VAMPIRES OF THE 1800'S

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VAMPIRES OF THE 1800'S

Post by Admin on Mon Feb 27, 2017 6:30 pm

VASQUEZ GAMBLE

“I know what you think this looks like, but maybe you should not be so quick to trust your eyes my friend?"

Concept: Gypsy Gunslinger and Thrill Seeker

Mask: Jester
A jester never takes the world seriously. She looks for the absurd in everything, and shows it to the world. Everything is a joke. Everything has fault.
Single Willpower: Point out an absurdity in the current state of affairs, to lighten the tone.
All Willpower: Favor wit and cunning over direct self-defense in a situation of serious danger.

Dirge: Questioner
A questioner cannot accept anything at face value. She must poke and prod, finding the holes in logic and function. She asks the questions that everyone else wants to ask.
Single Willpower: Challenge an accepted truth.
All Willpower: Put a long-believed truth to the test, at your own peril.

-----------------------------------------------------------------------------------------------------------------------------
MENTAL
Intelligence: 2
Wits: 3
Resolve: 2

PHYSICAL
Strength: 2
Dexterity: 4
Stamina: 2

SOCIAL
Presence: 2
Manipulation: 2
Composure: 3
_________________________________________________________________________________________
Mental Skills (-3 Untrained)
Academics 1
Computer --
Crafts 1
Investigation 1
Medicine --
Occult 1
Politics --
Science --

Physical Skills (-1 Untrained)
Athletics 2
Brawl 1
Drive 1
Firearms 3 (Revolvers) 9 Again
Larceny 3 (Lock Picking) (Pick Pockets) 9 Again
Stealth 1
Survival 1
Weaponry 1

Social Skills (-1 Untrained)
Animal Ken --
Empathy 1
Expression --
Intimidation 1
Persuasion 1
Socialize 1
Streetwise 2 (Finding Card Games) 9 Again
Subterfuge 1 (Playing Dumb)
__________________________________________________________________________________________
Disciplines

Celerity 1
Majesty 1
Vigor 1
Protean: 1

Chimistry 1
Ignis Fatuus •
Cost:None
Dice Pool:None
Action:Instant
Duration:Scene
The Ravnos can conjure mirages, illusions that confound the senses and appear real. At this level the illusions are limited, they can be no larger than her Blood Potency in size, and affect only a single sense. Illusions may be given slight animation, water could appear to flow or a computer screen to flicker, but will not react to interaction. If the creator is close by she can puppet her illusions, giving them a greater semblance of reality, but upon close physical inspection they are revealed as falsehoods.
________________________________________________________________________________________
MERITS
Status: Ravnos Bloodline 1
Professional Training: Criminal 3
Ambidextrous 3
Resources 1
Quickdraw: 1 Revolvers
Fast Reflexes 2
Slight of Hand 2
Stiking Looks 1 (Handsome Rogue)

Firefight 3
Shoot First (•): In a firefight, the person shot first is usually the loser. Your character has trained herself to fire first in an altercation. If her gun is drawn, add her Firearms score to her Initiative. If she has Quick Draw, she can use Shoot First to draw and fire with increased Initiative in the first turn of combat.
Suppressive Fire (••): Sometimes, the purpose of a shot is to distract, not necessarily to hit. Your character is trained to fire off a handful of rounds with the intent to startle opponents and force impulse reactions. When using the Covering Fire maneuver (p. 90), her opponents cannot benefit from aiming against her. She can apply her Defense against incoming Firearms attacks, in addition to any cover bonuses. Additionally, her training allows her to use Suppressive Fire with a semi-automatic weapon.

Secondary Target (•••): Sometimes, shooting an opponent behind cover is all but impossible. However, a bullet can knock objects off balance, or cause ricochets. By using Secondary Target, your character opts not to hit her target, but instead strike them with any collateral objects that might be nearby. She causes bashing damage instead of lethal, but ignores all cover penalties to the roll. The weapon’s damage rating does not add to the damage in this case.
_______________________________________________________________________________________
HEALTH 7
OOOOOOO

WILLPOWER 5
OOOOO

Vitae 10, 1 PER ROUND
OOOOOOOOOO
Blood Potency 1

Size: 5
Speed: 12
Defense: 5
Initiative: 9 (12 with Firearms)
Armor: --

Daeva: The Wanton Curse
Daeva immerse themselves in the mortal world; it not only feeds them, it compels them. When Daeva choose vessels, they become obsessed. When they drink from a mortal once, they’re fine. On their second and further drinks from the same source, roll Humanity. Failure causes the Persistent Dependent Condition toward the mortal (see p.302). The Condition only goes away with the mortal’s death. For this reason, Daeva tend toward either remarkable promiscuity, or they cultivate massive harems and herds.

ADDICTED Thief
Your character is addicted to something, whether drugs, gambling or other destructive behaviors. Some addictions are more dangerous than others, but the nature of addiction is that it slowly takes over your life, impeding functionality. If you are addicted, you need to indulge your addiction regularly to keep it under control. A specific addiction should be chosen upon taking this Condition; characters can take this Condition multiple times for different addictions. Being unable to feed your addiction can result in the Deprived Condition (see below).
Possible Sources: Alcoholism, substance abuse, Vitae Addiction.
Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.
Beat: Your character chooses to get a fix rather than fulfill an obligation.
________________________________________________________________________________________
Equipment
Lock Picks +1
Deck of Playing Cards
Cigarillos
Matches
Small Compass
Quick draw holsters

Unarmed
Initiative 9
Dice 4

Grappling
Initiative 9
Dice 4

Knife
Initiative 8
Dice 4
Damage 0L

Revolvers
Initiative 10
Dice 8 (9 AGAIN)
Damage 2 Lethal
Range 35/70/140
Ammo 6

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Re: VAMPIRES OF THE 1800'S

Post by Admin on Tue Aug 29, 2017 7:08 pm

Yusef Hochberg


Concept: Lancea Legate
Mask: Questioner
Dirge: Scholar
Clan: Nikorim (Clan Disciplines: Auspex, Celerity, Obfuscate, Vrokali)
Order: Lancea de Sanctum
DEFENSE: 7
ARMOR: 1/0
HEALTH: 7
WILLPOWER: 6
INITIATIVE: +6
HUMANITY: 7
BLOOD POTENCY: 5 {Atribute Max 5, Max Vitate 15/5 per round, Can Feed from Humans}
VITAE: 15
SPEED: 12
SIZE: 5
TOUCHSTONES: The Practical Kabbalah
BLOODLINE BANE: Repelled by the Blood Mark. Anyone who smears blood of any creature across their door forces the Nikorim to make a Resolve + Composure check to even come near the door or building. The vampire must spend 1 Willpower per round to remain in this building if they enter.

