ARGOS: THE SHADOW AND THE ASP

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ARGOS: THE SHADOW AND THE ASP

Post by Admin on Sat May 13, 2017 6:34 pm

Khaibit

You say you know the darkness. You know it like a child that’s read a fairy tale. I know it, because it’s part of me. It’s in my blood. My eyes. My seed. My spit. Unless you know me, you don’t know the darkness. And nobody knows me. Nobody still standing, at least.The Khaibit are an ancient line, drawn from Egyptian stock. They come from a Mekhet cult that all but died off centuries ago. Their role was initially to serve Set, and to do his will in forcing back some greater, unknown darkness. While the specifics of their role have been lost to the ages, they now have a different calling; they’re the best known line of defense against the Strix. To fight the darkness, they became the darkness. Set endowed their blood with a darkness beyond the simple absence of light. The blood in Khaibit veins mutates, and becomes an inky blackness they can call forth as a weapon against the unnatural.

Background: The Khaibit stand as one of the oldest known bloodlines. Most that know of them know they come from Egypt, their name meaning “shadows”. In recent history, the Khaibit rose to prominence as a reaction to Strix attacks in South America and the Mediterranean. As cities fell victim to the Owls, a few Khaibit took up the task of fighting them back. While they’re not widely known, they’re a rumor on numerous tongues.
For more on the Khaibit, you can read a thorough history in Bloodlines: The Hidden, and other information in Fall of the Camarilla.

The Becoming: Khaibit are chosen for their will and integrity, and often their ability to fight. However, while the first two are of the utmost importance, the third can be taught. Khaibit often Embrace their prospects directly into the lineage. When outside Mekhet are brought into the line, it’s because of a specific need. Often, recruits are inducted to fill a highly specialized role. For example, a Khaibit may need an infiltrator that knows computer-based intrusion techniques. While they could Embrace a mortal with those skills, it’s impractical to find a good fit that both has the desired skills, and can learn what they need in the time frame necessary.

In the Danse Macabre: Khaibit act as sentinels and bodyguards. While the details of their calling are lost to all but the most scholarly, their abilities have an obvious application in fighting off the Strix. This gives them a protected status in besieged domains, where courts with known Khaibit will overlook most minor crimes they commit. After all, the Khaibit represent their clearest weapon against the Parliament of Owls However, this sometimes goes to extremes. Powerful Kindred will bribe or coerce a Khaibit into Embracing their bodyguards, or acting as an Avus to their associates in order to proliferate further defenses. Individually, many Khaibit sell their services to the highest bidder. A bodyguard who can stand against not only other Kindred but the yellow-eyed monsters under the bed is a valuable asset. Khaibit are also masters of intrusion and stealth, and can escape situations too sticky for their Kindred. When Khaibit join the All Night Society, they tend toward the Circle of the Crone as a way of exploring and understanding their spiritual heritage. Some more knightly members join the Invictus.

Nickname: Asps
Clan: Mekhet
Bloodline Bane: Khaibit blood is so attuned to the darkness that they suffer in immense light. In any light bright enough to inhibit normal vision, the Khaibit suffers the Blinded Tilt and lose access to their Udjat gift for the scene.
Bloodline Disciplines: Auspex, Celerity, Obfuscate, Vigor

OBTENEBRATION
The Khaibit gift of Obtenebration expresses their affinity for the darkness within their blood. In addition to the ability to control and shape shadows, Khabit can temporarily become darkness and travel through the darkness. Lastly, they can wield the shadows as a weapon against otherworldly forces. This makes them invaluable against the Strix.

All Khaibit gain the first Devotion, the Udjat, upon joining the bloodline. Additional Devotions have prerequisites as normal, and cost 2 Experiences each. For those that have never seen Obtenebration, it can inspire deep, instinctive fear. The first time a character experiences a clear manifestation of Obtenebration, he must succeed at a Resolve + Composure roll or suffer the Shaken Condition.

Udjat
This most basic gift of Khaibit heritage gives them perfect sight in even the utmost darkness. Khaibit never suffer penalties from darkness, and see subtle shifts in heat and movement where others would be blind. They are unaffected by blindness induced by injury or supernatural forces. By focusing her attention and spending a point of Vitae, a Khaibit can attune her senses to the unseen. This allows her to see spirits, Strix, angels, and other immaterial beings for the scene. This includes beings in Twilight. While she has her senses so enhanced, she’s immune to the Strix’s possession.

