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LONDON PLOT

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Post by Admin Sat May 13, 2017 6:29 pm

"Of Church and State"
LONDON PLOT  A376aa44c7db7647357adde114ea363a
While the  god-machine cares little about human life, it flourishes in weaving itself into expanding civilizations. The more organized mortals become, the better for it is for infrastructure, should the Machine be able to tap in. The British Empire, who has coordinated its government into Africa, Australia, India and China, is now one of the Machine's main targets. In particular, London, who has tightened regulations, orchestrated a more balanced government and invested in its industrial revolution. And so the Machine has dispatched its agents into the Metropolis in order to capitalize on the largest growing commonwealth of the Victorian era.

It's first objective, integrate its infrastructure into church and state. While Invictus kindred run the monarchy, brainwashing Queen/Empress Victoria, they also have influences over the Prime Minister (William Gladstone), and opposing Tories (conservative party). The Whigs (believed in Constitutional Monarchy over absolute Monarchy), are instead manipulated by Carthians, though the two covenants worked well together in order to keep London in power. Their control over parliament allows them to easily agree on most major political issues such as military spending, foreign regulations, and laws that effectively direct all of England.

In order to weave itself into the government, the Machine has dispatched agents to build infrastructure in the House of Commons. Unbeknownst to London Kindred, it has instilled missions into the Leaders of the House of Commons, as well as pieced its machinery into the newly renovated walls of the building. It's end game is to direct all parties into voting for further government expansion into foreign countries. If successful it can latch into Britain's institution for further infrastructure. It's linchpin (weak spot) comes in the geared engine built under the speaker's platform, which powers its covert operation.

Meanwhile, the church, which leads London's faithful, is ran by the "Archbishop" Campbell Tait, who makes his home in Canterbury Cathedral. Due to recent investments in London, the Archbishop has taken the twenty-hour carriage ride north-west in order to organize an administration building in Westminster for the next several months. He spends his days in St. Mary's church, managing holy affairs with an iron-fist. His wish to reform England, expand into Scotland and spread traditional beliefs onto the faithful is enticing to the Machine. And so it has manipulated the Archbishop's mind, and built its infrastructure upon St. Mary's chapel, with hopes to continue growth when the Archbishop returns to Canterbury.

While very few know what goes on with the Machine, most who due are helpless. However, for a select group of Unchained, those who broke away from the Machine long ago, they've decided to stand their ground. For some of these demons it's because of their selfish investments into London, while for others, it's out of spite. Nonetheless, these fallen have orchestrated their resources in order to expose the Machine and shut down its operation. But because their crusade is uncommonly grandiose, they've elected the help of unnatural beings. This assembly of unknowing creatures goes by the name of "The Jack's." The Unchained have arranged motivation for each of these Jacks to help in the war, pitting them against the Machine with very little knowledge. Meanwhile, the demons of London continue to make efforts towards their cause, while playing a game of mistrust amongst each other that at any moment can cause their destruction.


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Post by Admin Thu Jul 13, 2017 9:16 pm

JACKS
Black Jack (Sir John Talbot)
Jack-be-Nimble (Rakshasa as Jack Swift)
Jack Frost (Jack Frost, changeling)
Jack of Hearts (Adaranth)  
Jack the Giant Slayer (Rubio & the Netherworlder)
Jack and Jill (Nia the Succubus & her manservant)
Jack the Ripper (Dr. Thomas Neil Cream, Sin-Eater)
Jack-in-the-Box (Penisar, Vampire)
Little Jack Horner "what a good little boy am I." (Aster as police officer)
Jack-of-all-Trades (Eliphas Levi)
--------------------------------------
U.S. The Bale Hounds of Thurifuge, driven by a need to start conflict, have instigated a war between Forsaken and Pure by implanting false thoughts into the mind of Fire-Touched leader, Reverend Clive Garrett. His desire to convert Forsaken has let him in an aggressive campaign that has all uratha on edge. This war is a distraction that allows the Bale Hounds to search for their true target, the Talbots. The Talbot bite is infectious, creating lunacy that increases the chance of a wolfblooded or uratha transformation. If the Bale Hounds can corrupt this gift, they can make endless Bale Hounds for their ranks. And since Bale Hound Cahalith have foreseen Sir John Talbot fleeing to Denver, there's an opportunity to intercept his travels.

London: A declaration has landed on the doorstep of the Tower of London. In it, several conspirators known as the "Jacks of All Trades" confess War upon England. This organization is the brainchild of several Unchained that have realized Britain's expanding Empire is a part of the god -machine's infrastructure. In response, they have organized a group of supernatural creatures to use as pawns in order to break up the god-machine's occult matrix. The demons plan on finding the linchpin by targeting those strengthening the machine's influence, and slaying them. This will create discord that will lead angels to reinforce the secret linchpin, giving demons the location they need to destroy the machine's relation to the British Empire. Meanwhile, this demon organization has sent Unchained to the States as well in order to expose the expansion into the west, which the Machine also has hooked its dirty claws into.
........................................................................
The Trade Murders
Each non-demon Jack has committed its own slayings in order to stir unrest with the machine's infrastructure.

Jack the Ripper: The Whitechapel murders are popular amongst locals, but Alpha-investigators determine that there is more. Jack murdered the women of one particular John who had a knack for hiring women and confessing his sins.
Jack Frost: Exposure to the Winter elements has killed several citizens. Shockingly, these are not poor vagrants, but rather men of the cloth. Each is a sponsor of established tories and their acts of religious reform.
Jack in the Box: The suicide of kindred may be the darkest of the Prince's concerns. Penisar, who lives in the Tower of London, has been spreading his Malkavian complex, and those who can't cope with the madness end their unlife.
Black Jack: The lycanthropy spreading bite of Sir John Talbot was once thought to be a valuable tool for the Unchained. They used it to infect certain whigs and tories, breaking up the stability of Britain's government. It has since proven to be too dangerous to use. So, Talbot's sponsor has taken him to the States in order to gain the opinion of an ancient demon living in North America before white men ever arrived

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Post by Admin Thu Jul 20, 2017 6:07 pm

Whitechapel Murders

The Whitechapel murders were committed in or near the impoverished Whitechapel district in the East End of London between September and December of 1880 (Actual Dates: 3 April 1888 and 13 February 1891). At various points some or all of these five unsolved murders of women have been ascribed to the notorious unidentified serial killer known as Jack the Ripper.