_________________________________________________________________________________________

MENTAL
Intelligence: 3
Wits: 3
Resolve: 5

PHYSICAL
Strength: 3
Dexterity: 3
Stamina: 2

SOCIAL
Presence: 2
Manipulation: 2
Composure: 3

_________________________________________________________________________________________
Mental Skills (-3 Untrained)
Academics: 000
Computer: -
Crafts:
Investigation: 00000 (Predictions +1)
Medicine: 0
Occult: 000 (Practical Kabbalah +1)
Politics: 000
Science:

Physical Skills (-1 Untrained)
Athletics: 0
Brawl: 00
Drive:
Firearms:
Larceny: 0
*Stealth: 00
Survival: 0
Weaponry: 000

Social Skills (-1 Untrained)
Animal Ken: 0
Empathy: 0
Expression: 00
Intimidation:
Persuasion: 000
Socialize: 00
Streetwise: 000
Subterfuge: 000

_________________________________________________________________________________________
MERITS

Language, English: N/A
Language, Hebrew: 0

Resources: 00

Kindred Status, Covenant: Lancea et Sanctum 00
Covenant Status is usually tied to positions and direct authority within the covenant structure.

Lore keeper 0
Prerequisites: Lancea et Sanctum Status 0
Effect: The Spear is tasked with the acquisition and maintenance of history and mystical secrets. Most devoted members of the covenant establish and maintain libraries. Since most of this knowledge has to pass through sortal hands, the Sanctum also tends to attract those, likeminded, who wish to surround themselves with ancient secrets. Then a member of the Lancea et Sanctum with this Merit buys the Library Merit, she also received dots in the Retainers and Her Merit divided however she chooses.
Drawbacks: Retainers and Herd afforded by this Merit are drawn in by the lure of forbidden knowledge. To maintain these advantages, the vampire must be willing to let slip at least some of the information to her mortal retinue. Unfortunately, sometimes mortal librarians aren't quiet as zealous about defending their secrets.

Library, Occult 000
Effect; Your character has access to a plethora of information about a given topic. When our chasing this Merit, choose a Mental Skill. The Library covers that purview. On any extended roll involving the Skill inquisition, add the dots in this Merit.

Herd (Free w/ Lore keeper) 0
Effects: Your character cultivates cliques of mortals willing and eager for the Kiss. Each week, you draw on a number of Vitae equal to twice the merit's dot rating. This requires no roll, only a quick interlude. Taking more requires a normal hunting roll.

Retainer (Free w/ Lore keeper) 0
Effect: Your character has an assistant, sycophant, servant, or follower on whom she can rely. Establish who this companion is, and how he was acquired. It may be as simple as a paycheck. He might owe your character his life. However it happened, your character has a hold on him. A Retainer is more reliable than a Mentor, and more loyal than an Ally. On the other hand, a Retainer is a lone person, less capable and influential than the broader Merits. The Merit’s dot rating determines the relative competency of the Retainer. A one-dot Retainer is barely able to do anything of use, such as a pet that knows one useful trick, or a homeless old man that does minor errands for food.

_________________________________________________________________________________________
DISCIPLINES

AUSPEX 00

*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.

CELERITY 00
*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 00
*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.

VROKALI 000
This mystical Kabbalah power allows the user to see into the future. The discipline adds its dot rating to any Divination checks for Theban Sorcery.  

Theban Sorcery: 00000
See below, as rules for Blood Sorcery Themes apply. The first dot of Theban Sorcery gives 2 dots in the Theme Divination and Transmutation for Lancea, as well as 1 additional Theme of the player's choice.
Dice Pool: Varies between Themes

Action: Extended. Ritualist must perform the ritual from start to conclusion without being interrupted or the ritual will fail. If caster suffers any wounds while casting, each wound levies a 1 die cumulative penalty against further casting rolls for that ritual on top of any wound penalties applied.
Success: Ritual succeeds and takes place as described.
Modifiers: See p. 17, Blood Sorcery
_________________________________________________________________________________________
THEBAN SORCERY THEMES

CREATION 0: Can summon liquids and dead organic matter, corpses and the rotten remains of plants. Can also create sensory phenomena such as sounds emanating from nowhere or strange smells. If a sensory phenomena is intended as a help or hindrance to a dice roll, the bonus or penalty added is equal to the ritual's Potency.

DIVINATION 00000 (Resolve + Investigation + Divination + Vrokali {17}): With the fifth dot, the ritualist can see specific times in the past or future without them having to be the answer to a question. She may also uncover knowledge about targets that no one else knows, such as solutions to ancient puzzles and the lost locations of treasure troves.

PROTECTION 00000 (Resolve + Stealth + Protection): With this dot, the ritualist can protect his target from becoming addicted to Vitae. Using the Theme on vampires, he can heal aggravated wounds and ameliorate the effects of sunlight or fire to limited degree- reading the health lost per turn of either bane by Potency, to a minimum of one.

TRANSMUTATION 000 (Intelligence + Science + Transmutation): Allows ritualist to alter living and vampiric beings, granting them abilities and physical properties of others. Complete transmutation is still beyond the ritualist's reach, but she can give a human being scales of a respite or coat the palms of a ghoul's hands in stinging nematocysts. Inorganic objects may have their appearances changed. The ritualist's ability to animate subjects has also progressed to having power over animals. Lastly, may bless or curse a specified action, applying Potency as a dice-pool modifier.


_________________________________________________________________________________________
Equipment
Dress clothes, Yakima, copy of the Koran

Reinforced Clothing (Heavy long coat)
Rating: 1/0
Strength: 1
Defense: 0
Speed: 0
Availability: 1
Coverage: Torso, arms, legs

Sacrificial Hebrew Dagger

Damage: +1
Initiative: -1
Strength: 1
Size: 2
Availability: 2
Effects: +1 Crafts
_________________________________________________________________________________________
DICEPOOL

Divination +20


Last edited by Admin on Sat Sep 02, 2017 7:25 am; edited 4 times in total

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Re: VAMPIRES OF THE 1800'S

Post by Admin on Tue Aug 29, 2017 7:12 pm

Penasar the Fool

"Once you realize how hilariously pathetic everything really is,
being mad is the only thing that makes sense."