Tyet
By opening a vein, the Khaibit can release the darkness within her blood as an instant action, blanketing the area in darkness. With the expenditure of a single Vitae, the cloud of shadow extends out from the wound in a radius a number of yards (or meters) equal to the vampire’s Blood Potency. The Khaibit can expend more Vitae to expand the cloud further from its center. Alternatively, the Khaibit can expel the cloud from her mouth instead of an open wound. Shadows touching those the Khaibit has created with the Tyet become hers to shape. She can manipulate their forms, absorb them into the cloud, and otherwise mold them to her liking. While the shadows have no physical presence, they can be used to divert, trick, and distract.
Prerequisite: Vigor 2

Pseshkf
This signature gift of the Khaibit allows her to draw the shadows into a palpable form with the expenditure of one or more Vitae and an instant action. She can use this to coat simple tools or weapons. Weapons so coated cause 1 additional lethal damage to physical targets (including Kindred), but cause her Blood Potency in lethal damage to noncorporeal entities, including spirits and Strix. Coated objects add her Blood Potency as Durability, and the number of Vitae spent as Structure. If she possesses Tyet as well, she can manipulate the item coated with Pseshkf as if she were touching it with her hands.
Prerequisite: Vigor 2

Ba
Khaibit can draw shadow to themselves, and become one with the darkness. To use the Ba, the Khaibit must be touching a shadow at least as big as herself (this could include her own shadow in many cases, or shadow created by the Tyet). She spends three points of Vitae, and at least one instant action, or more if her Blood Potency means she cannot spend the entirety in a turn. Once she’s become shadow, she’s immune to anything short of fire, sunlight, the Pseshkf, or things that specifically hurt ephemeral entities. Other ephemera can affect her normally. She is immune to abjuration.
In this form, she cannot directly affect her environment. However, she can activate the Pseshkf if she possesses it, and can assail spirits and other ephemeral creatures. While in this form, fire, sunlight, and other forms of harm cause her two additional levels of damage. She travels at half her Speed, and must travel along solid objects. However, she’s not constrained by anything that wouldn’t stop light.
Prerequisite: Obfuscate 2

Iteru
With this gift, the Khaibit can travel rapidly through shadows. She dissolves into one part of the shadow, and emerges anywhere along the same patch of shade. This can be shadow created by the Tyet. Spend a Vitae reflexively, and the character fades into and out of the shadow instantly. If using this as part of a Dodge action, roll her Dodge with the rote quality once per scene.
Prerequisite: Celerity 2

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


Mystery Cult Merit
• A Skill Specialty or one-dot Merit pertaining to the lessons taught to initiates.
•• A one-dot Merit.
••• A Skill dot or a two-dot Merit (often a supernatural Merit).
•••• A three-dot Merit, often supernatural in origin.
••••• A three-dot Merit or a major advantage not reflected in game traits.


Khabit Cult of Giza
• Neophytes who are welcomed into the Giza Cult of the Khabit begin their lessons with being introduced to some of the truths of the Cult's sworn enemies so that moving forward the Neophyte will know why the shadow war must be waged. Neophytes gain one of the following to reflect the lessobs that have been ingrained within them, Occult Specilization: Strix or Ancient Evils

•• Members are expect to be full proficient in the language of the founders so they maybe able to study the old texts ib tbeir orginal language and so that all members will share a common robgue for the passing if informatiob throughout the organization. This step marks one's passage from being a mere recruit to being an accepted memeber of the Giza Khaibit Cult, gain thr Merit Language: Ancient Eygptian

••• Shadowed Asps are the members who have completed their initial studies and have trained for actually seeking the enemies of the Khaibit out in the world and defeating them where they can.This is also the rank that most members remain until their Final Death. Some Shadowed Asps travel the workd while remaining hidden from it as silent unseen hunters waiting for their opportunity to strike, others join the danse macabre going about their unlives mingling amoungst the all night society with one eye always watching for evidence of their ancient enemy festering amoungst the other kindred. Regardless of their method, all Shadowed Asps are out upon a hunt of their own to find and fight the ancient enemies of the Khaibit. Members of this rabk only achieve such if they are prepared to fight the enemy, all Shadowed Asps gain •• in a Fighting Style Merit so long as they meet the prerequisites for said style.