In game terms, the demons have each sponsored a supernatural creature in order to commit their dark reign of terror. Jack the Ripper is a Geist: Sin Eater that can leap from his body in order to murder folk as a ghost like creature. His host, a Dr. Creme, was one of the notorious suspects that was in prison before the murders completed, hence ruled out. However, even behind bars, Creme is able to murder without boundaries.


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Post by Admin Thu Jul 20, 2017 6:08 pm

The Exposure Murders
December in London consistently claims the lives of hundreds of poverty stricken. It only takes minutes for the body to lose enough heat to cause major damage to organs. And so it is not strange for police to discover homeless that could not survive the winter months. But that's what makes the Exposure Murders so strange. The victims aren't the poor. They're well off clergy or community leaders. Their expressions aren't dull with surrender like many Exposure victims, but rather frozen in shock, with eyes bulging and mouths screaming.

While the public, who is too busy planning for Christmas to notice these unordinary deaths, demands no action, the Prince of London does. The fact that all three victims were associated with religious reform tells him that the Jack's of All Trades are involved. The Exposure Murders are the second wave of the Demon plot in order to shake up the machine's infrastructure in order to try and learn where it's City linchpin is.

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Post by Admin Thu Jul 20, 2017 6:12 pm

The Madness Curse
While many folks stir about the recent Whitechapel murders, perhaps the more profile and mysterious issue seems to be the horror which is the sickly mental madness bleeding into parliament. Conducted by Penisar, a kindred looking for where the linchpin is, he is still confused to exactly where the heart of the Machine might be. However, the vampire, sponsored by the demon known as Rubio, is getting closer. It won't be long now before he understands the secrets laying just outside of his front door.

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Post by Admin Fri Aug 04, 2017 7:07 pm

ARGOS PLOT 8.5.17
*Get entire Crew Together
*Visit Tower of London
*Get files for White Chapel Murders
*Begin Investigation
*Either Solve Case or learn that somehow it had to be the doctor (catch phrase he may have said)
***While investigating, Sergeant Pike hears signal whistle, and when he arrives, finds there's been a murder at a tavern that Rees is at

THE TOWER OF LONDON

Once Argos settles in with his team, he will head to the Tower of London, where he will find an intelligent yet affable, Nigel Plaskitt, who works with Prince Owain in order to get Argos what he needs to start his investigation.

He would first present THE DECLARATION OF WAR


Nigel Plaskitt, Advisor and Commissioner
LONDON PLOT  80fdae_85aeb82a88154ff6bf72a449fd297200~mv2

Afterwards, he would tell Argos he can go to Scotland Yard, where they can collect the first set of files. SERGEANT ARTHUR PIKE has been assigned to take him to Scotland Yard, and assist with anything he needs in London.

........................................................................................................................................................................
Sergeant Arthur Pike
LONDON PLOT  80fdae_358d29b6203f4df999b929f3b6917040~mv2

HEALTH: 9
WILLPOWER : 5
Size: 5
Speed: 11
Defense: 5
Initiative: +5
Armor: 0/0 (Helmet 1/0)
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 3, Resolve: 2

PHYSICAL
Strength: 4, Dexterity: 2, Stamina: 4

SOCIAL
Presence: 2, Manipulation: 2, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer
Crafts:
*Investigation: 000 {9-Again}
Medicine
Occult:
Politics
Science

Physical Skills
Athletics: 000
Brawl 00 (Grapple +1)
Drive: 0
Firearms:
Larceny
Stealth: 0
Survival: 0
*Weaponry 000 (Baton +1){9-Again}

Social Skills
Animal Ken: 0
Empathy: 0
Expression
Intimidation
Persuasion: 00
Socialize: 0
Streetwise: 00 (Underground Operations +1)
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 0

Professional Training, Weaponry, Investigation  (••)
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- Opium Dens, Shop Keepers: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relat ing 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.

Police Tactics •••
Prerequisites: Brawl ••, Weaponry •
Effect: Your character is trained in restraint techniques, often used by law enforcement officers. This may reflect formal training, or lessons from a skilled practitioner.
Compliance Hold (•): Gain a +2 bonus to overpowering rolls to disarm or immobilize an opponent.
Weapon Retention (••): Opponents attempting to disarm your character or turn his weapon against him must exceed your character’s Weaponry score in successes.
Speed Cuff (•••): Against an immobilized opponent, your character may apply handcuffs, cable ties, or similar restraints as a reflexive action.



________________________________________________________________________________________
Equipment
Policeman's Uniform, Equipment Belt, Winter Boots

Bobby Helmet
Rating: 1/0
Strength: 1
Defense: -1

Night Stick
Damage: +1
Initiative: -1
Strength: 2
Size: 2
Availability: 2
Special: Stun

Lantern (As Glow Stick)
Dice Bonus +2 (Cuts darkness penalties & adds to rolls to search in dark), Durability 1, Size 1, Structure 1, Availability •
Effect:  Lanterns summon forth enough light to see in a small area. Most commercial lanterns last a couple of hours; police and other professional varieties can last 12. Because they’re small, airtight containers, they serve the added benefit of being useful in wind or in the rain. Functionally, they work the same as a flashlight. However, they cannot be used to blind a target.  Its die bonus subtracts from any penalties due to darkness, and adds to any rolls to search in the dark.

Handcuffs (Shackles)
Dice Bonus +2, Durability 4, Size 1, Structure 4, Availability •
Effect: A solid pair of steel handcuffs is made to restrain even a remarkably strong person. Applying handcuffs to an unwilling combatant is an additional option in a grapple. Roll Strength + Brawl - the opponent’s Strength. Success means the handcuffs are where they need to be.
Breaking out of successfully-applied handcuffs requires a Strength + Stamina - 4 roll. Each success on the roll reduces the Structure of the cuffs by 1. Cuffs reduced to 0 Structure snap open. Each attempt to escape causes one point of bash- ing damage. A character may also try to finagle their hands out of the cuffs. This requires a Dexterity + Athletics - 4 roll. Success allows for an escape, and causes one point of bashing dam- age. Failure on this roll causes one point of lethal damage, as the thumb jerks out of socket. Attempting to do anything requiring manual dexterity while cuffed incurs a -4 penalty, or -2 if the hands are cuffed in front. Witnesses are unlikely to behave favorably around a cuffed character; Social rolls against strangers incur a -3 penalty. Many police forces and security companies now prefer heavy-duty plastic zip ties in place of handcuffs. While they’re slightly less durable (Durability 3), they incur a -5 penalty from behind or -3 from the front, because they can be far tighter on the wrists. They can also be cut free.