Concept: Truth Seeking Malkavian
Mask: Jester
Dirge: Conspirator
Clan: Malkavian
Order: The Jacks of All Trades
DEFENSE: 15 (Celerity adds +5)
ARMOR: - (Can spend 1 vitae to add 3/3 via Resilience)
HEALTH: 7
WILLPOWER:7
INITIATIVE: +8 (Can spend 1 vitae to go on the top of the round)
HUMANITY: 4
BLOOD POTENCY: 6 {Attribute Max 6, Max Vitae 20 at 6 per turn, Can feed off of Kindred}
VITAE: 20
SPEED: 15 (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), Big Ben
BLOODLINE BANE: All Malkavians are incurably insane. The particulars of each Malkavian’s delusions are as unique as they are, and a bad turn of events can briefly exacerbate their symptoms. All Malkavian characters have the Persistent Deluded Condition, which can never be resolved. Additionally, experiencing a dramatic failure brings on a second Persistent Condition, which is fixed and determined at character creation, or upon joining the Malkavian bloodline or contracting Malkavia. This second Persistent Condition should be thematically consistent with the delusion that your character suffers due to the Deluded Condition. The second Condition cannot be resolved by its normal means; instead, it is automatically resolved by the following night. A character can still gain beats from this second Condition.
........................................................................................................................................................................

Intelligence: 000000
Wits: 0000
Resolve: 0000

Strength: 00
Dexterity: 0000000
Stamina: 00

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 000000 (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

Avoidance (••••)
Prerequisites: Manipulation •••, Athletics ••, Stealth •• Style Tags: Movement (Agile)
Effect: Your character’s only goal in a fight is not to get hurt. She tries to create situations where opponents hurt themselves or target her big mean friends instead. There is no formal training for this Style; it’s a mixture of ingenuity and a person’s innate desire to avoid pain.
Insignificance (•): When a fight starts you ease out of sight and try to become a part of the scenery. Make a roll of Manipulation + Stealth – the highest Composure in the room. If successful, your character comes across as very non- threatening. Unless an opponent perceives no other threats around him whatsoever she cannot be the direct target of his attacks. This effect ends if she attacks or takes any threatening actions during the scene.
Coattails (••): Your character’s reaction to being attacked is to dive behind her bigger friend and let him take care of it. When taking a Dodge action she can designate an ally in close range whose hasn’t attacked yet that turn. Go Prone. If hit by an opponent’s attack, her ally can choose to take the damage.
Whack-a-Mole (•••): Your character makes herself into a tempting target and unsuspecting opponents end up doing more damage to themselves than her. Once per turn you may make a contested roll of Manipulation + Persuasion + Avoidance against an opponent’s unarmed or melee attack roll. If the character gets the most successes the attack does no damage, and instead inflicts the Arm Wrack Tilt on the opponent.
Play Dead (••••): When your character wants to bow out of a combat she makes even the most superficial wounds look fatal. After any attack your character sustained lethal damage from, roll Manipulation + Subterfuge. Opponents require a contested Wits + Composure roll to notice that she’s still alive.

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 (Lime District) 00000
Add +5 to any hunting rolls (see pg. 95). In addition, add the dot rating to any predatory aura conflicts on their territory.

Area of Expertise, Storytelling 00
+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 00000 (Big Ben)
Effect: Your character has somewhere they can go to feel secure. While she may have enemies that can attack her there, she's prepared and has the upper hand. The dot rating reflects the security of the place. five-dots could have a security crew, infrared scanners at every entrance and trained dogs. Any efforts to breach the Safe Place suffer a penalty equal to the Merit dots invested. Traps do lethal damage equal to at the merit dot rating. Traps may be avoided with a Dexterity + Larceny roll.

........................................................................................................................................................................
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.

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.

Possession 00000
Controlling a victim's memories and actions is one thing, but for some vampires the truest expression of control comes from suppressing the victim's will entirely, taking complete control of his body. The vampire moves her mind into the victim, using his body instead of her own.
Cost: 1 Vitae and 1 Willpower
Dice Pool: Intelligence + Intimidation + Dominate - victim's Resolve
Requirements: Must have inflicted the Mesmerized Condition on the victim.
Action: Reflexive
Duration: 1 Night per success
Success: Vampire takes over her victim's body. They have all of victim's Attributes and Skills in place of their own and gains any Physical or Combat Merits that the cidimc possessed. She can stay awake during the day by spending a point of Willpower at dawn and takes no damage from sunlight- if she does not spend Willpower, she returns to her body. Each night, she must spend a point of Vitae as normal. She cannot use Disciplines or Blood Sorcery in the body. If they attempt to kill themselves, roll Resolve + Blood Potency reflexively, a success he evicts the vampire from his consciousness. Possessing someone removes the Mesmerized and Dominated Conditions, and the vampire is not subject to any triggers control. Once she leaves the body, those triggers affect him as normal. While possessing the body, the vampire sits in a torpor like states.

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 0000
*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.

The Familiar Stranger 0000
Can appear as a subjective face "frail old woman" or as a specific person.
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 that she wants to project, either a subjective category or a specific person. He can also do this to an object.

Oubliette 00000
The vampire creates a realm of his own, hiding a place from mundane senses and scrambling the perceptions of everyone within. He can turn an alleyway into a mane that nobody can escape from, or make a humble brownstone appear to be a stately manor house. He must mark the area's boundary and exits with his Vitae, impregnating the stones and soil with his blood and bending the location to his will. Once he spreads his blood, he slumbers for one full day before awakening as the master of his abode.
Cost: 3-9 Vitae and 1 Willpower
Requirements: Depends on size. 3 Vitae is enough to secure an apartment, 6 an alleyway and 9 a mansion.
Dice Pool: None
Action: Instant
Duration: 1 week per dot of Blood Potency (6 weeks)
Once an Oubliette is established, can use Touch of Shadow, Cloak of Night and the Familiar Stranger at any distance on anyone or untying within his haven. He can affect multiple different people or objects with a single activation of the power, making the exits vanish with Cloak of Night or using the Familiar Stranger to make his ghouls look like people his victims want to see. None of these cots extra 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.

........................................................................................................................................................................
DEVOTIONS

Bloodline Gift: Dementation
It is a cold, hard fact of life (well, undeath) that any Kindred can contract Malkavia. However, only the Ventrue of the Malkavian bloodline can gain access to the greatest power that Malkavia can bestow: Dementation. This set of Devotions allows a Malkavian to bestow a small, temporary part of their insanity on others. Other Kindred who know of Dementation think, incorrectly, that it is a vector for Malkavia, if not the vector. The Malkavians laugh bitterly at this theory. Even the most most terrible of Dementation's powers is nothing compared to the eternal hell that is Malkavia.

Phobia (Auspex @@, Dominate @@)
Phobia allows a Malkavian to dredge up an adversary’s deepest fears, or inflict them with the Malkavian’s own fears.
Cost: None
Dice Pool: Presence + Empathy + Dominate - target’s Composure
Action: Instant
Failure: The character fails to project his fears onto the target, or to stoke the target’s innermost fears.
Success: The character creates a sense of irrational fear in his target that is similar to Rötschreck. The target can attempt to resist the effect by rolling Resolve + Composure, and match or surpass the number of successes that the character achieved on the activation roll. If the target fails, the character may spend an Instant Action every turn to continue using the power, and the power stops when the target successfully overcomes it or the character chooses to stop using the power. Otherwise, the target is considered to be under the effects of Fear Frenzy. This ability has no effect on humans. Alternatively, the character can inspire a phobia in the target. This phobia takes the form of the Shaken Condition. The target can attempt a Wits + Empathy roll to identify the character as the source of the power. This second effect can affect both vampires and mortals.
Exceptional Success: The additional successes are their own reward.
This Devotion costs two Experiences to learn.