Beyound Rank 3 I believe shit should get weird and I will leave the truths and advantages to such rank to you. What does one need to be invited to Rank 4 and above? What do you have ti sacrifice? What responsibility is now yours? What advantage or priviliedge comea from such?

•••• ( Was thinking this is the line in the Sand where members go from Monster Hunters to being more involved in Cult Leadership and Ancient Arts. At Rank 4 you gain access to ancient Eygptian Theban Sorcery or Cruiac, which ever you think is best and shit just geys wierder)
A three-dot Merit, often supernatural in origin.

••••• This is some Samir level shit, you are now the Leader of a Khaibit Cult be it thw Giza Chapter or you have opened a new branch...


Last edited by Admin on Sun Jul 30, 2017 8:17 am; edited 1 time in total

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Re: ARGOS: THE SHADOW AND THE ASP

Post by Admin on Tue May 16, 2017 8:03 pm

MEMBERS OF OBSCURITY

The Khaibit are a reticent warrior bloodline that swears to uphold two major oaths- "Maintain the night & maintain the secret." They are a major defense against ancient evils, including Strix, wicked spirits and malevolent specters. In order to fight the ancient darkness, Khaibit must remain one step ahead of them, which includes safeguarding their secrets. The predator cannot know that they are the prey. Doing so has cost many Khaibit their un-lives. However, of the few who still live to tell the tale, there is hope. For these Khaibit have become experts at slaying Set, their overseer's, primeval adversaries.
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Name: Gaius Vitalion

Nickname: Legionnaire

Age: Embraced near 300 A.D. (Exact age forgotten)

Duties: Field informant, investigator & scout

History
When Rome fell, the surviving Kindred of title and position were lost. One such band, the Legion of the Dead, took to the roads as a vampiric society of mercenaries for hire. Gaius, a former Roman Legionnaire, was not initially part of this ruthless band, but volunteered to join for his first assignment as Khaibit. Due to his past, he was able to gain membership, and used the faction as a cover to scout the region for Set's foes. He'd report strange phenomena, threats and potential Khaibit candidates to the Asps, keeping them well informed throughout the centuries.

But time has a way of weathering Kindred. The many cruel realities, macabre investigations and ruthless acts he was forced to face wore Gaius down. He was in need of a great sleep. When he awoke from his torpor, centuries had past, and the Khaibit had eroded to a small band. The other clans had become knowledgeable of the Khaibit, and as a result, so too did the Khaibit's enemies. Asps were slain, and survivors were forced to hide. After a dozen decades, the Khaibit were thought to be just another dead lineage.

Gaius was taken aback by the news, and felt his knowledge of the ancient evils were in need of recording and teaching. He tutored the many new faces, and began scribing numerous texts. Only when he felt it was safe did he return to the surface. Gaius is now one of the oldest Khaibit members in Egypt. He suffers from an antiquated sense of style, judgement and knowledge. The new Masquerade is difficult for Gaius to accept, and he has become a curmudgeon amongst his own kind. Yet, for as churlish as Gaius is, his aptitude and knack for hunting ancient evils makes him a pillar amongst the Khaibit.

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Re: ARGOS: THE SHADOW AND THE ASP

Post by Admin on Tue May 16, 2017 8:06 pm




Name: Samir Azarmi

Nickname: Desert Persian

Age: 389 A.D.

Duties: Keeper of Laws, Lead Giza based Organizer

History
Samir has always taken risks, from desert scout to kindred spy. After his Sire's death and the Fall of Rome, Samir lost direction. He set out with his band of followers and made for a war-torn Europe. What he learned in the ashes was that evil attracted evil. Mass carnage brought with it unspeakable nightmares that fed off bloodshed. After exhausting himself with several other cities' Masquerades, Samir made it his pursuit to go it alone and study these horrific beings. Samir had several close calls, but found that he'd progressed into a proficient weapon against these corrupt abominations. Together with what was left of his brood, he sought to try and destroy these monstrosities.

