to -5 and loss of all Defense if both eyes are affected. Causing the Tilt: The normal way to inflict the Tilt is to deal damage to the target’s eyes, a specified attack with a -5 penalty (see Specified Targets, p. 92). A successful attack normally damages one eye. It takes an exceptional success to totally blind an attacker. An attacker can inflict temporary blindness by slashing at her opponent’s brow, throwing sand into his eyes, or kicking up dirt. This requires an attack roll of Dexterity + Athletics with a -3 penalty, and the victim’s Defense applies to this attack. If it succeeds, the target is Blinded for the next turn.

Equipment

Long Sword
11 Dice with 9 Again
3 Damage

Full Plate

Horse
Attributes: Intelligence 1, Wits 3, Resolve
3, Strength 5, Dexterity 3, Stamina 5, Presence 3,  Manipulation 1, Composure 2
Skills: Athletics 4, Brawl 1 (kicking), Survival
2
Willpower: 5
Initiative: 5
Defense: 7
Speed: 19 (species factor 12)
Size: 7
Weapons/Attacks:
Type
Damage
Dice
Pool
Bite
+0
5
Hoof
+2*
6
*A successful strike from a horse’s hoof inflicts the Knocked Down Tilt (GMC pg. 211)
Health: 12
Special: Horses can lift four times as much
as a human with comparable Strength and Athletics.

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Re: An Age of Darkness: Vampires

Post by Admin on Wed Feb 17, 2016 7:13 pm

Archbishop Zosimus

Mask: Authoritarian
Dirge: Survivor
Clan: Ventrue (Animalism, Dominate, Resilience)
Covenant: Invictus
Humanity: 000 (3)
Health: 0000000000000 ( 13 )
Willpower: 10
Blood Potency: 6 {Can spend 6 Vitae per round}
Vitae: 0000000000000000 (20) {Feed from Kindred only}
Size: 5
Speed: 11
Defense: 15 (Lowest of Dexterity  or Wits + Athletics + Celerity)
Armor: 1/0 {Resilience: Can spend 1 vitae to create 5/5 armor-like quality}
Initiative: 12 (10 when Scepter is armed)
Touchstones: Scepter of Saint
------------------------------------ -------------------------------------------------- -------------------------------

Attributes

*Intelligence: 0000000
Wits: 000000 (8-again for Perception checks)
Resolve: 00000

Strength: 000
Dexterity: 000000
Stamina: 000

*Presence: 00000000
Manipulation: 00000000
Composure: 00000 (8-Again for Perception checks)

----------------------- --------------------------------------------------------- ------------------------
Skills

Mental (-3 unskilled)
Academics: 0000
Craft: 00
Investigation: 00000000
Occult: 00000000 (Area of Expertise: Cruac +2)
Politics: 0000000 (Invictus +1)
Science: 000

Physical (-1 unskilled)
Athletics: 0000
Brawl: 00000 (Grapple +2)
Larceny: 0000
Stealth: 00000 (Shadows +1)
Survival: 0000
Weaponry: 00000 (Spears +1)

Social (-1 unskilled)
*Animal Ken: 000
Empathy: 0000
*Expression: 000000
*Intimidation: 00000
Persuasion: 0000000
Socialize: 0000000
Streetwise: 00000
*Subterfuge: 000000

------------------------------------------------------ ------------------------------------------ --------
Merits
Native Tongue, Latin
Languages, English: 00
Languages, French: 00
Languages, Spanish: 00
Languages, Portuguese: 00
Languages, Germanic: 00
Languages, Celtic: 00


Resources: 00000000

Status, Covenant: 00000
Status, Clan: 00000
Status, Circle of the Crone: 00000

Area of Expertise, Occult (Resolve 000, Specialization)
+2 to specialization bonus instead of 1.

Allies
*Catholic Church: 0000

Indomitable 00
Any time a supernatural creature uses a power to influence a vampire’s thoughts or emotions, add +2 to the check, OR if it is contested, -2 from the attacker’s dicepool.

Iron Will 00 (Resolve 0000)
When spending Willpower to contest or resist social interactions, you may substitute your character’s Resolve for the usual Willpower bonus.

Trained Observer 000 (Wits 000 or Composure 000)
When making a Perception rolls (Wits + Composure), you gain 8-again.

Haven, Mountain Church
Add rating to Humanity rolls to notice danger while sleeping, and any Stamina + Resolve rolls to remain awake. As well, add it to any Kindred sense (p. 90) when rolling within the Haven.

Feeding Grounds 0000: Mountain Church
Add dots to any hunting rolls in your territory. In addition, add dot rating to any predatory aura conflicts while in your territory.

---------------------------------------- ------------------------------------------------- ------------------------
Disciplines

Celerity 00000
*Persistent: Add Celerity to Defense or Dodge roll when defending actively (even w/ firearms)
*Active
Cost: 1 Vitae
-Allow burst of speed that allows user to move to the head of initiative (1 turn)
-Can interrupt the action of another character with a brief action of their own (instant action only)


Animalism 00
Feral Whispers 0
Dice Pool: Manipulation + Animal Ken + Animalism
Action: Instant
Duration: Scene
Success: Vampire can communicate with an animal, asking it what it perceived. The vampire can also give the animal a simple command such as "attack him" or "follow me".

Raise the Familiar 00
Cost: 1 Vitae
Requirements: Feed 1 Vitae to corpse
Dice Pool: None
Action: Instant
Duration: Blood Potency x Animal's Stamina in nights
A sympathetic link bonds the user with the dead and rotting creature. The user can use use Feral Whispers at any time over any distance. The creature takes bashing damage like vampires.


GENESIS: Blood Mastiff

Willpower: 7
Initiative: 6
Defense: 9
Speed: 16 (species factor 7)
Size: 4
Weapons/Attacks:
Type Damage Dice Pool
Bite +0 9
Health: 7

Attributes:
Intelligence 1, Wits 4, Resolve 4
Strength 4, Dexterity 3, Stamina 3
Presence 4, Manipulation 1, Composure 3

Skills:
Athletics (Running) 4
Brawl 4
Intimidation 3
Stealth 1
Survival (Tracking) 3

VIATAE POOL 000
VIGOR 2
CELERITY 1

Can Use Successful Bite Attack to Initiate a Grapple.

When Celerity is used for Speed the Dog can move 32

When Celerity is used for Speed the Dog can attempt to Surpise Attack an opponent from an impossible Angle. Roll Dog's DEX+STEALTH+CELERITY = 5 Dice vs Target's Wits+Composure+ Bonus if applicable (Celrity, Perception Bonuses, etc)

The Dog Ignores 1 Die of Penalty for targeting the Arms and Legs of Human shaped Targets


Dominate 00000
Mesmerize 0
Cost: None
Dice Pool: Intelligence + Expression + Dominate vs Resolve + Blood Potency
Action: Instant
Success: Vampire holds victim's gaze for a second, and causes Mesmerized Condtion (p. 305).

Iron Edict 00
Cost: 11 Vitae (free if victim is in Vinculum wth vampire)
Dice Pool: None
Requirements: Must have Mesmerized target
Action: Instant, Action takes 2 series of actions. Can be "Obey my direct instructions when I give them to you."
Description: Can play with victim's mind, thoughts and memories, giving complex commands.

Entombed Command 000
Cost: None
Dice Pool: Intelligence + Subterfuge + Dominate - Victim's Resolve
Requirements: Must be mesmerized
Action: Instant
Duration: One week per success
Success: Vampire can implant a number of subconscious triggers equal to the number of successes rolled to rigger effects of other Dominate Powers.

The Lying Mind 0000
Cost: 2 Vitae
Dice Pool: None
Requirement: Must be mesmerized and anointed by 1 vitae (included in cost)
Action: Instant
Duration: Permanent
Description: Can spin victim's memories, deleting or adding accordingly (adding Amnesia Condition or False Memories Condition).