Cassandra’s Vision (Auspex @@@)
As a Malkavian grows in power, he begins to gain visions. Madness, at least for Malkavians, has the unexpected benefit of sometimes allowing them to peer forwards in time, or discern a solution to a predicament, but they must be careful that they do not mistake their own insane thoughts for enlightenment.
Cost: 1 Vitae
Dice Pool: Wits + Occult + Auspex
Action: Instant
Failure: The character receives a vision that carries no truth or insight. The user may make an Intelligence + Composure roll to try and realize that the vision is useless.
Success: The character receives a vision containing genuine insight. The user can use this to either grant themselves a +3 to an untrained Skill, or a +2 to Initiative on a single Initiative roll. Alternatively, the user can request information or inspiration needed to progress the story or aid the troupe.
Exceptional Success: The user can choose two bonuses to rolls. An exceptional success does not impact the amount of information revealed by a vision.
This Devotion costs two Experiences to learn.


Gaslighting (Auspex @@, Dominate @@@@)
Rumors that Dementation has the ability to afflict Malkavia probably stem from Kindred who witnessed or experienced a successful use of Gaslighting. It stems from the ability of Dominate to plant false memories, but is more insidious than that. This ability does not shift or distort memories, but engenders self-doubt. As time goes on, the character begins to question their own perception of reality, constantly second-guessing themselves.
Cost: 1+ Vitae
Dice Pool: Presence + Intimidation + Dominate
Action: Extended. The target number of successes is the target’s Composure + Blood Potency. Each roll represents ten minutes of the character projecting his will on the target. The target must be in sight and in-person for the ability to work.
Failure: The target leaves the character’s field of vision completely, or the character is distracted from the target. The Devotion fails, but the character loses no Vitae.
Success: Once the character achieves a number of successes equal to or greater than the target’s Composure + Blood Potency, he spends one Vitae to Gaslight the target. Within a few minutes, the target is gripped by doubt and suspicion. The next time the target awakens from sleep, they immediately enter a reflexive extended action, and must roll Wits + Resolve vs. a target number equal to the total number of successes that the user achieved. The character may increase this target number by two by spending additional Vitae, to a limit target number of 20. Regardless of whether the target earns a success or failure on their role, they lose one point of Willpower (players under the effect of Gaslighting may spend Willpower to augment their rolls to combat it). Once the target is at zero Willpower points when an interval occurs, they instead receive the Confused Condition, and cannot resolve it until Gaslighting ends. The interval for rolls and Willpower loss is normally two days, but the user may halve the interval in exchange for suffering a -2 to the activation roll per halved interval. Gaslighting lasts until the target achieves or surpasses the target number.
Exceptional Success: If the user achieves an exceptional success in the extended roll to use Gaslight, the target is affected with the Confused Condition from the start. If they are at zero Willpower Points when an interval occurs, the Confused Condition is resolved and replaced with the Persistent Deluded Condition.
This Devotion costs three Experiences to learn.


Not All There (Auspex @@@@, Dominate @@@@)
With this Devotion, thoughts become jumbled and scattered, the psyche becomes murky, and trains of thought begin to meander off into oblivion. Malkavians can turn their minds into the psychic equivalent of a writhing eel, impossible to pin down- alternatively, they can turn the effect on enemies, making them incapable of stringing thoughts together or maintaining their concentration.
Cost: 1 Willpower
Dice Pool: Manipulation + Empathy + Dominate - target’s Resolve or Composure when not used on self.
Action: Instant
Failure: The user fails to scatter his or her own thoughts- or those of the target. The Willpower spent to activate this power is not recouped.
Success: When used on a target, this power imposes a penalty on the target’s next Wits, Resolve, or Composure roll equal to successes achieved, or to an attempt to use Auspex, Dominate, Majesty, or Nightmare on the user equal to successes achieved. Alternatively, the user may use Not All There on himself to grant a bonus to his next Wits, Resolve, or Composure roll equal to successes achieve, or his next attempt to use Auspex, Dominate, Majesty, or Nightmare equal to successes achieved.
Exceptional Success: Additional successes merely further enhance a bonus or penalty.
This Devotion costs four Experiences to learn.

Dementia Praecox (Auspex @@@@, Dominate @@@@@)
A Malkavian with knowledge of this technique is an unholy terror. This power has shattered marriages, ruined careers, and toppled public figures. But the worst part of Dementia Praecox is that as awful as it maybe, it is temporary; unlike the madness experienced by those who wield it.
Cost: 1 Willpower
Dice Pool: Presence + Empathy + Dominate vs. the target’s Resolve + Blood Potency
Action: Extended and contested. Each roll represents a turn of psychic combat. The user’s target number of successes is the subject’s Resolve + Blood Potency. The target’s target number of successes is the user’s Presence + Empathy + Dominate. The user cannot spend Willpower on the activation turn, but can spend a Willpower on subsequent turns. The target can spend Willpower on turns as usual.
Failure: The user fails to break down his target’s psyche. The power fails, and any Willpower the user spent are wasted.
Success: The user plants a false reality or particular desire in the target’s mind. The target accepts the reality or desire as true, or a part of their identity until the effect ends. The effect normally lasts for 24 hours, but the user can extend the effect by 24 hour increments by accepting a -1 to his rolls on the extended contested action, up to a cumulative penalty of -5. The belief can be as simple as making a pickpocketing victim believe they merely lost their wallet, or make a mortal believe that they are a vampire. In mechanical terms, Dementia Praecox can do things like: impose a Persistent Condition, compel a vampire to waste Vitae, cause the target to spend Willpower on an unimportant task, make the target injure themselves, deny them the 8-Again, 9-Again, or 10-Again qualities, deny them the benefit of their Vice or Virtue (or Mask or Dirge for Kindred), or deny the target use of Skills or Merits that they have dots in, or make the target think they have dots in Skills or Merits they do not possess. The Storyteller should think of an in-character explanation of the chosen effect (the target thinks they are unattractive, hedonistic, injured, etc.).
Exceptional Success: Exceptional successes do not give special effects.
This Devotion costs four Experiences to learn.