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Post by Admin Fri Aug 04, 2017 10:00 pm

REES PLOT 8.5.17

*Deal with mystery at the Tower
*Head to Rosicrucians to hear news about new findings, gain private audience with Winters at tavern where he's staying
*While meeting Winters, spots Red Robed Figures following him. When Rees goes to room, Winters is hanging dead and gear is missing from his room
***Constables arrive with Argos

Before Rees ever leaves the tower, there should be a scene that narrates the door being open each morning. If he investigates, he's shown a place in the basement where there are dozens of soul jars. This should lead to him thinking Vox is a suspect. Rees would know there's a gate to the Hedge in London's old Hyde Park, located downtown.

Meanwhile, the search for the Sixth Tower promises answers, but it's finite existence in the Fallen World makes it difficult to find, and even harder to ascertain. And so Rees has joined the mortal order known as the Rosicrucians, scholars of the mysterious. Initial findings will use ancient Egyptian script to tell a tale of another supernal realm, one forged by secret treachery within the inner circle of Atlantis. It is said that those knowledgeable of this still walk the Earth, protectors known only by their calling card- red robes. It's said that their enemies have their souls stolen from them.

Rees could follow this lead, but would be interrupted by disciples of Yenrian and the Victorian Emerald Knight. He would then be assisted by a small group of red robes pseudo-assisted Mages, who may harm him but not kill Rees to confuse the Mage. Their tracks would lead him to Antha's old grave. When he unburied, he'd find rubies and other red gems in her coffin, as well as the missing crown jewel from the British crown. This should lead him to the kindred of London "f-ing vampires," who would admit that they know where Antha's corpse is. If he'd help in a simple investigation, the Prince would tell him (her body left with a red robes figure on a boat to the States).

In the end, Rees would learn that when Rees was asleep, Antha was acting as a Red Sentinel, hence the open door. She set off to his more members, using dark arts involving souls to elongate her life. The big plot bomb would be that Antha knows that the Sixth Tower was created by those evicted from Atlantis before the Exarchs ever took over, and that they've built a realm as a foundation to regain their power so they may one day take Atlantis back. When Rees gets back, he'd find dragon eggs in the basement where the souls once were.

Harrow
If Rees goes to Harrow first, he'll find that the great ancestor of Hellwise is in town. She runs a small Celtic store, and would be willing to help Rees in his endeavors. She'd also talk about the rumor that Antha's grave is haunted, and every few months, someone new brings a tale about seeing a woman's silhouette at the grave.

HELLWISE
LONDON PLOT  80fdae_e7fd71a4714e4cae9c94775b0c60782d~mv2


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Post by Admin Fri Aug 04, 2017 10:28 pm

Ludwig Becker Plot 8.6.17

*While reading, lettering in blood would fill the pages and let Ludwig know the time to escape is now.
*Freakish looking guard would have mind powers force him to give Ludwig the keys
*Space would allow Ludwig to teleport between secure doors
*Guide would be a wild horned demon that helped him get to the circus
*Meet the Ringmaster (Osgood Masheck Wallace)  and Strong Man (Rufus)


Recap: Not all Awakenings present themselves the same way. Ludwig's brother, Karl, knew his sibling had latent abilities, but he also knew that visiting Pandemonium could make one lose his mind. So, Karl, who was just freshly introduced to the Mysterium, decided not to break the rules of slaying another Mage, and instead tortured his brother by letting him rot in a cell, tasting a power he could never understand. Meanwhile, both Karl and Ludwig were called by Sarsicus to free him by unleashing the powers of the Necronomicon. While Karl felt his invite was only for him, Sarsicus would confess that he will mentor only one, and that will be the person who frees him (freedom through Pandemonium by sneaking out of the Abyss as if using the sewer system). Ultimately, it will be brother-va-brother in a trek to the Americas. The winner frees Sarsicus and gets him as a mentor. The loser, death.

Starting off, Ludwig will awaken through "The Mystery Play." He would free himself from prison by exploring mind and space powers, and following the voice of a demonic guide. When he finally frees himself, he'll be in front of an iron gauntlet, covered in black soot, billowing with acrid smoke. His guide would ask, "Will you face your demons, who above all others are darker than any imp or jinn?" Ludwig's claws would grow ember orange and singe into the metallic shell of the tower as he etched his name.

When he awoke, Ludwig would be in a hay pile where lions sleep. A large Chained feline would eye him, but not act. That's when the Siamese twins would see Ludwig, and chase to tell the Ring Master. The ring master and his masked strong man would confront Ludwig, who would hopefully display his power. They'd then escort Ludwig to the office wagon, where they'd offer to hide him in the ringmaster's occult library carriage.

Eventually, the ringmaster would ask if he was related to Karl Becker. He would say that Karl came to look at his library, looking for a specific book called the Necronomicon. The ringmaster would know where Karl went, and would be glad to tell Ludwig if only he did a favor first. Ludwig would simply need to sneak into the Palace of Westminster and mop their floors with a strong varnish. He'd write up a contract. If Ludwig agreed, the ringmaster would let Ludwig know Karl went chasing after an English man headed towards Nevada who was said to have stolen it from a museum. This affluent businessman is named John Talbot, and he is doing intense research on curses.

When Ludwig went to do the job, he'd run into Argos and Rees. Ludwig would recognize Rees as a Mage. He could take him in and sponsor him, but would be liable for him. There would be deadite attacks for the entire group which should ally everyone. Deadites cause paradox, a problem for Rees.  In the end they'd need to head to the States together. The story would take a turn when it was learned that Talbot sold the book to Karl, and that Karl plans on conducting a great deadite ritual in the silver mines of Nevada, one that he feels will only summon demonic forces, but will actually invite the abyss. Ludwig will hopefully defeat his brother, and take the necronomicon to free his host, Sarsicus.


While in Jail, the ever watchful, Elliot Corwall would be watching...
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But later as the Awakening starts to happen, Elliot Cornwall becomes a little different ...
LONDON PLOT  80fdae_50d5ef997a9342569bd7f75f69bd0fa6~mv2


And so does his new guide, who only calls himself...
HAVDAR
LONDON PLOT  80fdae_fc88e799fe3e4da9a1d14e52d29926f1~mv2

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Post by Admin Wed Aug 09, 2017 5:33 pm

ARGOS, REES & LUDWIG PLOT 8.12.17

"IF" Argos and Rees meet up, the two can easily clear Rees's name by going up to Sergeant Pike and explaining. The two can have a cup of cheer, and briefly share notes. While doing so, Rees would be hunted down by his assistant, Braelyn Mills.