Possession 00000
Cost: 1 Vitae and 1 Willpower
Dice Pool: Intelligence + Intimidation + Dominate - Victim's Resolve
Requirement: vampire must have inflicted Mesmerized Condition
Action: Reflexive
Duration: 1 night per success
Success: Vampire takes over victim's body for one night per success. In this body, uses victim's Physical Attributes and Skills. Can stay awake during the day by spending a point of Willpower.



Obfuscate 00000
*Face in the Crowd 0
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
People’s eyes slide off the vampire, and he’s just seen as “some guy” of average height and build. If the character is doing something that would draw attention, including but not limited to being violent, everyone in sight gets a reflexive Wits + Composure roll minus the user’s Obfuscate dots. Even the preadotry aura seemingly disappears so that other kindred can’t see it.

*Touch of Shadow 00
Cost: 1 Vitae
Requirement: Must touch the object he/she wants to hide. In the case of an unwilling victim, the vampire must roll to touch his opponent (see p. 177). The target cannot have a Size greater than the vampire’s own without penalty (-1 per increase in size).
Dice Pool: Wits + Larceny + Obfuscate
Action: Reflexive
Duration: Scene
Success: For the rest of the scene, people’s eyes slide off of the object. Since people have a hard time noticing occluded objects, the vampire can hide behind an object affected. In order to notice the occluded object, observers must succeed at a reflexive Wits + Composure check, penalized by the vampire’s Obfuscate dots (5).

*Cloak of Night 000
Cost: 1 Vitae
Dice Pool: None
Action: None
The user can now affect other people. The normal rules for piercing Touch of Shadow apply. The vampire can also spend a point of Vitae when activating Face in the Crowd to vanish completely. Rather than being overlooked, the vampire disappears from perception of everyone around them. If the vampire attacks someone or cries out, Cloak of Night continues to obscure him, adding Obfuscate to the surprise roll. Only the struck victim can perceive the vampire. If Auspex shatters the Obfuscate, all Obfuscate powers cancel. The vampire can be tracked by indirect clues. Observers roll Wits + Resolve – Obfuscate. A vampire observer can apply the Blood Potency bonus from Kindred senses. Each roll takes one turn, and the observer must roll more successes than the vampire’s Wits + Stealth + Obfuscate.  Teamwork may be applied.

The Familiar Stranger 0000
Cost: 2 Vitae
Dice Pool: None
Action: None
When using Face in the Crowd or affecting a person with Touch of Shadow, the vampire can spend the Vitae required to activate this power. She can specify a particular image she wants to project, either a subject or a person (p.138).

Oubliette 00000
Cost: 3-9 Vitae and 1 Willpower
The vampire marks an area with blood, the vampire makes the marked territory a maze of illusions where they can use Touch of Shadow, Cloak of Night and the Familiar Stranger at any distance without cost. They can affect multiple different people or objects with just a single activation of this power.


Resilience 00000
*Persistent: Add vampire’s dots to their Stamina.  Whenever dealt aggravated damage, for each dot, downgrade one point of aggravated damage to lethal. This applies to fire and banes, but not sunlight.
*Active
Cost: 1 Vitae
Action: Reflexive
-Subtract Resilience dots plus 1 from all non-bane sources of damage. Mechanically, this is similar to Armor but does not reduce the visual signs of gore and blood.
-If injury specifically removes a limb, eye or so on, the vampire doesn’t suffer logical impairments from the injury.  
-Subtract Resilience dots from all damage from fire or other acquired banes. Sunlight still is beyond this power’s protection. Any wounds still show.

Vigor 00000
*Persistent: Add vampire’s dots in Vigor to Strength. Additionally, vampire can make Strength + Athletics rolls to jump. The yards (meters) jumped are equal to successes x Vigor Dots +1.
Active
Cost: 1 Vitae
Action: Reflexive
Add dots in Vigor as a weapon bonus to all Athletics, Brawl and Weaponry attacks made this turn. This strains the weapon, making it take a point of damage for every dot of Vigor over the tool’s durability whenever they are used in this manner.
*Lift and hurl objects normally far too unwieldy to use as weapons such as boulders, cars, and people. Any object they can lift, with Size no greater than their Strength, can be used as an improvised melee or throwing weapon. Improvised weapons have a weapon bonus equal to the lower of their Size or Durability. Objects with Size greater than 5 deal lethal damage to mortals, while those with Size 10 or more deal lethal to even vampires.

---------------------------------------- ------------------------------------------------- ------------------------

Devotions

Conditioning (Dominate 0000)
Target becomes an empty shell, being controlled by the vampire.
Cost: None
Dice Pool: Wits + Subterfuge + Dominate vs. Resolve + Blood Potency
Requirements: Vampire must have inflicted Mesmerized on victim. Can only be used on the same victim once every two nights.
Action: Instant
Success: Victim will bend before the vampire. They gain the Subservient Condition (p. 306).

Stalwart Servant (Dominate 000, Resilience 0)
Cost: 1 Vitae
Dice Pool: no roll
Action: Instant
Effect: If the ghoul drinks from their master, they gain their master's Resilience rating for 1 night.

Undying Familiar (Animalism 00, Resilience 00)
Cost: 2 Vitae
Dice Pool: None
Action: Instant
Effect: If familiar dies, it rises as a ghoul under "Raise the Familiar", with undead existence measuring in weeks instead of nights.

---------------------------------------- ------------------------------------------------- ------------------------

Blood Sorcery

THEBAN SORCERY MIRACLES 00000

Blood Scourge 0
Target number of successes: 6
Sacrament: ritualist's own blood- at least one Vitae
Effect: Ritualist transforms a portion of their blood into a weapon. At any point until sunrise, may create a stinging whip of Vitae (2L weapon). Weapon crumbles to dust at sunrise.

Vitae Reliquary 0
Target number of successes: 5
Sacrament: Any object up to size 000
Ritualist infuses an object with up to the ritual's Potency in Vitae. The Vitae stored is mystically transferred from the ritualist's body, and can be retrieved by any vampire or ghoul who touches it.

Blandishment of Sin 0
Target number of successes: 5
Contested by: Resolve + Blood Potency
Sacrament: A scrap of paper with victim's name written on it. If the person who owns the name is 1 mile away. If the victim suffers bashing damage, instead upgrade it to lethal. The ritual upgrades all damage from one single attack, and ends at sunrise if the victim is not injured that night. A four dot version of this miracle requires 8 successes, but upgrades damage from lethal to aggravated.

Curse of Babel 00
Target number of successes: 6
Resisted by: Resolve
Sacraments: an animal or human tongue
The victim of this ritual, who must be within 1 mile of ritual, is rendered unable to speak or write unit the next sunrise.

Liar's Plague 00
Target number of successes: 5
Contested by: Resolve + Blood Potency
Sacrement: an insect carpal
Ritualist curses victim, who must not tell any falsehoods. If the victim lies over the course of the next scene, beetles swarm from their mouth.

Malediction of Despair 000
Target number of successes: 13
Contested by: Resolve + Blood Potency
Sacrament: a lock of victim's hair
Ritualist curses victim, who must be within a mile, with regards to a specific action. The next time the victim engages in that action, they suffer -5 dice penalty. This occurs only once. The effect of the ritual ends if not used after a lunar month.

Gift of Lazarus 0000
Target number of successes: 8
Sacrament: A communion wafer placed under corpse's tongue.
Effect: Raises an animated human corpse. Servant has no willpower, but retains all skills the person had when alive. For every day the corpse is alive, minus 1 attribute. User may command the servant or tell it to accept orders from another. If its rightmost Health box is filled with aggravated damage or a full lunar month passes, the ritual ends and the servant is destroyed.


Stigmata 0000
Target number of successes: 5
Resisted by: Stamina
Sacrament: A Crucifix
The ritualist curses his victim, who must be present, with the wounds of Christ. The Stigmata last for the ritual's Potency in turns (5). Mortals suffer 1 point of lethal per turn from blood loss. Vampires and ghouls lose one Vitae per turn. If vampire runs out of Vitae through this rural, they take lethal damage instead, provoking a frenzy.