Rules for Malkavia
Properly speaking, a “Malkavian” is a Ventrue of the main clan who develops Malkavia, and so joins the Malkavian bloodline. This grants him or her all of the effects of being a member of the bloodline. A member of any clan can develop Malkavia, but only Ventrue who are not already part of a bloodline can join the Malkavian bloodline. This doesn’t stop other Kindred from referring to all those with Malkavia as “Malkavians,” regardless or clan or bloodline, and Malkavians are often willing to tutor their “devotees” in the bloodline’s disciplines, further muddying the waters.

Any vampire with Malkavia who Embraces passes Malkavia on to their childe; a person Embraced by a member of the Malkavian bloodline is automatically a member of the bloodline.  A living character who directly drinks Vitae tainted with Malkavia, or is fed upon by a Kindred with Malkavia, must roll Stamina + Resolve vs. the vampire’s Blood Potency. If the living character achieves fewer successes, she suffers from the Madness Persistent Condition for a number of days equal to the Blood Potency of the vampire in question, and may transmit Malkavia for a number of hours equal to the Blood Potency of the vampire in question. If a vampire drinks from a living character infected with Malkavia, they must roll Stamina + Blood Potency vs. the mortal’s Willpower. If the vampire achieves fewer successes, they suffer from the Malkavian bloodline bane, and can transmit Malkavia, for a number of months equal to the source’s Willpower dots. If a vampire directly consumes the Vitae of another vampire infected with Malkavia, or has their own Vitae consumed directly by a vampire infected with Malkavia, they are permanently infected with the disease. This is represented as the vampire possessing a bane, which matches the description and rules for the Malkavian bloodline bane.

A character can be infected with Malkavia through less obvious, but definite, sources. Interacting with an unholy artifact, coming into contact with the ashes of a powerful, long-dead vampire who had Malkavia, or performing a particularly heinous act at a low Humanity score could all be sources of Malkavia. However, a Storyteller should be very careful when considering infecting a player’s character with Malkavia; discuss the possibility with players before introducing “spontaneous” Malkavia into a Chronicle, and see what their opinions on the subject of playing a character with Malkavia are.

Despite its ability to affect the mind, Dementation cannot infect somebody with Malkavia. Malkavians see Dementation as giving others a taste of the horrors they face on a nightly basis.

........................................................................................................................................................................
EQUIPMENT
Rotted Jester’s Outfit +1 to certain Social and Persuasion rolls, Skull of Therun


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Re: VAMPIRES OF THE 1800'S

Post by Admin on Tue Aug 29, 2017 9:08 pm

JASPER STRICKLAND


Concept: Lancea Paladin
Mask: Idealist
Dirge: Martyr
Clan: Ventrue
Order: Lancea de Sanctum
DEFENSE: 7 {10 w/ Protection Ritual: +3 for Scene if someone attempts to strike him}
ARMOR: 1/0 (6/6 w/ Resilience)
HEALTH: 10 {Protection Ritual: First three Bashing or Lethal wounds are automatically healed}
WILLPOWER: 6
INITIATIVE: +6 (+7 w/ Sword Out)
HUMANITY: 7
BLOOD POTENCY: 5 {Atribute Max 5, Max Vitate 15/5 per round, Can Feed from Humans}
VITAE: 15
SPEED: 12
SIZE: 5
TOUCHSTONES: Church of England
BLOODLINE BANE:Venture- The Aloof CurseApply his first Touchstone to his seventh dot of Humanity. This means his first Humanity loss will also detach that Touchstone as the bane takes effect. Further Touchstones may fill his sixth through second dots.

_________________________________________________________________________________________

MENTAL
Intelligence: 3
Wits: 3
Resolve: 3

PHYSICAL
Strength: 4
Dexterity: 3
Stamina: 5

SOCIAL
Presence: 2
Manipulation: 1
Composure: 3
_________________________________________________________________________________________
Mental Skills (-3 Untrained)
Academics: 000
Computer: -
Crafts: 0
*Investigation: 000
Medicine: 0
*Occult: 0000 (Lancea de Sanctum +1)
Politics: 0
*Science: 000

Physical Skills (-1 Untrained)
Athletics: 0000
Brawl: 000
Drive: 000
Firearms: 000
Larceny
*Stealth: 000
Survival: 00
Weaponry: 00000 (Swords +2 w/ Area of Expertise)

Social Skills (-1 Untrained)
Animal Ken: 0
Empathy: 0
*Expression: 000
*Intimidation: 000
Persuasion: 0
Socialize
Streetwise: 00
Subterfuge

_________________________________________________________________________________________
MERITS

Language, English: N/A

Resources: 000

Kindred Status, Covenant: Lancea et Sanctum 00
Covenant Status is usually tied to positions and direct authority within the covenant structure.

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

Quick Draw, Swords (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a re- flexive action, and can be done any time his Defense applies

_________________________________________________________________________________________
DISCIPLINES

ANIMALISM 0
Feral Whispers
To those she would command, a vampire must first make herself understood.
Cost: None
Dice Pool: Manipulation + Animal Ken + Animalism
Duration: Scene, command can persist up to a night.
Success: Vampire can communicate with an animal, asking it what it has perceived.

DOMINATE 000
*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.

RESILIANCE 00000
*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.

Theban Sorcery: 000
See below, as rules for Blood Sorcery Themes apply. The first dot of Theban Sorcery gives 2 dots in the Theme Divination and Transmutation for Lancea, as well as 1 additional Theme of the player's choice.
Dice Pool: Varies between Themes

Action: Extended. Ritualist must perform the ritual from start to conclusion without being interrupted or the ritual will fail. If caster suffers any wounds while casting, each wound levies a 1 die cumulative penalty against further casting rolls for that ritual on top of any wound penalties applied.
Success: Ritual succeeds and takes place as described.
Modifiers: See p. 17, Blood Sorcery
_________________________________________________________________________________________
THEBAN SORCERY THEMES

CREATION 0: Can summon liquids and dead organic matter, corpses and the rotten remains of plants. Can also create sensory phenomena such as sounds emanating from nowhere or strange smells. If a sensory phenomena is intended as a help or hindrance to a dice roll, the bonus or penalty added is equal to the ritual's Potency.

DIVINATION 00 (Resolve + Investigation + Divination): The ritualist may gain knowledge of events happening at the present time. She may witness events at a long distance, borrow senses of a target or learn if a specified event is taking place. By combining Divination with another theme, can create rituals that trigger in response to a precondition; Ritual technically begins when it first is cast, but the second effect does not start until the precondition is met and then it lasts for the remaining Duration beyond one turn.

DESTRUCTION 00 (Wits + Intimidation + Destruction): At this level, ritualist may instill destructive properties that lie in wait for unwitting victims- can turn the blood of a target toxic to vampires feeding or cause a relic to burn anyone who touches it. May also reduce durability of objects and the dot rating of armor. Lastly, it can inflict bashing wounds to a subject directly, without engaging in combat.