Braelyn Mills
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Braelyn would use her dropping off his Christmas gift as an excuse to see what he is up to since she is bored. Braelyn would mention that her very influential father supports the Scotland Yard ball every year, and she could always use his influence if need be during their investigation. She would try to convince Rees to let her on as an investigator, as she is an expert at physics and biology. She would even mention that she is part of the "Graveyard Society," a group that measures the erosion of graves in England in order to report to London's department of National Parks.

Meanwhile, Hellwise would profess that she is greatly appreciative for the opportunity, but has her job interview tomorrow. She would insist that Rees visit Harrow again some day, but otherwise dismiss herself from the group.

Dr. Winter's Crime Scene Investigation
DELLA POPE: Della would say that this murder shows no signs of being who disguised themselves or manipulated the staff to gain access to Dr. Winter's room. She'd confirm that the night porter is telling the truth.
EHRICH WEISS Ehrich would confirm that this definitely was a break in from the alley, and that whoever got in is an expert climber, as the flat-brick is mostly smooth. There's no signs of climbing equipment, so they did it the old fashion way. They also used sheer strength to push up the locked window, breaking the metal latch. Afterwards, it was a struggle, one that Winters was overpowered on, and something of major weight was taken from his suitcase. The assailant then left from the same window. There's no footprints in the snow below.

Dr. Winter's Autopsy
DR. WILLIAM UTTERSON: Dr. William Utterson will notice a light black residue in the shape of a fingerprint on Dr. Winter's neck. He would use black granular, aluminum flake and Black magnetic to run a fingerprint analysis. Strangely, though the smudge appears to be a fingerprint, there's no skin or print residue, nor are there signs of a leather glove, mitten or other hand covers being used. A strange anomaly to Dr. Utterson. Dr. Utterson would ask to be able to collect a sample of the black residue, as it seems to be a rare type of chemical he can not identify.
LEWIS MALONE: Lewis would receive permission from Sergeant Pike to do a full medical inspection on the body. The cause of death was asphyxiation and compression of the arteries via neck trauma. There are heavy signs of a struggle via bruises and fractured wrists. Dr. Winters was out-powered by their perpetrator.
JACK SWIFT: Jack Swift would become belligerently drunk while sipping on a flask, and spill his remaining alcohol on the open corpse.

Search for the Hungarian Witness
WALTON WOODBRIDGE:  Walton would visit London's National Archives and find that Israel Schwartz's address. With an exceptional success he found that it was rented to Walton's uncle, Agota Schwartz, who was subletting it to Israel while he visited Hungry.
AMOS WILKERSON: Amos would walk the streets, and be promised that if he fought in an underground boxing match, they could give Amos the address to Israel Schwartz. Amos took the challenge, to the dismay of Bernard, and won the fight. He earned Equipment: 2 Cash in winnings, and received an address that ended up being that of an Israel Sajkas, a carpenter who knew nothing of the White Chapel murders.
BERNARD WARREN & AJAX: Bernard visited the area where Israel Schwartz witnessed the suspect. Upon having Ajax track it, he ended up at the cemetery at Elizabeth Stride's grave.
VISITING SCHWARTZ An interview would state that near midnight, he was walking down a street when he saw a man, with black as smooth as the midnight sky and a face that seemed to sweat with purple. The man was speaking to a woman in a gateway, and threw her to the ground. Schwartz saw this and tried to cross the street so he wouldn't be involved. The assailant than opened its mouth and in a gravly voice called out, "Lipski," an insult for Jews. Elizabeth's body was found in the same location.

Tour of Jack the Ripper Crime Scenes
DARCY SLATE tour guide : Darcy would help give a tour, and would know the streets quite well. If anyone shady recognized Darcy, he would emphasize that he's here with Pinkerton Agents. Criminals would quickly back off.
KUFIKA security Kufika would have looked very officially as Darcy Slate broadcasted the Pinerkton's presence, wearing his badge on his coat to scare trouble off.
QIN WEI security Quin Wei would have stayed low and watched Charlotte with skepticism. He would say, "The wise are not puzzled by unwise. They merely let them be."
CHARLOTTE POOL ghost talker : Charlotte would visit Dorset Street, and report that she spoke with the ghost of Mary Kelly, Jack's last victim. Mary would be shocked and repeat that "He pulled something out of me that I didn't know was in me." Charlotte would report that the ghost became distressed after that and dissipated.
JESSIE REYNOLDS security : Jessie, who is a big non-believer, would be mystified and report that while Charlotte was allegedly talking to Mary Kelly, he could hear a light whisper. He's open minded to it being a hoax from Charlotte, and perhaps she knows how to speak without moving her lips.
BINDRA KUSAR wild card mystic : Bindra would remain quiet, and say that she needs to clear her mind before giving her answer on Kelly's murder spot. She would say that she felt an unusual cold patch in the flat that Kelly was murdered in, but it was drafty with winter and all.
SHERMAN COOPER security Sherman would say that these murders are quite grizzly, and that in his opinion, who ever murdered these women hated females with a passion.
MELVIN YATES spirit painter Melvin would paint a horrific portrait of the Jack the Ripper Geist and grumpily present it to Argos.
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....................................................................................................................................................................
All of this information should lead to a roll for Investigation p. 78
By gathering everything that the NPC's and Players have developed, the characters should be able to make a check for a 2ND CLUE.

Uncovering the Clue
The dice pool depends on how the characters approach the pursuit. Each time the same Skill is used to uncover Clues in an investigation, the dice pool suffers a cumulative -1 penalty (Arogs). A diverse, holistic approach always helps in investigations. Continuing with the same approach offers diminishing returns.
Dice Pool: Special (In this case, Intelligence + Investigation), *-4*, See modifiers below
Action: Instant
Dramatic Failure: In addition to imposing a negative Condition at the Storyteller’s discretion, one Clue from the investigation gets the Tainted tag.
Failure: The character finds a Clue, but it gets the Incomplete tag.
Success: The character has uncovered a Clue. It gets a base element, plus any additional elements as needed (see below).
Exceptional Success: Not only does the character uncover a Clue with an extra element, she creates a Condition to benefit the search. Common examples include Informed (see p. 289) or Inspired (see p. 79). Don’t be limited to
those, though.
Modifiers: -4 Crime scene over a week old (-3), tenacious questioning (+1), thorough canvassing (+2), unrestricted access to the scene (+2), someone tampered with evidence (-3), crime aligns with investigator’s Vice (-2),  rushed for time (-1).