Transubstantiation 00000
Target number of successes: 8
Contested by: Stamina + Blood Potency
Sacrament: a drop of liquid gold
The ritualist transforms one substance to another. Water into wine, lead to gold, human into stone or wolf into cat. The object, creature or person to be transformed must be present for the ritual. The ritual cannot affect anything larger than the ritualist (not Riccun). , cannot create intelligence and does not herm the thins it transforms, although damage or injury sustained by the transformed subject rains then the ritual wears off. All transformations are undone at the next sunrise.  

-------------------------------------------------------- ---------------------------------------------
Gear
Bag of Coins 00000
Adds Rating to appropriate social rolls when offered and can purchase one item of equal Availability.
Padded Archbishop Robes: Rating 1/0   Strength 1   Torso, Arms, Legs

Gold Saint's Scepter: Damage: +2L   Initiative: -2 Strength: 2  Size: 2

Dagger: 0L  Initiative -1  Strength 1  Size 1  

Scraps of paper, chalk, animal tongues (5), insect carapaces (5), communion wafers (10), crucifix, vile of liquid gold


Last edited by Admin on Thu Mar 24, 2016 9:53 pm; edited 2 times in total

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Re: An Age of Darkness: Vampires

Post by Admin on Thu Mar 17, 2016 9:51 pm

Sir Fabrice Lièvremont, Ghoul Knight


Health: 000000000 ( 9 )
Willpower: 0000 (4)
Size: 5
Defense: 7 (4 w/ full plate, +1 Celerity)
Armor: 4/2 (9/7 with Archbishop's Stalwart Servant Devotion)
Initiative: 9 (6 w/ great sword drawn)
Speed: 10 (7 w/ full plate)
Vitae: 000


Intelligence 2
Wits 3
Resolve 2

Strength 3
Dexterity 2
Stamina 3 +1 Resilience

Presence 2
Manipulation 2
Composure 2

----------------------------------- ---------------------------------------------- ----------------------------------------
Mental Skills
Academics 1
Computer --
Crafts 1
Investigation --
Medicine --
Occult --
Politics 2
Science --

Physical Skills
Athletics 4
Brawl 1
Drive --
Firearms --
Larceny --
Stealth --
Survival 2
Weaponry 4 (Swords, Lance)(9 Again)

Social Skills
Animal Ken 3  (Horses+1)(9 Again)
Empathy --
Expression 1
Intimidation 1
Persuasion 1
Socialize 1
Streetwise --
Subterfuge --
------------------------------------ ---------------------------------------------- ----------------------------------------
MERITS
Native Language: French
Resources 3
Professional Training: Knight 2
Crack Rider:3
----------------------------------- ---------------------------------------------- ----------------------------------------
Disciplines
Resilience 00000
*Persistent: Add vampire’s dots to their Stamina. Whenever dealt aggravated damage, for each dot, downgrade one point of aggravated damage to lethal. This applies to fire and banes, but not sunlight.
*Active
Cost: 1 Vitae
Action: Reflexive
-Subtract Resilience dots plus 1 from all non-bane sources of damage. Mechanically, this is similar to Armor but does not reduce the visual signs of gore and blood.
-If injury specifically removes a limb, eye or so on, the vampire doesn’t suffer logical impairments from the injury.
-Subtract Resilience dots from all damage from fire or other acquired banes. Sunlight still is beyond this power’s protection. Any wounds still show.


*Persistent: Add Celerity to Defense or Dodge roll when defending actively (even w/ firearms)
*Active
Cost: 1 Vitae
-Allow burst of speed that allows user to move to the head of initiative (1 turn)
-Can interrupt the action of another character with a brief action of their own (instant action only)
----------------------------------- ---------------------------------------------- ----------------------------------------

Size: 5
Speed: 7 Armored, 10 Unarmored
Defense: 6 Unarmored, 4 Armored, 7 Armored With Shield
Initiative Mod: 4 Unarmed, 1 with Sword, -1 with Sword and Shield

HEALTH 8
00000000

WILLPOWER 4
0000


Equipment

Great sword
8 Dice with 9 Again
+4 Damage

Full Plate: 4/2  Defense: -2   Speed: -3

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Re: An Age of Darkness: Vampires

Post by Admin on Tue Mar 22, 2016 8:17 pm

ThE GrAvE KnIgHT


Mask: Monster (1 Will: Cause pain for the sake of it, All Will: Commit capital crime w/out motive)
Dirge: Perfectionist (1 Will: Punish yourself for a mistake, All Will: Stick w/ a failed plan in order to fix what went wrong)
Clan: Nosferatu
Covenant: Invictus
Humanity: 0000
Health: 8
Willpower: 6
Blood Potency: 00000 (5) {Max Attribute/Skill: 5, Max Vitae 15/5 per turn, Victims: Humans}
Vitae: 000000000000000 (15)
Size: 5
Speed: 16 (14 w/ Armor)
Defense: 9 (+2 Large Shield -1 Equipment)
Armor: 4/2
Initiative: 6 (4 w/ equipment)
Touchstones: Wedding Ring from her husband

--------------------------------- ---------------------------------------------------------- --------------

Attributes

Intelligence: 00
Wits: 0000
Resolve: 000

Strength: 0000- 000 (7)
Dexterity: 000
Stamina: 000

Presence: 0000
Manipulation: 000
Composure: 000

----------------------- --------------------------------------------------------- ------------------------

Skills

Mental (-3 unskilled)
Academics: 00
Craft: 0
Investigation: 0000
Medicine: 0
Occult: 00000 (Vampires +1)
Politics: 0000 (Lancea Sanctum +1)
Science: 000

Physical (-1 unskilled)
Athletics: 0000 (9-again)
Brawl: 00000 (Grapple +2)
Larceny: 0000
Stealth: 00000 (Shadows +1)
Survival: 0000
Weaponry: 00000 (+2 Swords, 9-again)

Social (-1 unskilled)
Animal Ken: 00
Empathy: 0000
Expression: 0
Intimidation: 0000
Persuasion: 0
Streetwise: 000
Subterfuge: 0000

------------------------------------------------------ ------------------------------------------ --------

Merits
Native Tongue, French
Languages, English: 00


Status, Invictus 000
Status, Clan: 00

Unsettling Gaze 0 (Nosferatu)
Effect: When evoking the monstrous Beast (p. 91) the target is vulnerable. Any time the Nosferatu infects a victim with the “Bestial Condition” and scores an exceptional success, they also force a breaking point if the victim has a higher Humanity (or Integrity) than the user’s.

Riding the Wave 00000
*Ravage 0
While riding the wave, teeth become 1L weapons in bite attacks.
*Primal Strength 00
When lifting, jumping or destroying objects as an instant action, double the Strength bonus acquired while in frenzy.
*In the Zone 000
When attempting to leash the Beast and ride the wave, your character still operates at peak efficiency. They still have to spend Willpower points in order to make rolls to ride the wave, but those Willpower points also give +3 bonus to any action taken this turn.
*Unyielding 0000
Character recovers any Willpower spent to activate the Wave.
*Animal Grace 00000
When spending Willpower to attack or defend, gain +2 to Defense and +3 die bonus to attack rolls.

Kindred Dueling 00000
*Hamstring: 0
With a well-placed tendon strike, you can briefly cripple a vampire’s ability to augment their physical prowess with Vitae. By targeting a limb (and taking -2 for doing so), your successful strike denies that limb from the benefits of “Physical Intensity” (p 91) for a turn.

*Taunt: 00
You know the way the Beast works, and how to taunt it with shallow swipes. Before you roll, remove a number of dice from your pool no greater than your Weaponry Dots. Make your roll. If the attack succeeds, the victim must roll to resist frenzy with a penalty equal to the number of dice you removed.

*Carving: 000
When you strike, you curve the blade hard to pull flesh apart, making it harder to heal. When Carving, your weapon’s damage rating deals lethal to Kindred instead of bashing.