PROTECTION 000 (Resolve + Stealth + Protection): With this dot, the ritualist can shield the ritual's subject from physical dangers. Targets can be rendered untouchable or unable to be fed from, and the physical effects of Disciplines such as Nightmare can be warded off. Using the Theme on vampires allows the ritualist to protect his targets from being staked or to heal lethal wounds.

TRANSMUTATION 000 (Intelligence + Science + Transmutation): Allows ritualist to alter living and vampiric beings, granting them abilities and physical properties of others. Complete transmutation is still beyond the ritualist's reach, but she can give a human being scales of a respite or coat the palms of a ghoul's hands in stinging nematocysts. Inorganic objects may have their appearances changed. The ritualist's ability to animate subjects has also progressed to having power over animals. Lastly, may bless or curse a specified action, applying Potency as a dice-pool modifier.


_________________________________________________________________________________________
Equipment
Equipment Belt w/ Two Rifle Reloads, Sword Hilt for Back

Reinforced Clothing (Dark heavy clothes, Midnight long-coat with shoulder pad, leather gloves and boots)
Rating: 1/0
Strength: 1
Defense: 0
Speed: 0
Availability: 1
Coverage: Torso, arms, legs

Rifle
Range: 200/400/800
Clip: 7
Initiative Penalty: -5
Damage: 4
Minimal Strength: 2
Size: 3
Availability: 3

Longsword
Damage: +3
Initiative: -3
Strength: 2
Size: 3
Availability: 3
Effects: +1 Initiative
_________________________________________________________________________________________
DICEPOOL

Sword: +11
Damage: +3 {Destruction Ritual 000: Blade has -3 Armor Piercing for 1 Scene of Combat}

Mesmerize: +9 vs Resolve + Blood Potency


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Re: VAMPIRES OF THE 1800'S

Post by Admin on Fri Sep 01, 2017 6:36 pm

Wú Chén 吴晨


Concept: Salubri Monk
Mask: Idealist
Dirge: Martyr
Clan: Salubri (Disciplines: Auspex, Obfuscate, Obeah, and Resilience)
Order: None
DEFENSE: 14/**17 (+5 because of Celerity)(**+3 vs Unarmed Opponents){Martial Arts: Can -2 to attack to add +2 to Defense}{1L to anyone who attacks or in vicinity or 2L w/ 1 Willpower}{Attacks from 1 selected opponent do not reduce Defense}{If his Defense reduces attacker's pool to Zero, they instead attack another opponent in range}{Can roll Defense instead to step aside & inflict KNOCKED DOWN tilt}{Gets free attack if someone tries to grapple & if successes beat their STR user is not grappled & does unarmed damage}((If opponent gets zero successes to attack, user can immediately use their Instant to counter attack))
ARMOR: 6/5 (5 because of Resilience)
HEALTH: 8
WILLPOWER: 10
INITIATIVE: +9 (Can go 1st w/ 1 Vitae due to Celerity)
HUMANITY: 9 (Gains +2 bonus when relating to humans)
BLOOD POTENCY: 5 (Attribute Max 5, Max Vitae 15/5, Can Feed From Humans)
VITAE: 15
SPEED: 14 {Celerity: Can move at 84 for 1 Vitae}((Can fly at Speed for 3 Willpower))
SIZE: 5
TOUCHSTONES: Temple of Mending Students
BLOODLINE BANE: "Do No Harm": The Salubri does not look to harm a victim when feeding. Anytime the Salubri takes more than one point of Vitae, they must make a Breaking Point check.

_________________________________________________________________________________________

MENTAL
Intelligence: 2
Wits: 4 (Danger Sense: +2 to Wits + Composure to Detect Ambush){+2 w/ Meditation}
Resolve: 5

PHYSICAL
Strength: 4
Dexterity: 5
Stamina: 3

SOCIAL
Presence: 2
Manipulation: 1 {Indomitable: +2 to Manipulation + Persuasion when resisting creature influences}
Composure: 5 (Danger Sense: +2 to Wits + Composure to Detect Ambush){+2 w/ Meditation}

_________________________________________________________________________________________
Mental Skills (-3 Untrained)
Academics: 00
Computer: -
Crafts: 00
*Investigation: 000
Medicine: 0
*Occult: 0000 (Golconda +1)
Politics: 0
*Science: 0

Physical Skills (-1 Untrained)
Athletics: 00000
*Brawl: 00000 (Martial Arts +2 w/ Area of Expertise) [9-Again w/ Profession & can make it a Rote for 1 Willpower]
Drive:
Firearms:
Larceny: 0
Stealth: 000
Survival: 00
*Weaponry: 00000 (Bo Staff +1) [9-Again w/ Profession & can make it a Rote for 1 Willpower]

Social Skills (-1 Untrained)
Animal Ken: 0
Empathy: 0000
*Expression: 00000 (Instruction +1)[9-Again w/ Profession & can make it a Rote for 1 Willpower]
Intimidation: 000
Persuasion: 00 {Indomitable: +2 to Manipulation + Persuasion when resisting creature influences}
Socialize: 0
Streetwise: 00
Subterfuge:00 (Detect Lies +1)

_________________________________________________________________________________________
MERITS

Language, Mandarin: N/A
Language, English: 0

Area of Expertise, Martial Arts (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Danger Sense (••)
Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush.
Your character’s reflexes are honed to the point where nothing’s shocking.

Indomitable (••)
Prerequisite: Resolve •••
Your character possesses an iron will. The powers of the supernatural have little bearing on her behavior. She can stand up to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of fright. Any time a supernatural creature uses a power to influence your character’s thoughts or emotions, add two dice to the dice pool to contest it. If the roll is resisted, instead subtract two dice from the monster’s dice pool. Note that this only affects mental influence and manipulation from a supernatural origin. A vampire with a remarkable Manipulation + Persuasion score is just as likely to convince your character to do something using mundane tricks.

Meditative Mind (••••)
Effect: Your character’s meditation is far more fulfilling than for other characters. With the one-dot version of this Merit, the character does not suffer environmental penalties to meditation (see p. 75), even from wound penalties. At the four-dot level, she only needs a single success to gain the benefits of meditation for the day, instead of the normal four.

Professional Training, Martial Arts Instructor (Brawl, Weaponry, Expression) (•••••)
Effect: Your character has extensive training in a particu- lar profession, which offers distinct advantages in a handful of fields. When choosing this Merit, choose or create a Profession for your character (see the sidebar). Mark the two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills.
Networking •, Sponsors, Fighting Instructors: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.
•• Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality.
••• Breadth of Knowledge: Due to her advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills.
•••• On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.
••••• The Routine: With such extensive experience in her field, her Asset Skills have been honed to a fine edge, and she’s almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on the first roll.