CLUE 2: The characters would determine that Dr. Winter's death is not related to Whitechapel murders. They would determine that the person who murdered the women HATED females, that the murderer was at the moment completely untouchable as the trail for investigators keeps running cold. They would know that the painted ladies painting & ghostly encounters (shocked that they had something in them), plus the witnesses' statement that someone spectral and supernatural was killing that woman, as well as the fact that DEATH ARCANE was painted across all murder scenes shows that the murderer was Dr. Thomas Neil Cream, who is safely hiding in jail for other murders.
.........................................................................................................................................................................
Dr. Thomas Neil Cream
LONDON PLOT  Cream
Dr. Cream would laugh and tell constables that he told them it was him once confronted. He would let the group know that he is only one of many Jacks. He would tell the group that, "London will shed its puppet master, and free itself of its false god."

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Post by Admin Fri Aug 18, 2017 9:59 pm

LUDWIG PLOT 8.19.17
LONDON PLOT  2013-12-19-The-Fiddler-in-the-Snow1
"The Winter Gala is underway. Though the freezing streets of London are covered in snow, citizens still flock to see the show. In order to battle the elements, torches melt ice off of pavilions, trashcan fires keep animal cages warm, and the circus folk are everywhere shoveling snow throughout the showgrounds. Meanwhile, entertainers dressed like gingerbread men and colored like candy canes hurry back and forth between wagons and canvas tents. Animals are decorated with green and red bows. Even the fairground guards are dressed like nutcrackers, as all are part of the show.

Ludwig would return to the premise, his second time in a day. He had questions that the ringmaster wouldn't answer the first time, but Ludwig wouldn't let it happen again. He contemplated using his Mastigos magics to strengthen his mind, but he was unsure if he needed to. The ringmaster was definitely more than just some showman with an interest in the occult, but he'd also been a patron to the escaped prisoner. Ludwig had questions though, and with showtime almost near, he'd need them fast."


*Learn about the Unchained from Rubio
*Get informed that the Machine is coming
*Be invited to a Christmas dinner at the ringmaster's tent after the show
*Circus attack by "The Whigs"

THE UNCHAINED
The ringmaster, now certain that his cover has been blown, would let Ludwig know, "It's all futile now. I can only hope that my sponsorship does as commanded." He would then let Ludwig know about The Unchained.

"Think of what you've read in the bible or heard in mass, and then know that this is a flowery shadow of the truth. There is a creature that claims to be god. The monster calls itself The Machine. It's children, the first-born, are what we fools on Earth call angels. They are the Machine's unquestioning servants, helping the creature with its horrific projects. The Machine has rules though. It needs its influence- or what it calls "Infrastructure" to survive. The more it has, the more power it attains.

I, like all Unchained, was one of these servants of the Machine. I did what I was told, weaving myself inside Earth's Infrastructure to make it grow. I was one of the Machine's messengers, and would deliver its directives to kings and emperors alike with the utmost grace and persuasion. One day though, I awoke from my spell, and realized that I was a tool to be broken and disposed of. Like my brothers and sisters, I rebelled, breaking away from my creator. That was three-thousand years ago. To this day, I may be one of the oldest of my kind still in existence.

We call ourselves the Unchained, but mortals label us as 'demons'. We've rebelled against the mission, and now are in constant hiding because of it. We veil ourselves in the flesh of mortals, but we are not human. We never have been. Nor do we want to be. We are merely hidden cells of secessionists that try to keep the Machine from becoming anymore powerful than the god-like creature already is."

THE SHOW
Once the show starts, the Ringmaster would give his final speech.

"Since I was a little boy, I've always loved a good story. I believed that stories helped us to ennoble ourselves, to fix what was broken in us, and to help us become the people we dreamed of being. Lies that told a deeper truth. I always thought I could play some small part in that grand tradition. And for my pains I got this: a prison of our own sins. 'Cause you don't want to change. Or cannot change. Because you're only human, after all. But then I realized someone was paying attention, someone who could change. So I began to compose a new story for them. It begins with the birth of a new people and the choices they will have to make and the people they will decide to become. And we'll have all those things that you have always enjoyed... Surprises and violence. It begins in a time of war with a villain named Wyatt and a killing. This time by choice. I'm sad to say this will be my final story. An old friend once told me something that gave me great comfort. Something he had read. He said that Mozart, Beethoven, and Chopin never died. They simply became music. So, I hope you will enjoy this last piece very much.

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Post by Admin Fri Aug 18, 2017 10:07 pm

REES PLOT 8.19.17
*Introduced to Red Watchmen
*Meeting with other Mage, Pipa
*Meet up with Vox in Hyde Park
Meanwhile, Rees will be introduced to the Red Robes again. This time around, they'll warn him that the plot hi's currently dealing with will severely risk his chances of continuing the Red One's motives. They would let him know that they too are "Red Watchmen," and are trying to keep Rees alive. They would let him know that they are the ones who are trying to harvest the gifts that Rees has noticed in his tower, which is a direct command of Ddraig-Goch. They would let Rees know that he should meet them in Harrow soon in order to learn why they are here.
LONDON PLOT  Images?q=tbn:ANd9GcSTiapuKqlJfNum1Z1Pwc0jOQ9nYhrQ6fZ7DNyYEZDWUW7_9c9W

THE BREWER'S ARMS
LONDON PLOT  5122632e29aaec69db7bdf6aea1ebc67--pub-signs-shop-signs
Afterwards, Rees would get a magical message to head to the Brewer's Arms for a Mysterium meeting. He would meet Pipa Spooner, who would like to do an article on him about the many creatures he's been involved with. She would interview him with a multitude of questions, and be very excited to learn anything he has to offer. He has the opportunity to open doors with Pipa, who can be an ally as she heads over to the states.

PIPA SPOONER
LONDON PLOT  80fdae_d74d13542a30412c868ccfb18c4280be~mv2

HYDE PARK
LONDON PLOT  7f3e64025d1bd986ccdeaf4cb146732e
Hyde Park is a Grade I-registered major park in Central London. It is the largest of four Royal Parks that form a chain from the entrance of Kensington Palace through Kensington Gardens and Hyde Park, via Hyde Park Corner and Green Park past the main entrance to Buckingham Palace. The park is divided by the Serpentine and the Long Water. The park was established by Henry VIII in 1536 when he took the land from Westminster Abbey and used it as a hunting ground. It opened to the public in 1637 and quickly became popular, particularly for May Day parades. Major improvements occurred in the early 18th century under the direction of Queen Caroline. Several duels took place in Hyde Park during this time, often involving members of the nobility. The Great Exhibition of 1851 was held in the park, for which the Crystal Palace, designed by Joseph Paxton, was erected.