*Pincushion: 0000
You hit deep, intending to lodge your weapon in a victim. If you choose to leave your weapon in the victim on a successful strike, the victim cannot heal the wound with Viate. You may remove it as a reflexive action. If anyone else wishes to remove it, they can attempt a Strength + Stamina roll, minus the damage caused as an instant action.

*Spray: 00000
You cut mass from the body, pouring blood. Sacrafice your defense for the turn to use this maneuver. On a successful attack roll, you can choose to remove Vitae from your opponent instead of Health levels. You can divide the Health levels of damage and Vitae in any combination after the roll.


*Area of Expertise: Swords (Resolve 00, one Skill Specialty)
You gain +2 for the specialization instead of +1

*Profession: Knight
9-again for Weaponry and Athletics
----------------------------- --------------------------------------------------- --------------------------

Disciplines

Obfuscate 00000

*Face in the Crowd 0
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
People’s eyes slide off the vampire, and he’s just seen as “some guy” of average height and build. If the character is doing something that would draw attention, including but not limited to being violent, everyone in sight gets a reflexive Wits + Composure roll minus the user’s Obfuscate dots. Even the preadotry aura seemingly disappears so that other kindred can’t see it.

*Touch of Shadow 00
Cost: 1 Vitae
Requirement: Must touch the object he/she wants to hide. In the case of an unwilling victim, the vampire must roll to touch his opponent (see p. 177). The target cannot have a Size greater than the vampire’s own without penalty (-1 per increase in size).
Dice Pool: Wits + Larceny + Obfuscate
Action: Reflexive
Duration: Scene
Success: For the rest of the scene, people’s eyes slide off of the object. Since people have a hard time noticing occluded objects, the vampire can hide behind an object affected. In order to notice the occluded object, observers must succeed at a reflexive Wits + Composure check, penalized by the vampire’s Obfuscate dots (5).

*Cloak of Night 000
Cost: 1 Vitae
Dice Pool: None
Action: None
The user an now affect other people. The normal rules for piercing Touch of Shadow apply. The vampire can also spend a point of Vitae when activating Face in the Crowd to vanish completely. Rather than being overlooked, the vampire disappears from perception of everyone around them. If the vampire attacks someone or cires out, Cloak of Night continues to obscure him, adding Obfuscate to the surprise roll. Only the struck victim can perceive the vampire. If Auspex shatters the Obfuscate, all Obfuscate powers cancel. The vampire can be tracked by indirect clues. Observers roll Wits + Resolve – Obfuscate. A vampire observer can apply the Blood Potency bonus from Kindred senses. Each roll takes one turn, and the observer must roll more successes than the vampire’s Wits + Stealth + Obfuscate. Teamwork may be applied.

*The Familiar Stranger 0000
Cost: 2 Vitae
Dice Pool: None
Action: None
Effect: Vampire must be using Face in the Crowd or Touch of Shadow. They spend Vitae and can specify a particular image that they want to project, either a subjective category or a specific person. If taking the form of a specific person, everyone sees/hears what they would expect when the person was present.

Oubliette 00000
Cost: 3-9 Vitae and 1 Willpower
Requirement: Vampire must spread Vitae around the area he wishes to claim, marking gateways, exits and landmarks. 3 Vitae is enough to secure an apartment or small house, six can work for an alleyway and nine works for a mansion size. After spreading the blookd, he must slumber for a full day in the location.
Dice Pool: None
Action: Instant
Duration: 1 week per dot of Blood Potency
Effect: User can use any of his Obfuscate powers in the building with one roll, and Cloak of Night/Familiar Stranger do not cost extra. The vampire can affect any individual aspect, making them look different (making doors disappear, ghouls look like old friends). Someone interacting with elments of an Oubliette can see their true natures, but only for a few seconds. Since the Oubliette can cover a large area, and can change in the blink of an eye, most people shrug off minor changes as just a trick of the light. Oubliette lasts for one week per dot of Blood Potency, but can be reinforced before it ends.

Nightmare 00000

*Dread Presence
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
The vampire exudes an aura of fear for the scene. They add their Nightmare dots to all mundane Intimidation rolls. Victims can act against them, but their hearts aren’t in it- they can’t spend Willpower to bolster their actions, though they can still use it defensively. A vampire can lash out against this aura of fear with predatory aura (Lashing Out p. 92). If they succeed, they aren’t affected by Dread Presence. As a reflexive action, the vampire can conjure brief illusions. One person’s food looks rotten and maggot-ridden, the other sees a steak-knife as a head on a plate. These illusions can affect two senses each.

*Face of the Beast 00
Cost: 1 Vitae
Dice Pool: Presence + Empathy + Nightmare vs. Composure + Blood Potency
Action: Contested, Resistance is reflexive
Success: Victim gains the Frightened Condition (p. 303). If the vampire activates Dread Presence, they can designate themselves as the source of the victim’s fear.

*The Grand Delusion 000
Cost: 2 Vitae
Dice Pool: Manipulation + Empathy + Nightmare vs. Composure + Blood Potency
Action: Contested, resistance is reflexive
Duration: 1 night
Success: All it takes is a few words and the victim suffers the Delusional Condition (p. 302) for the rest of the scene, her false belief being whatever she wanted the victim to believe. The vampire defines his beliefs, but can’t control the reaction, nor can they inspire a delusion that would make the victim homicidal or self-destructive.

*Waking Nightmare 0000
Cost: 1 Vitae
Dice Pool: Presence + Empathy + Nightmare vs. highest Composure + Blood Potency in group
Action: Contested, resistance is reflexive
Duration: Scene
Success: The vampire inflicts a single hallucination- a change or addition to what is currently present in the scene- on her victims. The hallucination lasts for a scene.

*Mortal Terror 00000
Cost: 1 Vitae and 1 Willpower
Dicepool: Presence + Intimidation + Nightmare – victim’s Composure
Condition: The vampire needs to have inflicted the Frightened or Delusional Conditions on their victim.
Action: Instant
Success: The fear reaction tears through the victim. They suffer one point of lethal damage per success. If they survive, they bear a permanent mark of coming through the fear- a nervous twitch, sudden streak of white hair. They also take the Broken Condition (p.301). If the vampire activates Dread Presence, the victim also loses one point of Composure per success; these lost dots heal at the same rate as lethal damage.

Vigor 0000
*Persistent: Add vampire’s dots in Vigor to Strength. Additionally, vampire can make Strength + Athletics rolls to jump. The yards (meters) jumped are equal to successes x Vigor Dots +1.
Active (1 Vitae): Add dots in Vigor as a weapon bonus to all Athletics, Brawl and Weaponry attacks made this turn. This strains the weapon, making it take a point of damage for every dot of Vigor over the tool’s durability whenever they are used in this manner.
*Lift and hurl objects normally far too unwieldy to use as weapons such as boulders, cars, and people. Any object they can lift, with Size no greater than their Strength, can be used as an improvised melee or throwing weapon. Improvised weapons have a weapon bonus equal to the lower of their Size or Durability. Objects with Size greater than 5 deal lethal damage to mortals, while those with Size 10 or more deal lethal to even vampires.
-------------------------------------------------- ----------------------------------------------- -------------

Devotions

*Cloak the Gathering (Obfuscate 00000)
Cost: 2 Vitae
Dice Pool: None
Action: None
Cloak of Gathering enhances the effect of Touch of Shadow and Cloak of Night. By spending the 2 extra Vitae, the vampire can expand the effect of Touch of Shadow to encompass a number of people equal to his Blood Potency, though they are subject to the normal Size modifiers. He can also activate Face in the Crowd at the same time. If he pays the extra cost for Cloak of Night to vanish completely rather than fade in the background, the effect applies to everyone masked by Cloak of Gathering. So for 4 points, people vanish from sight along with a number of people equal to their Blood Potency. The vampire doesn’t have to touch everyone he takes with him, but they msut be within his Obfuscate + Blood Potency in yards/meters.