Safe Place, Temple of Mending (•••••)
Effect: Your character has somewhere she can go where she can feel secure. While she may have enemies that could attack her there, she’s prepared and has the upper hand. The dot rating reflects the security of the place. The actual location, the luxury, and the size are represented by equip- ment. A one-dot Safe Place might be equipped with basic security systems or a booby trap at the windows and door. A five-dot could have a security crew, infrared scanners at every entrance, or trained dogs. Each place can be an apartment, a mansion, or a jidey-hole. Unlike most Merits, multiple characters can contribute dots to a single Safe Place, combining their points into some- thing greater. A Safe Place gives an Initiative bonus equal to the Merit dots. This only applies to a character with dots invested in the Safe Place. Any efforts to breach the Safe Place suffer a penalty equal to the Merit dots invested. If the character desires, the Safe Place can include traps that cause intruders lethal damage equal to a maximum of the Merit rating (player’s choice as to how much damage a given trap inflicts). This requires that the character has at least one dot in Crafts. The traps may be avoided with a Dexterity + Larceny roll, penalized by the Safe Place dots.

Status, Temple of Mending (•)
Effect: Your character has standing, membership, author- ity, control over, or respect from a group or organization. This can reflect official standing, or merely informal respect. No matter the source, your character enjoys certain privileges within that structure. See more p.55 CoD.

Fighting Finesse, Martial Art (••), Grappling (••) & Weaponry (••)
Prerequisites: Dexterity •••, a Specialty in Weaponry or Brawl
Effect: Choose a Specialty in Weaponry or Brawl when you purchase this Merit. Your character’s extensive training in that particular weapon or style has allowed them to benefit more from their alacrity and agility than their strength. You may substitute your character’s Dexterity for her Strength when making rolls with that Specialty.

Grappling (•••••; Style)
Prerequisites: Stamina •••, Strength ••, Athletics ••, Brawl ••
Effect: Your character has trained in wrestling, or one of many grappling martial arts.
Standing Throw (•): Your character knows how to toss someone over his hip, trip, or sweep her while keeping his footing. He may inflict the Knocked Down Tilt as a grappling maneuver, but if he remains standing his opponent automatically breaks free.
Takedown (••): Your character can take an opponent to the ground rapidly. With a normal roll, you may choose to render an opponent prone instead of establishing a grapple. Also, you may choose to cause bashing damage equal to the successes rolled.
Ippon (•••):
Additional Prerequisite: Takedown Maneuver.
While using Drop Prone with the Takedown Maneuver, you character hurls his opponent to the ground with exceptional force. Double the damage of the takedown for the purpose of inflicting the Stunned Tilt, but not as actual damage.
Dynamic Guard (••••): While prone, your character uses his body to shake and redirect his enemy. Reduce the opponent’s dice pool to grapple by your character’s Dexterity. Unfortunately, your character can’t get up from prone while using this maneuver.
Positional Dominance (•••••): Your character knows how to hurt and tire an opponent from any position, crushing the life out of him. No matter which maneuver you choose on a successful grapple, your character inflicts one point of bashing damage per two successes scored, rounding down, but always inflicting at least one point. If your character chooses a damaging maneuver, add this to the damage inflicted. You may choose not to inflict this damage.

Martial Arts (••••••••••••; Style)
Prerequisites: Resolve •••, Dexterity •••, Athletics ••, Brawl ••
Effect: Your character is trained in one or more formal martial arts styles. This may have come from a personal mentor, a dojo, or a self-defense class. It may have been for exercise, protection, show, or tradition. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as a punch dagger, or a weapon using the Shiv Merit (see below).
Leg Kick (•): Your character knows how to kick an opponent’s legs out from under him. She might use a Thai-style round kick or drive her heel into his kneecap. If she reduces her Defense by 1 while concentrating on low kicks, she’ll cause the Leg Wrack Tilt if her Brawl attack inflicts at least one damage that turn. She doesn’t suffer the usual penalty for targeting a leg. Note that trying to hit the other leg for a knockdown doesn’t use this maneuver, but the normal rules. However, using Leg Kick on subsequent attacks lengthens the duration of the Leg Wrack by attaching the Tilt to ad- ditional damage.
Martial Arts 1: When facing an un- armed opponent and not Dodging, increase your character’s Defense by half of his Brawl (round down).
Studied Style (••): Your character focuses on reading one opponent, avoiding his attacks and frustrating him. Attacks from that opponent do not reduce your character’s Defense. If your character’s Defense reduces his opponent’s attack pool to zero, his further attacks against you lose the 10-again quality.
Defensive Strike (••): Your character excels in defending herself while finding the best time to strike. You can add 1 or 2 points to your character’s Defense. For each Defense point you take, subtract a die from any attacks you make. This can only be used in a turn in which your character intends to attack. It cannot be used with a Dodge.
Whirlwind Strike (•••): When engaged, your character becomes a storm of threatening kicks and punches; nothing close is safe. As long as your character has her Defense available to her, and is not Dodging, any character coming into arm’s reach takes one bashing damage. This damage continues once per turn as long as the enemy stays within range, and occurs on the enemy’s turn. If you spend a point of Willpower, this damage becomes two bashing until your next turn.
Redirect (•••): When your character is being attacked by multiple opponents, he can direct their blows against one another. When he Dodges, if his Defense roll reduces an attack’s successes to zero, his attacker rolls the same attack against another attacker of your choice.
The Hand As Weapon (••••): With this degree of training, your character’s limbs are hardened to cause massive trauma. Her unarmed strikes cause lethal damage.
Joint Strike (••••): Your character waits until the last possible second, then lashes out at his opponent’s elbow or wrist as he attacks, hoping to cripple his limbs. Roll Strength + Brawl instead of Defense. If you score more successes than your attacker, you deal one point of bashing damage per extra success, and inflict either the Arm Wrack or Leg Wrack Tilt
(your choice).
Drawback: Spend a point of Willpower to use this maneuver.
Inch Force (••••): Your character knows how to swiftly strike across extremely short distances. She can hit hard with an inch of movement, or smash with a shoulder, hip, or head butt. When an opponent tries to grab your character she’s entitled to one immediate counterattack per turn as an additional reflexive action (multiple grab attempts during the turn don’t entitle her to additional counterattacks). Roll Strength + Brawl – Defense as usual. If the attack scores more successes than the opponent’s Strength, she automatically breaks free of the grab and inflicts standard Brawl damage as well.
The Touch of Death (•••••): Your character’s mastery has brought with it the daunting power of causing lethal injury with a touch. If she chooses, her unarmed strikes count as weapons with two damage rating.
High Momentum Strike (•••••): Tornado kicks, spinning backfists, and flying knees are hard to pull off, but in the right circumstances can be devastating. If your character has a higher Initiative rank, she may wait for an opponent to attack with a Brawl or Weaponry strike. If the opponent scores 0 successes, your character may attempt an immediate counterattack, using her action for the turn on a leaping and/or spinning attack. If the counterattack hits it knocks the opponent down. In addition, roll the character’s Brawl dots and add it to the attack’s total damage.
Like the Breeze (•••••): Your characters steps to one side as his opponent attacks, and gives her enough of a push to send her flying past him. When dodging, if your Defense roll reduces an opponent’s attack successes to zero, you can inflict the Knocked Down Tilt.
Drawback: Declare that you’re using this maneuver at the start of the turn before taking any other attacks.