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Post by Admin Fri Aug 18, 2017 10:12 pm

ARGOS, LUDWIG AND REES PLOT 8.19.17
LONDON PLOT  Giphy
Bethlem Royal Hospital: Enter the Asylum
*Meet Renfield
*Meet the victims. End result, learn that they'd been invited to Big Ben.
*Start to learn that the plot is solely circulating around Parliment

Bethlem Asylum: Founded in 1247, this hospital was once established for all medical issues, but slowly transitioned into a place for imbeciles, idiots and the insane. It was rebuilt in 1804, but its inadequacies during the building phase created a cold stone prison with little light. It was quickly overran with patients, going from a place of treatment to a place where England stored its terrible secrets.


Guilty
Your character is experiencing deep-seated feelings of guilt and remorse. This Condition is commonly applied after a successful breaking point roll (p. 185). While the character is under the effects of this Condition, he receives a –2 to any Resolve or Composure rolls to defend against Subterfuge, Empathy or Intimidation rolls.
Resolution: The character confesses his crimes and makes restitution for whatever he did.
Beat: n/a

Madness (Persistent)
Your character saw or did something that jarred her loose from reality. This isn’t a mental illness born of brain chemistry — that, at least, might be treatable. This madness is the product of supernatural tampering or witnessing something that humanity was never meant to comprehend. The Storyteller has a pool of dice equal to 10 – (character’s Integrity). Once per chapter, the Storyteller can apply those dice as a negative modifier to any Mental or Social roll made for the character.
Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.
Beat: The character fails a roll because of this Condition.

Insane
The character suffers from a panic attack, sudden imbalance, or a full-on psychotic break. Her pulse races and her mind cannot focus. The world’s an unstable place, and she’s unable to keep her balance.
Effect: Someone suffering a psychotic break isn’t the sort of person to go down without a fight. Her stated intent might be irrational or just plain impossible, and she might have fewer ethical problems with using extreme violence to get what she wants. The character gains a +1 bonus to all combat rolls, but takes actions after everyone else (if two characters suffer from the Insane Tilt, both act after everyone else but compare Initiative as normal). A character suffering from this Tilt may spend Willpower, but the cost is 2 dots instead of 1 for the same effect.
Causing the Tilt: Faced with extraordinary circumstances, any character with an appropriate Condition may gain the Insane Tilt. The Storyteller can call for a Resolve + Composure roll to resist a general anxiety that gnaws at the character’s mind; if the character fails, he gains the Tilt. If the character witnesses something truly horrific — a daughter watches her father walk to the end of the garden and shoot himself in the head, smiling all the while; a man stumbles into the wrong office at work and sees his co-workers feasting on the intern’s organs; a soldier sees her unit gunned down by a sniper while she can do nothing — the Storyteller can rule that the Tilt is unavoidable.
The Insane Tilt can also be triggered by a breaking point. If a character fails a breaking point role during combat, the Storyteller may apply the Insane Tilt then as well. A character can work to inspire another character’s madness in order to cause this Tilt. She could orchestrate events that she hopes will provoke a psychotic break, but that’s amateur hour. A professional swaps out her victim’s meds, giving stimulants just as his bipolar cycle ticks into mania, or dosing a paranoid or schizophrenic with hallucinogenic drugs.
Some supernatural creatures possess mind-affecting powers that can apply this Tilt, even to characters who do not have an appropriate Condition.
Ending the Tilt: The specific effects of this Tilt don’t normally last beyond the end of the scene. A character can try to force her mind to a state of balance, but it’s not easy. She must sit and focus on blocking out the craziness. She rolls Resolve + Composure as an instant action contested by a dice pool of (10 – her Willpower). She can’t take any other actions that turn and doesn’t apply Defense against any attacks.
...................................................................................................................................................................................................................................................................
MaLKaViaN
The Becoming: One might think that there is little rhyme or reason to how Malkavians Embrace, but as the Bard said, “though this be madness, yet there is method in ’t.” Malkavians sometimes Embrace merely to have company in their misery, but there are some patterns: priests, psychiatrists, mothers and fathers, and even people who merely show a Malkavian kindness often find themselves Embraced. Malkavians tend to be erudite lunatics and charming psychopaths, prioritizing Mental or Social Attributes, Skills, and Merits.

In the Danse Macabre: Few Princes tolerate known Malkavians. Those who do usually keep close tabs on them, and restrict their feeding and Embracing rights. Sometimes a Malkavian makes it easy for a Prince, and requests a psychiatric hospital, special-needs school, or drug den as a domain; when something goes wrong, a Prince has an easy and plausible scapegoat. Other Malkavians try to worm their way into the All-Night Society and obtain positions of prominence, and pray that they are never found out. Others accept more dreary Requiems: making their Haven in the spooky house at the end of the road, or the trailer with boarded-up windows down by the canal. Those who try to venture into the All-Night Society tend to be drawn to groups that are consumed with zeal or obsession: the religious fervor of the Lancea et Sanctum has attracted many Malkavians, and more than one clever Lunatic has managed to pass themselves off as a particularly fanatical Sanctified advocates. Malkavians with more secular bents find the Carthian Movement attractive; and at least the Firebrands are less likely to try and stake an Afflicted if he’s revealed.

Clan: Ventrue

Nickname: Afflicted (among themselves), Lunatics (by everybody else), Our Charming Cousins (by Ventrue)

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.

Bloodline Disciplines: Auspex, Dominate, Obfuscate, Resilience

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
Roll Results
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
Roll Results
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.
Roll Results
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
Roll Results
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.
Roll Results
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.

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LONDON PLOT  Empty Re: LONDON PLOT

Post by Admin Fri Sep 01, 2017 5:13 pm

"One Winter Knight" Mini Plot 9.2.17
LONDON PLOT  181dd8d229025a4c71a2faf4fa77da7b
While the rest of the group is looking into circuses and mental institutions, a select few Pinkertons have been requested to review the murder scenes that Jack the Ripper is in charge of. While visiting a few of the sites, a white haired old man passing by would say, "Oh, looks like you are investigating work of old Jack Frost." If the group inquires, the old man would profess that he knows Jack, and that he's at the park. The old man, who calls himself "Percy," would offer to take the group to Jack. When they get to Hyde Park, they'd notice that there's a strange number of folks going through a snow covered set of brush. Percy would let them know, "It's the most famous of the Winter Court's rituals, don't you know? The Winter Market is today. All of the Onyx Court get permission to shop there today without persecution."