*Wraith’s Presence (Obfuscate 000, Nightmare 0)
Cost: 1 Vitae
Dicepool: Wits + Subterfuge + Obfuscate
Action: Instant
Activate this when using Cloak of Night. The vampire projects an exact image of the desired subject in another place she can see. The image stays mostly still unless the vampire concentrates on moving it. It’ll make the necessary motions to appear realistic- for example a human will breath. The image cannot talk or make noises. The image vanishes as soon as anyone touches it. Breaking this effect without touching the phantom uses the normal Clash of Wills rules (see p. 125).

------------------------------------------------ ------------------------------------------- -------------

DICEPOOLS
Attack w/ Sword +14 (9-again), 3L (Lethal even to vampires with Carving Merit)


------------------------------------------------ ------------------------------------------- -------------
Equipment

Bastard Sword
3 Damage

Bastard Sword Two-Handed
8 Again
3 Damage

Master Crafted Full Plate
Rating: 4/2   Strength: 3   Defense: *-1   Speed: *-2     Coverage: Torso, arms, legs (helmet when worn)\


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Re: An Age of Darkness: Vampires

Post by Admin on Fri Apr 08, 2016 1:00 pm

GABRANTH MAGGART


Size: 5
Speed: 23
Defense: 9
Initiative: 6

Armor: 1/0 Reinforced Cultist Robes (+2 Die to Social Skills when Cult Status Matters)

HEALTH 9
OOOOO OOOO

WILLPOWER 5
OOOOO

BLOOD POTENCY 4
Vitae max 13/ 4 per turn
OOOOO OOOOO OOO


MENTAL
Intelligence 3
Wits 4
Resolve 3

PHYSICAL
Strength 3 (+4 from Pledge to the Worthless One)
Dexterity 4 (+4 from Pledge to the Worthless One)
Stamina 2 (+4 from Pledge to the Worthless One)

SOCIAL
Presence 5 (+2 Striking Looks)
Manipulation 3
Composure 2

Mental Skills
Academics 1
Computer --
Crafts 1
Investigation 1
Medicine 1 (Blood Letting)
Occult 4 (Vampires) (Spirits) (Infernals) (Cruac)(9 AGAIN & ROTE)
Politics 2 (Cult)
Science --

Physical Skills
Athletics 1
Brawl 1
Drive
Firearms
Larceny
Stealth 1
Survival 1
Weaponry 4 (Swords) (Daggers) (9 AGAIN & ROTE)

Social Skills
Animal Ken 1
Empathy 1
Expression 1
Intimidation 2
Persuasion 3 (9 AGAIN & ROTE)
Socialize 1
Streetwise 1
Subterfuge 1

MERITS
Native Language: English
Languages: Gaelic, Latin, French, Spanish, Italian, German
Professional Training Blood Cult Leader : 5
Area of Expertise Swords: 1
Resources: 3
Striking Looks :2

Disciplines
Celerity 4
Majesty 5
Vigor 3
Cruac 3
Resilience 2
Obfuscate 2
Nightmare 2
Protean 1
Dominate 1
Auspex 2

CRUAC RITUALS

Pangs of Proserpina (•)
Target number of successes: 6 Contested: by Composure + Blood Potency The victim suffers feelings of intense hunger, provoking frenzy in Kindred. The victim may be up to a mile away from the ritual during casting, and is starving for the purposes of the roll to resist frenzy, regardless of how much blood she has consumed.

Rigor Mortis (•)
Target number of successes: 5 Resisted: by Composure The victim, who must be a vampire within a mile of the ritual, suffers the loss of the reanimating power of Vitae. His next physical action is penalized by a –3 die penalty.

Cheval (••)
Target number of successes: 5 Resisted: by Composure The subject of this ritual must be present at the casting, being physically touched by the ritualist. For the rest of the night, the ritualist may see and hear what the subject does, no matter how far away she is.


The Hydra’s Vitae (••)
Target number of successes: 5 The ritualist lays a curse on his own blood, transforming it into poison. Vampires and Strix drinking from the ritualist suffer one point of lethal damage per Vitae taken and gain no nourishment from it. Mortals and ghouls drinking from the ritualist suffer two points of lethal damage. Blood is only venomous as long as it’s in the ritualist’s system, and the effect ends at the next sunrise.
Target number of successes: 6 The ritualist wards himself from having his heart impaled. All attempts to stake the ritualist fail until the next sunrise

Touch of the Morrigan (•••)
Target number of successes: 6 The ritualist pours the consuming, tearing force of his Beast into his hands. He may attempt to strike an opponent with his open palm (Touching a Target requires a Dexterity + Brawl roll in combat). The first time he does so, the victim suffers the ritual’s Potency in lethal wounds. The ritual ends when it is first used, or at the next sunrise, whichever is sooner.

Pledge to the Worthless One (•••)
Target number of successes: 8
Sacrament: A person content with his life
This ritual is considered heretical to all mainstream Lancea et Sanctum and Circle of the Crone creeds. It calls on the force of the devil Belial  the Worthless one  to gift upon a vampire his dark blessings. The subject of this ritual swears herself to Belial, and slays the sacramental mortal. She must consent to its effects for the ritual to take effect, but once it’s taken effect, it cannot be ended by any known practice. Part of the oath requires the vampire pledge her immortal soul after her Final Death. This is largely academic, as no vampire knows what happens to a vampire after the Requiem’s end. The pledge affords a number of effects:
• The subject chooses one of the seven deadly sins with which to ally; greed, pride, wrath, sloth, gluttony, envy, or lust. From that point forward, every Vitae she draws from a mortal in the throes of that sin is doubled. Characters not exhibiting those sins provide her half the nourishment; she takes only one from each two Vitae drawn.
• She gains the advantages of frenzy at all times, even while completely lucid.
• She cannot maintain a Touchstone.
• She exhibits one physical sign of damnation. This may manifest as cloven hooves, a third nipple, or any other classic sign of diabolism.
• She gains a familiar. This is a demon in an animal’s flesh. It counts as a five dot Retainer, with three dots of Disciplines. She can see through its eyes, and speak through its mouth.
• Any member of the Lancea et Sanctum is honor-bound to destroy her if her pledge is uncovered.


Devotions
Cult of Personality (Majesty ••••, Vigor •••)
Under normal circumstances, Loyalty inflicts a deep, overbearing sense of obedience on a single victim. With this Devotion, the vampire broadcasts her charm and overwhelms all in her presence. All but the strongest fall in line and worship her.
Cost: 10 Vitae
Dice Pool: Presence + Socialize + Majesty
Action: Instant If successful, this Devotion washes the effects of Loyalty over the crowd. It affects any character with fewer Composure + Blood Potency dots than the vampire has successes. Those afflicted gain the Enthralled Condition.

Enchantment (Majesty ••••, Obfuscate ••)
Majesty is a gift that draws attention and bends feelings toward the vampire. With this Devotion, and a bit of Obfuscate, the vampire can deflect those feelings to another person, or to a place or thing.
Cost: 1 Vitae
Dice Pool: Manipulation + Empathy + Majesty vs. Composure + Blood Potency
Action: Contested; resistance is reflexive
If successful, this Devotion works as Loyalty, but the vampire can designate a source for the Enthralled Condition instead of focusing it on herself. All the other parameters remain the same, but the victim insists on defending and cherishing a different person, place, or thing. She has to somehow communicate the desired subject of the Enchantment to the victim for this Devotion to work.

Enfeebling Aura (Majesty •, Resilience •)
Many Daeva masters of Celerity and Vigor claim that Majesty means nothing when you’re staring down a skull-crushing fist. This Devotion seeks to disprove that notion. It brings forth the vampire’s supernatural presence not to awe a crowd, but to cow and enfeeble a victim. While it won’t completely stop an assailant, it will even the playing field in a tussle.
Cost: 1 Vitae
Dice Pool: Presence + Intimidation + Majesty vs. Composure + Blood Potency
Action: Contested; resistance is reflexive
If successful, this Devotion temporarily removes dots of the victim’s Celerity, Resilience, and Vigor, in whatever combination the vampire wishes. The vampire removes dots one-for-one along with her Majesty dots for the scene, up to her successes. For example, she can sacrifice three dots of her Majesty, losing access to them for the scene, to remove two dots of Vigor and one dot of Resilience from her victim for the scene.