Staff Fighting (Style; ••)
Prerequisites: Strength ••, Dexterity •••, Weaponry •• Style Tags: Pole Weapons
Effect: Your character uses a staff as her weapon of choice.
These maneuvers are usually performed with a quarterstaff or bo staff, but anything of a suitable length and shape like a walking stick or a heavy curtain rod will work as well.
Short Grip (•): Your character moves her grip to the end of the staff, maximizing reach but losing speed. She gains a +1 to attack at the cost of her staff’s +1 bonus to Defense. You can change your character’s grip once per turn reflexively before taking an action.
Thwack Weapon (••): Your character slaps away an opponent’s weapon with the tip of her staff. She can Disarm with a roll of Strength + Weaponry contested by an opponent’s Strength + Athletics. If successful, the opponent drops his weapon at his feet. On an exceptional success, your character knocks the weapon a number of meters (or yards) away equal to her successes rolled.

_________________________________________________________________________________________
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.

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 00000
*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.

OBEAH •••••

All-Seeing Eye •
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
At this point, the Soulsucker's third eye is fully developed. When activating this power she can cause her eye to open and glow intensely for a scene.
Persistent: The vampire gains the 8-again quality when making perception rolls and using sensory powers (including Auspex, other Obeah powers and blood magic)
Active: With a success on a [Wits + Empathy + Obeah] roll, the Salubri can sense the Rating of a Kindred's Humanity, and the acts that brought them there.

Anesthetic Touch ••
The Salubri can remove feelings of pain from a target or put a living creature to sleep.
Cost: None
Dice Pool: Wits + Empathy + Obeah (Extended)
Target: Character's boxes in damage
Action: Extended
Duration: Scene
Critical Failure: User gains the damage penalties for the scene as well as the target.
Failure: Nothing happens.
Success If they reach their target number in damage, the vampire removes any damage penalties for the scene.
Exceptional Success: The user removes one Physical Tilt including Arm Wrack, Leg Wrack, Beaten Down, Blinded, Deafened, Drugged, Poisoned, Stunned or Sick for the Scene.

Corpore Sano •••
The Salubri can heal wounds on any vampire by spending their own vitae.
Cost: A number of Vitae equal to the target damage.
Dice Pool: None
Range: Touch
Target: Character's boxes in damage.
Action: Instant
Duration: Permanent
Effect: The character may spend their own Vitae to help heal another so long as they can touch them. The Salubri eye flares during this moment, making it obvious that the user is conducting something supernatural. All healing rules apply as normal for vampires, however, Corpora Sano has a distinct advantage with Aggravated damage, as the user can heal Aggravated at cost without waiting the required time table of 1 week.

Mens Sana ••••
The Salubri's 3rd eye flares in order to fix their target's issues. The Salubri can cure Emotional & Mental Conditions.
Cost: 1 Willpower and 1 Vitae
Dice Pool: Intelligence + Empathy + Obeah
Range: Touch
Target: Temporary Conditions: 5 Successes, Persistant Conditions: 10, Permanent Conditions: 20
Action: Extended
Duration: Permanent
Critical Failure: Salubri does not remove the Condition and gains the Condition as well.
Failure: The attempt fails
Success: The Salubri removes the Condition from the target.
Exceptional Success: The Salubri removes the effect, and the target gains the "Swooned" Condition for the Salubri.
Swooned: Your character has butterflies in his stomach. Note this Condition as Swooned (Character). He may have multiple instances of this Condition, reflecting affection for multiple characters. He suffers a -2 to any rolls that would adversely affect the object of his affection. The object of his affection gains +2 on any Social rolls against him. If the object of the Swoon is attempting social maneuvering on the Swooned character, the impression level is considered one higher (maximum of perfect; see p.81).
Resolution: Do something for the object that puts your character in danger; opt to fail a roll to resist a social action by the object.


Unburdening the Bestial Soul •••••
Draw out someone's soul and hold it in your mind while cleansing it, improving the subject's Path rating.
Cost: 1 Humanity or 2 Experience per dot
Dice Pool: Wits + Empathy + Obeah v.s. Resolve + Composure + Blood Potency if resisting
Range: Touch
Action: Instant
Duration: Permanent
Result: The character increases the target's Integrity for mortals, Humanity for Vampires or  Wisdom for Mages by 1 per Cost Rating sacrificed.  
_________________________________________________________________________________________
DREAD POWERS

BREATH OF AIR
With this Facet, the User is mistress of the air. The winds howl and dance at her call.
Cost: Varies
The User gains Influence (Air) equal to her dots in Blood Potency /2 rounded up. She can use this Influence in the same way as a spirit. Her dice pool for Influence (Air) rolls is equal to her Wits + Athletics.

INFLUENCE, AIR (Control •••)
The spirit can make dramatic changes within its sphere of influence; twist emotions entirely; or dictate an animal’s actions, a plant’s growth, or an object’s functioning. This Influence can shift the Open Condition to Controlled for its duration. The cost is 3 Willpower.
Flight: Can fly at speed for 1 scene.


_________________________________________________________________________________________
Equipment

Reinforced Clothing (Grand Master's Gei)
Rating: 1/0
Strength: 1
Defense: 0
Speed: 0
Availability: 1
Coverage: Torso, arms, legs

_________________________________________________________________________________________
DICEPOOL

UNARMED STRIKE +12 w/ 9-again plus can spend 1 Willpower to make it a Rote
Damage: +2 Lethal & -1 Armor Piercing w/ Martial Arts
{Anyone who attacks or is adjacent takes 1L or 2L w/ expenditure of 1 Willpower}
((Can -1 to Defense to Kick Knee or Sweep, causing leg wrack so long as user deals 1 damage))

GRAPPLING: +12 {Take Down: Can roll a grapple, but instead of entering grapple, knock character prone and add successes in Bashing Damage + 1 & double the damage rating in order to figure out if they are stunned)

(Standing Throw: May inflict the Knocked Down Tilt as a grappling maneuver, but if he remains standing his opponent automatically breaks free.)

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