But there was always one creature above all others that terrorized Samir's unlife. Strix, known for their hatred of kindred, anathematized Samir's name. While his success was celebrated at first, soon, everyone he knew died horrific deaths at the Striges' hands. Samir struggled to find help, and found it at his lowest point, among the Khaibit. The ancient line introduced him to their romance of shadow and great history. Samir disappeared into the darkness, never to be heard from again.

But the Khaibit knew what really went on. Samir had been inducted into bloodline, and later, their upper ranks. Samir was groomed to take over as Overseer in Giza. He kept the line hidden, allowing them to all but be forgotten. While stray lines of Khaibit across Africa, Asia, Europe and the United States joined the ranks of conventional covenants, the true Khaibit remained under Samir's surveillance. He honed them into reticent, deadly weapons that he used to wage a secret war against his old foe, the Strix.

Samir is a kindred of few words. When he does speak, it always has a point. He's been accused of not having a sense of humor. He's never quick to panic, but his intentions are often hard to read. Much like the Birds of Dis, Samir often takes on different guises in order to get closer with his prey. He often deceives vampire society into thinking that he is a neonate in order to learn the ins-and-outs of a city. All the while, he is attempting to identify if there is Strix activity, and whether or not he can bring it to an end on his own.

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Re: ARGOS: THE SHADOW AND THE ASP

Post by Admin on Wed May 17, 2017 6:36 pm


Name: Kadmus Alkaios

Nickname: The Witch Hunter

Age: 450 A.D.

Duties: Scout, Recruiter, Warrior

History
Long ago, in the time of Mycean Kings, Kadmus was a family man in Ithaca, who moonlighted as a witch hunter. Though he taught his sons the lessons of spear-and-shield, he never involved them in his secret campaign against the darkness. However, after a successful hunt against an ancient vampire, Kadmus was stalked and embraced as penance for slaying the master of the venerable Mekhet, Samir Azarmi. His son, Argos Alkaios, was then lured into a trap in order to bestow the curse to him as well. Kadmus, who was dependent of Samir's addictive blood, was forced to watch as his son transformed into a vampire right before his eyes.

For years after, Kadmus followed Samir like a beaten dog, loyal but fearful. Kadmus was never truly forgiven for his sins, and was often assigned to suspect tasks that could cost him his unlife. Kadmus survived the decades, and was conflicted when his cruel Sire vanished from kindred society. Kadmus carried on, moving north to Inverness to aid in the Highlander clan wars. He found comfort in the northern Scottish peaks, and settled for some time as a village seer. But the expansion of England brought change across the landscape, and Kadmus was forced to move on.

Kadmus had many trials from there. He tried to marry, raised orphans and gave to charities. He was chased from towns, went on blood binges and tangled up with deprived cults. Then in the 14th century, shortly after a long slumber, Kadmus met "Four," a Bird of Dis that nearly took Kadmus's life. His only salvation was his rendezvous with the recently inducted Khaibit, Marcelline Bidault. The French Asp had been spying on Paris's Invictus, and was willing to risk her cover in order to rescue Kadmus. He was sent to a network of contacts from France to Egypt that gradually guided him to the Khaibit of Giza.

Kadmus was reluctant to reunite with his Sire, but when he learned of why Samir had disappeared, Kadmus petitioned to join the ancient bloodline. After months of trials, and the council of other Khaibit, Samir allowed him to enter. They cast him into the perils of Europe shortly after his cultivation, where he was to find Four. What he found instead was his son. Argos Alkaios had survived the sands of time, and was leading an order of knights into war. Kadmus stalked his former son, and when the time was right, recruited him into the Khaibit.

Today, Kadmus continues his field campaign. Every few years, he returns to Giza and reports. His relationship with his Master remains tumultuous. Kadmus is detached, boorish and cold-blooded. He is well traveled, and perhaps the most connected to mortal society. He tends to dress in inconspicuous, but fashionable attire, and can be found with the latest popular book in hand. While Samir despises his progeny, many other Khaibit respect the elder vampire for his dedication to the cause.


Last edited by Admin on Sat May 20, 2017 6:24 pm; edited 1 time in total

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Re: ARGOS: THE SHADOW AND THE ASP

Post by Admin on Wed May 17, 2017 6:37 pm


Name: Marcelline Bidault

Nickname: Serpent de la Ville

Age: 1335 A.D.