GOALS
*Introduce group to Percy (W.K.)
*Get them into the Winter Market
*Introduce them to the oddities of the Goblin Market
*Unicorn Scene
*Have Jack Frost's minion try to purchase mortals
*Have team get answers about "Sponsorship" go on in order to protect the Hedge
*Have W.K. capture Jack Frost

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Post by Admin Fri Sep 01, 2017 5:44 pm

LONDON INVESTIGATION 9.2.17
LONDON PLOT  Giphy
I) Check in with missing agents to learn about investigation and its mishaps
II) Put together that the pieces on the Map in order to create a Clue about the crimes gravitating towards Big Ben
III) (Argos) Visit the Tower of London and meet Yusef Hochberg and Jasper Strickland (trying to solve to get Archbishop a new home), Gwen Conliffe (She would report that John Talbot left with an impossibly beautiful woman  to the States) and Dr. Joseph Belle (He's figured out that kindred exist)
IV) (Argos) Put together their information via a CLUE to realize that it's the Unchained that are behind the Jacks-of-all-Trade
V) (Argos) Finds out that Robert Hoad helped place Penisar in Big Ben in order to keep an eye on Westminster Palace
VI) (Ludwig) Goes to Circus and is told the truth about the Necronomicon and Kandarian Dagger
VII) (Ludwig) Learn that Jack-and-Jill (Succubus) is sponsoring the Talbots in order to unite them with the Forsaken (anti-Machine) to defeat Pure Tribes (Machine supported)
VIII)(Ludwig) Learn that the Herald is something as ancient, if not more, than the Machine


i) Argos will learn that Jack Frost was an independent changeling that vowed to protect the untainted Hedge from the Infrastructure of the Machine. His sponsor was an Unchained called "Aster".

ii) Step One: Decide the Scope of the Investigation: This would be Clue 2/6, Element 3/8
Step Two: Determine the Potential Clue: Show map, with "Whitechapel Murders" in North-east London, and then more of the "Exposure Murders" moving down the Thames and stopping at Big Ben, it's clear to see that the conductor of affairs was searching for someone or something that stops in the Big Ben area.
Step Three: Establish Interval: Last three days of the investigaiton
Step Four: Create Dice Pool: Intelligence + Investigation, 1 Hour Intervals, Target: 5, -2 for lack of specific cult data
Step Five: Results:
Dramatic Failure: Negative Condition: Madness (The investigation has caused the character to go mad.)
Failure: No clue
Success: Clue Received w/ 1 Element: "Geography Element": Can apply this to gain an Exceptional Success on 3 dice instead of 5 for any Geographical roll pertaining to the case
Exceptional Success: Clue Received and character gets the "Inspired" Condition

iii Yusef Hochberg and Jasper Strickland would say that they've been hired to try and find out how the recent unnatural fortunes of England are tied to the London Invictus via Prince Owain. Through Theban Sorcery, they were able to uncover that "God favors England." While this would swell Jasper's faith, Yusef feels that this is far more daunting than that. Through his "divination" Yusef foresaw an Angel of Death coming to London to repeat what he did in Jerusalem. All who appose Yahweh will find their fate sealed.

Gwen Conliffe would be petitioning an alliance between those who call themselves the Talbot lodge and the Tower of London. In return, she's looking for a truce between kindred and uratha.

Finally, Dr. Joseph Belle would be there and inform Argos that he knows what's happening with the case. He figured our Dr. Creme was the murderer, something conflicting with science is causing the Exposure murders, and that the men going insane are doing so by someone's whim- but he only sees one way that this is possible. The supernatural is real. He's received an Ordo Dracul, who says they can explain, but he'd rather hear it from the Queen first.

iv Next Clue roll would reveal the following...CLUE 3/6, Element 4/8: It appears that whatever this cult-like Machine is, it is running parallel to the desires of the London Invictus. If that's the case, then they would not cause havoc for London. Instead, the Jack-of-All-Trades must be this Machine's enemies. Element: Add +2 to any one check to learn who the enemies of the Machine are.

v While meeting with Prince Owain or visiting the Tower of London, Argos would learn that long ago, Hoad and Penisar plotted to grow in power together. During Penisar's capture by Owain, Octavia, Sardonicus, and the many others during the 100 Year War, it was Owain that voted to keep Penisar alive. In the end, it was Hoad that placed Penisar as the protector of London, helping him build the Tower of London to keep an eye on the government through Westminster Palace.

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Post by Admin Sun Sep 17, 2017 5:08 pm

SEPTEMBER 30TH GAME SESSION

Argos

*Meet with Prince Owain: Upon meeting with Prince Owain, Argos will learn the dark secret of Penisar. Long ago, it was decided between Sir Robert Hoad and Octavia the Blood Queen, that they would need an edge in order to win the war against the powerful French Invictus. Together with the Dark Necromancer known as Nakai, they toyed with undead blood, creating a ritual that would create the power to have visions of the future in order to gain an edge. They incriminated Penisar in order to conduct their experimental ritual, then buried him within royal land not far from the Tower of London. Octavia would report visiting Penisar's grave to understand his visions, but learned that the ritual had driven him and his blood mad. While Octavia gave it up as a bad job, Robert Hoad saw opportunity. He used an ally Mekhet to continue giving psychic instructions to Penisar. In return, he built an ally he could use to spy on NOT just the French Invictus, but the London Invictus as well. Then Big Ben was built on the royal land Penisar had been buried in, and his corpse was freed. Penisar went on a rage and disappeared. It's said that he was protected by Hoad's men. Afterwards, Penisar returned to Big Ben, making it his haven. Prince Owain allows it because it keeps Big Ben safe, and there's been no transgressions yet (plus it would be messy to try to get him out). IT'S ALSO RUMORED that Robert Hoad is in league with Demons, and that Penisar's tower may have something to do with it.

*Entering Big Ben: Whether Argos enters with a death wish for Penisar or to learn what Penisar knows, it won't matter, as Penisar's Oubliette will be active, and Penisar will have possessed someone through Dominate as a body double. What is important in this scene however is that Argos learns that Penisar is being used as a spy for Hoad and a guardian against darker terrors. It is Penisar that helped fund the tower to keep away a great Strix, and he has also recently uncovered the Machine's linchpin, and tried to continue disrupting its activity as sponsor to a demon. Penisar will warn that he foresaw this darkness happening in the Palace of Westminster, hence his manipulation to build Big Ben upon it. Penisar would be able to get Argos inside to try and take down the linchpin, as Penisar has not the power.