Wet Dream (Majesty ••, Nightmare ••)
This Devotion blends the more subconscious effects of Majesty and Nightmare to plague the victim’s sleep. His dreams leave him both feeling dirty, and wanting more.
Cost: 1 Vitae
Dice Pool: Manipulation + Empathy + Majesty,  vs. Composure + Blood Potency
Action: Contested; resistance is reflexive
If successful, this Devotion takes effect when next the victim sleeps. His frightening and arousing dreams cause the both the Spooked  and Swooning Conditions (see p. 305 and p. 306). The vampire chooses the subject of both Conditions. The victim sheds each Condition individually. However, the two Conditions only give one Beat, and only once they’re both resolved

The Wish (Celerity ••, Majesty ••••, Vigor ••)
“For three nights, you’ll be fast, you’ll be strong, you’ll be beautiful, and you’ll stand above the flock. After that, you’re mine. Do you understand?” This classic Daeva Devotion is a common fixture of the Serpent’s Embrace. The vampire finds someone she wishes to exalt, then makes him an offer for temporary supremacy. He gets a taste of power, and wants more. At the end of the deal, the victim becomes irrevocably attached to the vampire. It requires a great deal of Vitae to enact, but creates a loyal supplicant. This Devotion can only be used once on a given character, and only on mortals.
Cost: 5 Vitae
Dice Pool: Manipulation + Persuasion + Majesty
Action: Instant
To use this Devotion, the victim must agree to the terms; three nights of power, but he will belong to the vampire afterward. The terms can be that vague, but must be stated and agreed to, without any supernatural coercion. The victim must feed from the vampire as part of the agreement. When the deal is struck, the victim gains a number of advantages for three nights:

• He gains two levels of Celerity and Vigor. He can activate them by spending Willpower instead of Vitae.

• He gains three levels of Majesty. He can activate these with Willpower instead of Vitae. • He needs no sleep, and can go without food and water without issue.

At the end of the period, he gains the Persistent Enthralled Condition. It persists indefinitely.




Equipment


Longsword
Initiative  4
15 Dice (9 Again & ROTE)
3 Damage

DAGGER
Initiative 5
15 Dice (9 AGAIN & ROTE)
1 Damage

UNARMED
Initiative 6
11 Dice

------------------------------------------------------------------------------------------------------------------------------------------------------------------
Belial's Brood Vampire cultist

Clan: Daeva
Covenant: Belial's Brood
Humanity: 00 (2)
Mask: Follower
Dirge: Monster
Size: 5
Speed: 12
Defense: 4
Initiative: 4
Armor: None

HEALTH 8
OOOO OOOO

WILLPOWER 4
OOOO

VITAE max 10/ 1 per turn
OOOOO OOOOO
Aspirations:
Find a Victim
Cut Someone
Murder

MENTAL
Intelligence 1
Wits 3
Resolve 2

PHYSICAL
Strength 4
Dexterity 2
Stamina 3

SOCIAL
Presence 3
Manipulation 2
Composure 2

Mental Skills
Academics --
Computer --
Crafts --
Investigation 2 (Finding Victims) 9 AGAIN
Medicine --
Occult 2
Politics --
Science --

Physical Skills
Athletics 2
Brawl 2
Drive --
Firearms --
Larceny 2
Stealth 2
Survival 1
Weaponry 2 (Daggers)(Hatchets) 9 AGAIN

Social Skills
Animal Ken --
Empathy --
Expression 2 (Whistling)
Intimidation 3 (Whistling) (Smiling) 9 AGAIN
Persuasion --
Socialize --
Streetwise 1
Subterfuge --

MERITS
Native Language: French
Professional Training Murderer: 3
Invictus Status:1
Quick Draw Knives: 1
Quick Draw Hatchets: 1
Safe Place: 2 (Sewers)
Haven: 2 (Sewers)


Disciplines
NIGHTMARE 1
OBFUSCATE 1
VIGOR 1

Equipment

Knives
Initiative: 3
8 Dice 9 AGAIN
1 DAMAGE

Rusty Meat Cleaver (Hatchet)
Initiative: 2
8 Dice 8 Again
2 Damage
--------------------------------------------------------------------------------------------------------------
BLooD SpiRiT

Type: Spirit
Title: Hursih 0
Trait Limits: 5 dots
Attribute Dots: 8
Maximum Essence: 10
Numina: 3
Primal Urge: 0 (1)
Corpus (Health): 0 0 0 0 0 0 0 (7) {No wound penalties}
Willpower: 0 0 0 0 0 0 (6) {All spirits gain 1 willpower per day}
Initiative: 6
Defense: 4 {all attacks, including firearms}
Speed: 11
Size: 1-5
Language: Hisil, English
Bans: Must cause minimal destruction each day
Banes: Water {must spend Willpower & succeed on Power + Resistance roll w/ a dice penalty equal to rank in order to come in contact with Bane}
Combat: Power + Finesse to attack
Weapon: Ephemeral
------------- ---------------------------------------------- ----- --------

POWER (Strength, Intelligence, Presence)
00

FINESSE (Dexterity, Wits, Manipulation)
0000

RESISTANCE (Stamina, Resolve, Composure)
00

------------- ---------------------------------------------- ----- --------
Influence and Numina

INFLUENCE, Fire: 0
(rolls Power + Finesse, with success creating a desired effect)
Duration: 10 minutes per success
Cost: No additional Essence cost
*Strengthen 0: Can make a fire more potent, gaining spirit’s rank to fire’s power.

*Blast
The spirit may wound opponents at a distance. Range equals 10 yards per dot of Power and the spirit does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearms. The spirit may increase the leathality of its Blast by paying Essence- Every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the spirit’s Rank (1).

*Blast 00
Must activate by rolling Power + Finesse (6). May wound opponent from 10 yards per dot (20) with no range penalties (p.190 WtF). Does 0L firearms. Spirit may increase lethality. Every two Essence spent increased weapon by 1L. Maximum 3L.

*Ghost Eater
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

--------------------------------------------------------------------------------------------------------------- ----
Blood Hound


Type: Spirit
Title: Ensih 0 0 0
Trait Limits: 9
Attribute Dots: 25
Maximum Essence: 20
Numina: 7
Primal Urge: 0 0 0 0 0 0 0 (7)
Corpus 0000000000000 (13 Health) {No wound penalties}
Willpower: 0000000000000 (10) {All spirits gain 1 willpower per day}
Initiative: 17
Defense: 8 {all attacks, including firearms}
Speed: 21 (Can make it 42 for 2 Essence or 63 for 4 Essence)
Size: 5
Language: Hisil, English, Latin, Greek, French
Bans: Must chain a spirit to it each month and slowly feed
Banes: Rust
Combat: Power + Finesse (17) to attack
Weapon: Ephemeral
------------- ---------------------------------------------- ----- --------
{25 Points/Max 9/ Can pump up attributes for Essence as a turn. Can only boost a single Attribute in a turn.}

POWER (Strength, Intelligence, Presence)
00000000 ( 9 )

FINESSE (Dexterity, Wits, Manipulation)
000000000 (9)

RESISTANCE (Stamina, Resolve, Composure)
00000000 ( 9 )

------------- ---------------------------------------------- ----- --------
Influence and Numina

INFLUENCE, CONTROL: Metal 000
Duration: One day per success
Cost: 2 additional Essence
Dicepool: Power + Finesse (17) {If vs sentient being, have them contest with Resolve or Composure, whichever is higher)
*The spirit can make dramatic changes within its sphere of influence. It can twist emotions entirely or dictate an animal’s actions, plant’s growth or object’s functioning. This Influence can shift the Open Condition to Controlled for its duration. The Cost is 3 Essence.