Duties:  Informant, Scout, Set Authority

History
When the "Peasant's Revolt" of Flanders broke out in 1323 A.D., four-year-old Marcelline was forced to flee with her ship-merchant father to northern Africa where they restarted their enterprise. The two rebuilt the business with a single rickety ship until they were once more a success. They did so well in fact, that on her sixteenth birthday, Marcelline was set to wed her Father's affluent new partner. But Marcelline and her father never arrived for the wedding. That's because just weeks earlier they had tried to make a deal with the Mekhet of Giza, and when negotiations went sour, her family was integrated into their mass herd.

During this horrific time, Marcelline met her future sire, Ankhes, who was already an intricate part of the Khaibit society. Ankhes claimed Marcelline as her own, and introduced her ghoul to the secrets of Set. Ankhes embraced Marcelline shortly after. Unfortunately, the two would not be united for long. Ankhes was put to final death at the hands of an Incarnae, and Marcelline was inherited to the Khaibit of Giza.
Marcelline would move on. She was engrossed with the teachings of the Dark Lord, and became a lore expert on Set. She spent several years being tutored by the other Khaibit of Giza, and helped uncover numerous tomes on the Dark Lord's scriptures. When the Khaibit felt she was ready, they sent her back out to Europe. After investigating her father's death, Marcelline returned home to France where she introduced herself to Paris's Invictus. Marcelline's early career as Invictus had several obstacles.

She became suspicious of Strix activity, and began to warn the kindred of the threat. The Prince of Paris and her gentry thought Marcelline mad, and kept a safe distance from her. Meanwhile, Marcelline had earned the attention of the Birds of Dis, and she fled for her life amidst the chaos of the "Hundred Year War." She returned to Giza, where she was forced to slumber and be retrained. She would later be dispatched to the New World, where she studied the relationship between Mayan Serpents and Set.

Today, Marcelline works in Central America, uncovering cults and their interworking with or against the Dark Lord. She is honored amongst the Asps, as Marcelline understands the benefit in being congeal. Though she appears to be no older than sixteen, Marcelline cakes herself in makeup in order to look older. She wears light silk robes and shawls. She keeps with her a black snake named Eve, and a diary written in ancient Egyptian at all times.


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Re: ARGOS: THE SHADOW AND THE ASP

Post by Admin on Sat May 20, 2017 6:22 pm


Name: Connor Kelly

Nickname: Yankee

Embraced: 1863

Duties: Warrior, Scout

History
Arriving in New York's harbor during the Civil War could cost an Irishman his life. You were granted citizenship the moment you stepped off the boat, so long as you enlisted for two years of Union service. Young Connor, like many others, fell for the ruse, and was thrown in the midsts of an American War. Connor saw horrific atrocities during this time, but it wouldn't be until the Battle of Gettysburg that he also witnessed the supernatural. Striges had made it to the battlefield on a hot July night, and feasted on the dying. While no one else in Connor's company could see it, the Irish soldier was able to differentiate shadow from bird.

The sight engraved horrific nightmares into Connor's mind, but it also opened it up. Once the war was over, Connor became addicted to the occult. He began to research what he saw, which eventually led him to kindred society. Unlike most vampires, Connor was inspired to accept the vampire curse. He was desperate to be integrated into a world he'd been blind to. After a long courtship, he was embraced in desperation during New York's faltering covenant alliance.

But the curse is not what mortals expect. Connor struggled with his fate, but managed to settle. Once he was arranged into kindred society, he began to speak of what he'd seen on the battlefield. Many kindred took him as a fool for believing in ancient fairytales, disheartening Connor further. But one Vampire did not. An outsider who consulted for the Invictus claimed that he too had met the Birds of Dis. The vampire would later reveal himself as Kadmus in disguise. He educated and recruited Connor as a weapon against the Khaibit's enemies, hoping the other Asps would see the potential that Kadmus did.

Connor's youth and inexperience were counted against him once he arrived in Giza. But after enduring the trials of the Khaibit, he was slowly trusted by surviving members. Today, Connor is one of the youngest Giza members. Though his blood and mentorship makes Connor one of the Asps, his true potential is yet to be tested. Soon, he will be thrown into the world again, where he will be expected to fight a secret war against the ancient evils lurking amongst the darkness.