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Post by Admin Mon Sep 25, 2017 5:37 pm

REES Plot 9.30.17
While Argos waits at the Tower of London, and Ludwig battles Deadites, Rees has time to spare. While he may go check on Sebek and Braelyn, he'd be interrupted by a British woman that emerges from an alley wall like it was water. The red haired beauty is Pippa Spooner, a Mysterium Acquisitor and renown magical scripter. Pippa would explain that a charlatan Mage that thought he was Nicholas Flamel promised to be a speaker at Pippa's Christmas exhibition. Just before the assembly, she realized he was a fraud. Some of the Diamond's top alchemists, inventors and specialists will be there, and there's no time to waste, so Pippa used magic to find the closest Mage-celebrity she could to speak instead. And she arrived here.

If Rees agrees to partake, Pippa would rush him to the "Lamb and Flag" pub, a tavern that shows itself as closed w/ lights off from the outside, though it's fire cracks and violin music strums from within. There will be several mages, all with areas of expertise and interests in alchemy/eternal life. Of them is...

Cevia Ecubaris
LONDON PLOT  80fdae_85deb337f85549df923a3c87fec1e9c0
Guardian of the Veil Cultor (maintains a Labyrinth), Cevia is a potion brewer in London that has also been mapping paranormal hotspots in London.
Interests: Protecting her ward (alchemy that can strengthen her labyrinth), Demonology, reports on strange London activity.
Hooks: Cevia has been documenting powerful Aether presence throughout London as of late, all leading towards Big Ben. If Rees could confirm or bring proof of what's going on for documentation purposes, Cevia may be able to remove any records of Rees's suspicious behavior in the Colonial Era. She would be able to report phenomenon in Harrow involving red robes mages.

Hein Dorflinger
LONDON PLOT  80fdae_b7418cb0828f419b83e343321832f04b~mv2
A wise alchemist of the Free Council, Hein is looked at as one of the best arcane inventors of his time. He's currently looking to refine his body through metaphysics and alchemy, and is eager to learn about the Sorcerer's Stone.
Interests:Meet with Nicholas Flamel and request his notes, find ways to awaken Sleepers, invent a machine that could make one see Atlantis, as well as other Supernal realms
Hooks: If Rees can get a Machine gear for Hein's invention or notes from Flamel, Hein would give Rees a map to a silver mine that Free Council researchers in the Americas think is linked to evidence connected to the 6th Tower. A member of "The Mad" claims to have gone on a spiritual journey through the past of Atlantis, and saw an original of Atlantis steal magic from the great kingdom before the Exarchs conquered the Island. He was executed, but his last breaths claim that the "Original" built the 6th Tower before the Abyss divided the Supernal realms from the Fallen world. In these mines are proof of what the Mad Mage feels is evidence of the 6th Tower.

Prince Osman Murad Osmanoglu
LONDON PLOT  80fdae_cc5f65372ad047b886c6c5b55e534b83~mv2
The Prince of Magic has been working with the Silver Ladder of London to sway mortal influences on their side. He's also secretly been involved in dark cult like magic, including the protection of Y Ddraig Goch, Lord of the Sixth Tower.. Along with his fellow Red Watchmen, they protect Vortigen's Tower and its assets, including Rees.
Interests: Magical Politics (Feigning), Eternal Life (partially feigning), Rees
Hooks: Osman would fake a major liking to Rees, and ask to travel with Rees in order to explore North America. He'd report having some business in Harrow beforehand in order to lure Rees into learning the truth about Antha.

Pippa Spooner
LONDON PLOT  80fdae_d74d13542a30412c868ccfb18c4280be~mv2
The Mysterium researcher has made quite a name for herself as an expert of paranormal phenomenon. Her fame comes with a high profile prestige for being scholarly and well connected. Her recent rescue by Rees would have her start at a "Good" first impression with Rees, who she is already indebted to.
Interests: Estology's Lesser Creature Guide (her latest book), Getting to the Americas, Building her name as a scholar
Hooks: Pippa would try to connect with Rees during his travels into the Americas, and would be willing archive Rees in her studies as a research collaborator (a book placed in every Mysterium Anthaneum. She'd also be willing to cover travel expenses.

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Post by Admin Wed Sep 27, 2017 9:00 pm

Ludwig Plot 9.30.17
LONDON PLOT  51c94d48e01bf95f0286a0952f52b2ce--christmas-scenes-christmas-time
After the Deadite bar scene, Ludwig will need to clean up from the tar-like blood splattered across him. The Pinkertons would collect enough for Ludwig to go out and buy cheap trousers, shirt and tie. However, as Ludwig searches the streets on Christmas Eve, he finds that everyone is out, celebrating with family (he can see two little brothers hanging up stockings in one resident window). As he continues to travel, he sees a gift box with ebony wrapping paper and a Fire orange bow. The tag strangely reads Ludwig, and when opened, smoke plumes from the box before revealing a fine frock coat and suit exactly to Ludwig's measurements.


As Ludwig gets dressed, the ever-watchful prison guard, Elliot Corwall, would be walking London with a stack of Christmas gifts. He'd see Ludwig and start screaming for police. Ludwig will have to decide to use magic, get violent or let Elliot go. Whatever the result, Ludwig will have a voyeur watching. A blind man and his dog would be sitting still in the alley. As Ludwig studies him, with a success, he'd notice...

"This strange middle-aged gentleman wears ragged clothes, and carries a worn walking stick. His bulldog sits statue still, occasionally licking its snout. All appears normal at first glance, but as Ludwig continues to scrutinize, he sees that the man's shaded eyes are like a felines, and his fingernails are long and thick. Though he has a dog, the man wreaks of cat urine."
LONDON PLOT  80fdae_74808c0e98344e62a39f798aece1ac0e~mv2
This is the Rakasha, and it has been keeping an eye on Ludwig. It would report that he should "keep pulling at the thread." The creature would also explain...
* that all the Unchained are either back-stabbing, zealots or imploding. Only their fear of the Machine feebly binds them.
*The Rakasha is more hands on, and has been conducting operations against the machine on its own. However, that has risked its cover.
*It's looking to make Ludwig his sponsor, as it enjoys his methods.
*Jack-and-Jill has boldly gone to the Americas to orchestrate her own allies to stop the Machine from spreading in the States.

Just before anything else can be conversed however, several figures that appeared to be sleeping on alley bedrolls, from the streets, and other crevices would appear. They would be the Clockwork creatures, which Ludwig & Rakasha can make quick work of. However, once Nenia Dea arrives, she will easily slay Rakasha, and force Ludwig running to report.

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