*Drain
Cost: None
Dicepool: Power + Finesse (17) vs Stamina + Resolve + Primal Urge
The spirit can steal Essence, Blood or Willpower (choose during activation). Whichever character gains the most successes receives points equal to the number of successes, while the victim loses the same number.

*Entropic Decay
Cost: 3 Essence
Dicepool: Power + Finesse (17) vs Stamina for living, or spirit’s Resistance, or Durability for inanimate objects.
The spirit accelerates the natural processes of decay in a target. Each success on the activation roll inflicts one point of lethal damage.

*Ghost Eater
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

*Regenerate
The spirit can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs 1 Essence and heals one point of bashing or lethal damage. The spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

*Speed
The spirit accelerates into a blur of movement. The spirit chooses whether to spend 2 or 4 Essence when activating this Numen. Spending 2 Essence doubles its Speed for the remainder of the scene, while 4 triples it.



Last edited by Admin on Sat May 21, 2016 8:23 am; edited 4 times in total

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Re: An Age of Darkness: Vampires

Post by Admin on Thu Apr 21, 2016 10:20 pm

Jacques LeVale

Clan: Ventrue
Concept: Former Captain of the Guard
The LeVale Family has a history service within the Paris Guard, a History marked with excellence. Jacques LeVale joined the City watch and set to work at climbing the ranks by means of political maneuvering, finger pointing, credit stealing, and every other imaginable underhanded tactic short of actually doing his sworn duty. When the Invictus of Paris decided to swell the ranks of their Archons with some some Neonates, Jacques LeVale's service record read as if he was the ideal candidate to lead the group. Since his Embrace Jacques has enjoyed his new found powers and he has every intention of using his position as a leader among  Archons to further his career within the Invictus by taking all the credit for whatever the group does right, and blame shifting any failures upon the other members of the group.

Mask: Perfectionist
Dirge: Authoritarian

Size: 5
Speed: 8 in Chainmail, 10 Without Armor
Defense: 1 in Chainmail, 3 Without Armor
Armor: 3/1 Chainmail (Can spend 1 Vitae for 5/3 Armor w/ Resistance)

HEALTH 9
OOOOO OOOO

WILLPOWER 5
OOOOO

VITAE  max 10/ 1 per turn
OOOOO OOOOO

HUMANITY 7

Aspirations:
Use the accomplishments of others to Further his Covenant Status
Use the Failures of others to eliminate competetion
Amass Wealth and Power

MENTAL
Intelligence 2
Wits  2
Resolve 3

PHYSICAL
Strength 3
Dexterity 2
Stamina  2

SOCIAL
Presence 3
Manipulation 3
Composure  2

Mental Skills
Academics 1
Computer --
Crafts --
Investigation 1
Medicine --
Occult 1
*Politics 2 (Paris) 9 AGAIN
Science --

Physical Skills
Athletics 1
Brawl 2
Drive --
Firearms 1
Larceny --
Stealth 1
Survival 1
Weaponry 1

Social Skills
Animal Ken 1
Empathy 1
Expression 1
Intimidation 2
Persuasion 2
Socialize 1
Streetwise 1 (Paris)
*Subterfuge 2 (Blame Shifting) 9 AGAIN

MERITS
Native Language: French
Status: Invictus 1
Allies: Paris City Guard 3
Professional Training: Officer 2
Contacts: Paris City Guard 2
Resources 2

Disciplines

Dominate: 1
Mesmerize • All a vampire has to do is meet her victim’s eye to catch him in her thrall. Her control isn’t obvious; she just asks him to do something and her victim acquiesces. He could unlock a door, pass her a gun or forget ever meeting her. Some cruel vampires mesmerize passers-by just to take the rap for their crimes.
Cost: None
Dice Pool: Intelligence + Expression + Dominate vs. Resolve + Blood Potency
Action: Instant
Dramatic Failure: The victim sees through the vampire’s attempt to control his mind; emboldened, he gains the Steadfast Condition (p. 306).
Failure: The vampire’s victim proves stronger-willed than she’d thought.
Success: The vampire holds her victim’s gaze for just a second, but it’s enough to inflict the Mesmerized Condition (p. 305).
Exceptional Success: The vampire’s control flows over the victim’s brain like water. They want to do whatever the vampire says. The vampire can issue a command in the same action as mesmerizing the victim. Once she has inflicted the Mesmerized Condition, the vampire can command the victim as an instant action. Her commands can’t be longer than three or four words, and she has to be direct her control doesn’t extend to issuing vague commands. “Follow me,” “Shoot your husband,” and “Repeat after me…” are all suitable commands, while “Forget,” “Submit,” and “Do my bidding” have too much room for interpretation. She can even mess with the victim’s memory, making one statement about the current scene that victim will remember as truth. While she can still only use simple and unambiguous commands, she can pack a lot of changes into four words: “You killed that man” and “I was not here” combine to frame the victim for murder.

Resilience 2


Equipment

CROSSBOW
Dice
2 Damage

LONGSWORD
4 Dice
3 Damage

DAGGER
4 Dice
1 Damage

UNARMED
5 Dice

Paris Guard Whistle
Purse full of Coins for Bribes
Manacles and Key


Last edited by Admin on Thu Apr 21, 2016 10:33 pm; edited 2 times in total

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Re: An Age of Darkness: Vampires

Post by Admin on Thu Apr 21, 2016 10:24 pm

Archon Raoul Lambert


Clan: Deva
Concept: Swordsman
Raoul Lambert was a child of the Paris Streets who spent his childhood wanting more then he had. Lacking anything resembling a Trade or Education, Raoul joined the Army and took to violence like a fish to water. When the Invictus of Paris began searching for possible new Archons, Raoul Lambert's Chain of Command recommended him for the Special Assignment Opportunity just so they could get rid of the loud mouth braggart who constantly challenged their authority, tookevery offense as an opportunity to draw steel, and regularly appeared in formation stinking of last night's wine and whores. Now that Raoul has been Embraced and made an Archon, very little has changed. The Deva Duelist appears only interested in further perfecting his swordplay, fighting duels, and over indulging in whores and wine.

Mask: Junkie
Dirge: Competitor

Size: 5
Speed: 13
Defense: 8
Initiative: 6

Armor: None

HEALTH 7
OOOOOOO
WILLPOWER 4
OOOO

Vitae max 10/ 1 per turn
OOOOO OOOOO


Aspirations:
Indulge Himself in pleasures of the Fleash
Display his Martial Dominance
Become the Best Swordsman to have ever been

MENTAL
Intelligence 2
Wits 3
Resolve 2

PHYSICAL
Strength 3
Dexterity 4
Stamina 2

SOCIAL
Presence 2
Manipulation 2
Composure 2

Mental Skills
Academics 1
Computer --
Crafts 1
Investigation --
Medicine --
Occult 1
Politics 1
Science --

Physical Skills
*Athletics 4 (Balance) 9 AGAIN
Brawl 1
Drive 1
Firearms --
Larceny --
Stealth --
Survival 1
*Weaponry 5 (Daggers) (Swords Area of Expertise) 9 AGAIN

Social Skills
Animal Ken --
Empathy 1
*Expression 1 (Bragging) (Instructions) 9 AGAIN
Intimidation 1
Persuasion 1
Socialize 1
Streetwise 1
Subterfuge 1

MERITS
Native Language: French
Multilingual: English & Spainish 1
Professional Training Duelist: 5
Area of Expertise Swords: 1
Invictus Status: 1
Resources: 2

Disciplines
Celerity 1
Majesty 1
Vigor 1

Equipment

BASTARDSWORD
Initiative  4
11 Dice (8 Again when used Two Handed. 9 Again if used One Handed)
3 Damage

DAGGER
Initiative 5
10 Dice (9 AGAIN)
1 Damage

UNARMED
Initiative 6
5 Dice

Flask of Brandy
Purse of Coins for Revelry


Last edited by Admin on Thu Apr 21, 2016 10:51 pm; edited 2 times in total

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Re: An Age of Darkness: Vampires

Post by Admin on Thu Apr 21, 2016 10:26 pm

ARCHON CUTTER

CLAN: Nosferatu
Concept: Convicted Murderer
He was a farm boy that enjoyed torturing the live stock and smaller children. His Father could not beat the devil out of him. After he murdered his parents he fled to Paris. Once there he did not stop killing those he thought he could without getting caught. It did not take long before he was thrown into a City Cell. Someone within clan Nosferatu thought it would be fitting for Alena Atropus's new team of Archons to have a truly vile Monster among their members. Since his Embrace he uses the name Cutter, when he bothers to use a name at all. Mostly he just lurks about quietly waiting for the opportunity to Cut. He likes to Cut. Sometimes though he Whistles. He likes to Whistle. No One likes his Whistling. No One likes it when he Cuts. He enjoys their screams.

Mask: Follower
Dirge: Monster
Size: 5
Speed: 12
Defense: 4
Initiative: 4
Armor: None

HEALTH 8
OOOO OOOO

WILLPOWER 4
OOOO

VITAE max 10/ 1 per turn
OOOOO OOOOO
Aspirations:
Find a Victim
Cut Someone
Murder

MENTAL
Intelligence 1
Wits 3
Resolve 2

PHYSICAL
Strength 4
Dexterity 2
Stamina 3

SOCIAL
Presence 3
Manipulation 2
Composure 2

Mental Skills
Academics --
Computer --
Crafts --
Investigation 2 (Finding Victims) 9 AGAIN
Medicine --
Occult 2
Politics --
Science --

Physical Skills
Athletics 2
Brawl 2
Drive --
Firearms --
Larceny 2
Stealth 2
Survival 1
Weaponry 2 (Daggers)(Hatchets) 9 AGAIN

Social Skills
Animal Ken --
Empathy --
Expression 2 (Whistling)
Intimidation 3 (Whistling) (Smiling) 9 AGAIN
Persuasion --
Socialize --
Streetwise 1
Subterfuge --

MERITS
Native Language: French
Professional Training Murderer: 3
Invictus Status:1
Quick Draw Knives: 1
Quick Draw Hatchets: 1
Safe Place: 2 (Sewers)
Haven: 2 (Sewers)


Disciplines
NIGHTMARE 1
OBFUSCATE 1
VIGOR 1

Equipment

Knives
Initiative: 3
8 Dice 9 AGAIN
1 DAMAGE

Rusty Meat Cleaver (Hatchet)
Initiative: 2
8 Dice 8 Again
2 Damage


Last edited by Admin on Thu Apr 21, 2016 10:54 pm; edited 1 time in total

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Re: An Age of Darkness: Vampires

Post by Admin on Thu Apr 21, 2016 10:43 pm

Archon Amo Abou

CLAN: Gangrel
Concept: Hunter
Amo Abou was a simple Woodsman who made his living as a poacher. Often he preferred the company of Nature to other Men. For the most part, other people only ever seemed to bring trouble. When Clan Gangrel was asked to find a new Archon they chose Amo Abou. Since his Embrace Amo Abou has had mixed emotions about his new existence and position within the Invictus. He never asked for any of this, and now that it has been forced upon him he rather it was not. Amo though is at heart a Survivor and he would rather endure the Nights then give himself to the Dawn.


Mask: Follower
Dirge: Survivor
Size: 5
Speed: 10
Defense: 5
Initiative: 6
Armor: 1/0 Huntsman leathers

HEALTH 9
OOOOO  OOOO

WILLPOWER 5
OOOOO

VITAE max 10/ 1 per turn
OOOOO OOOOO

Aspirations:
Endure another Miserable Night working with the other Archons
Find an Excuse to leave them in Paris while he Works outside the City for awhile
Go Hunting

MENTAL
Intelligence 2
Wits 2
Resolve 2

PHYSICAL
Strength 3
Dexterity 3
Stamina 3

SOCIAL
Presence 2
Manipulation 2
Composure 3

Mental Skills
Academics --
Computer --
Crafts 2 (Bow and Fletcher)
Investigation 1
Medicine --
Occult 1
Politics --
Science --

Physical Skills
Athletics 3 (Archery) 9 AGAIN
Brawl 1
Drive --
Firearms --
Larceny --
Stealth 3 (Stalking) 9 AGAIN +2 Equipment Bonus from Huntsman Leathers
Survival 3 (Tracking) 9 AGAIN
Weaponry 1

Social Skills
Animal Ken 3
Empathy 2
Expression --
Intimidation --
Persuasion --
Socialize 1 (Campfires)
Streetwise 1
Subterfuge --

MERITS
Native Language: French
Professional Training Hunter: 3
Invictus Status:1
Quick Draw Bow: 1
Direction Sense: 1
Resources: 1
Patient: 1
Good Time Management: 1
Danger Sense: 2

Disciplines
Animalism 1
Protean 1
Resilience 1


Equipment

Hunting Knife
Initiative: 5
4 Dice
1 DAMAGE

Mighty Short Bow
Initiative 3
7 Dice 9 AGAIN
3 Damage


Huntsman Leathers
Dry Compass
Quiver Full of Arrows
Bow and Fletcher Tools
Rope

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Re: An Age of Darkness: Vampires

Post by Admin on Thu Apr 21, 2016 10:48 pm

Archon Josephine Mathis

CLAN: Mekhet
Size: 5
Speed: 9
Defense: 2
Initiative: 4
Armor: None

HEALTH 7
OOOOOOO

WILLPOWER 4
OOOO

VITAE max 10/ 1 per turn
OOOOO OOOOO

Concept: Madame
In life Madame Mathis was a successful Lady of the Night who entertained some of Paris's most elite Lords and Ladies. In time she parlayed their Gifts into buying a House of her own, complete with working girls, protection, and all the other sundries needed. By her late twenty's Madame Mathis was running the most elite brothel in all of Paris and responsible for trading in secrets and arranging meetings between some of the most famous and or notorious personalities of the city. When the Mekhet learned of the new Archon's being formed they thought best to put one of their own on the team to keep an eye on what is really going on. Since her Embrace Josephine Mathis has been reveling in her new existence and feels that now more then ever she truly has the power to be the master of her own destiny. She has no love for her fellow Archons nor the actual responsibilities of being an Archon, but she is absolutely thrilled by the opportunities the position offers her to uncover secrets.

Mask: Courtsean
Dirge: Spy

Aspirations:
Report the Actions of the Archons to Her Sire
Gather Black Mail Materal on Kindred of Paris
Learn Secrets

MENTAL
Intelligence 3
Wits 3
Resolve 2

PHYSICAL
Strength 2
Dexterity 2
Stamina 2

SOCIAL
Presence 2 (Striking Looks +2)
Manipulation 4
Composure 2

Mental Skills
Academics 1
Computer --
Crafts --
Investigation 1
Medicine 1 (Feminine Hygiene )
Occult 2
Politics 2
Science --

Physical Skills
Athletics --
Brawl --
Drive --
Firearms --
Larceny 2
Stealth 2
Survival --
Weaponry --

Social Skills
Animal Ken --
Empathy 2 (Knowing What People Want to Hear) 9 AGAIN
Expression 1 (Sexual Performance) 9 AGAIN
Intimidation --
Persuasion 2
Socialize 2(Brothels)
Streetwise 2
Subterfuge 2 (Telling People What they Want to Hear) ( Detecting lies)9 AGAIN

MERITS
Native Language: French
Proffessional Training Whore: 4
Multilingual English & German: 1
Resources: 3
Contacts Paris Nobles: 1
Contacts Paris Merchants: 1

Disciplines
Auspex 1
Celerity 1
Obfuscate 1

Equipment
Dressed to Impress
Gold for Bribes
Portable set of Lock Picks
Dagger
initiative 3
1 Dice
1 Damage

Unarmed
Initiative 4
1 Dice

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Re: An Age of Darkness: Vampires

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