Connor isn't a neonate, but amongst the Khaibit he is considered extremely young. He is confident, calm and collected. He enjoys to take the cover of everyday lower-class kindred, and still enjoys dabbling in mortal affairs from time to time. Connor enjoys modern firearms, and implements them into his arsenal when on the field. His favorite weapon is the Colt Model 1848 "Baby Dragoon."

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Re: ARGOS: THE SHADOW AND THE ASP

Post by Admin on Sat Apr 07, 2018 8:14 am

PROHIBITION ERA


RETAINERS

Bindra Kusari
“We are all on a journey. We are both our guide and our obstacles during our trek.”
Concept: Mystical Hinduist
Virtue: Trustworthy
Vice: Contemplative
Physical Description: This 5’2 woman in her thirties is thin with black hair. She is often found wearing gray silks, gold jewelry, and decorating her face and hands with hindu symbols and stones. She smells of exotic incense.
Aegis Branch Notes: This woman showed up on the doorsteps of the Aegis Branch unprompted. She declared that they would need her, and that her mystical upbringing allowed her to ponder and meditate in order to widen her gaze with her third eye. While skeptical, the group did find that she was able to give answers that they couldn’t explain, and she slowly crept into their ranks as a consultant. She is hard to get a quick answer from, as she takes her time with making decisions, but sticks to them once she does.

HEALTH: 6
WILLPOWER: 5
Size: 5
Speed: 8
Defense: 6
Initiative:+6
Armor: 0/0

MENTAL
Intelligence: 2, Wits: 4, Resolve: 2 {+3 on Resolve + Composure rolls due to Meditation}

PHYSICAL
Strength: 1, Dexterity: 3, Stamina:2

SOCIAL
Presence: 2, Manipulation: 1, Composure: 3 {+3 on Resolve + Composure rolls due to Meditation}


Mental Skills
Academics: 0
Crafts: 0
Investigation: 000
Medicine: 00
*Occult: 00000 (Hindu Mysticism +1)

Physical Skills
Athletics: 000 (Yoga +1)
Survival: 0

Social Skills
Animal Ken: 0
Empathy: 000
Expression: 0
Persuasion: 000
Socialize:00
Streetwise: 0

DISCIPLINES

Auspex
Beast’s Hackles •
The Beast focuses on danger and weakness. A vampire who borrows her Beast’s senses can use that focus to know if someone is about to attack her, or to pinpoint the weakest person in the room. The Beast is sensitive to things that other people cannot normally perceive; using this Discipline can pierce Obfuscate (see “Clash of Wills,” p.125).
Cost: Varies, as the Discipline is slightly tiring; the first use in a scene is free, but subsequent uses in the same scene cost
1 Vitae each.
Dice Pool: Wits + Empathy + Auspex
Action: Instant

Roll Results
Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller should either give false information, or present a warped version of the truth.
Failure: The vampire’s senses cloud; his Beast doesn’t see any immediate point of weakness.
Success: The player can ask one question of the Storyteller. The Storyteller’s answer should include the imagery conjured by the Beast to convey the answer. This level of Auspex can only answer immediate questions about danger or weakness; the sample questions below cover much of the information the Beast can provide.
Exceptional Success: The player can ask two questions.
Sample Questions
• Who here is the most likely to give me what I want? Blood throbbing through the victim’s jugular vein. The sound of jingling coins from the victim’s pocket.
• Who/what here is most likely to lapse into violence? The victim’s hands stained with blood. The smell of gunpowder wafting from the victim.
• Who here is most afraid? The smell of urine from the victim’s pants. A whimpering sound from the victim.
• Who/what here is most likely to hurt me? Blood drying on a car crusher. Waves of hot rage boiling off the victim.
• Who here is closest to frenzy? The victim’s face twists into a frenzied rictus. The taste of hot bile when facing the victim.
• Is a vampire here using Auspex 5? A pall of grey smoke hanging in the air. A feeling like someone walked over the vampire’s grave.

Uncanny Perception ••
The vampire focuses on a single victim, peeling back the layers of lies and misdirection to reveal the truth underneath. The Beast sniffs out the victim’s dark secrets, things that she doesn’t want anyone else to know. What the vampire does with that information is up to him.
Cost: Varies; the first use in a scene is free, but subsequent uses against the same target that scene cost 1 Vitae each.
Dice Pool: Intelligence + Empathy + Auspex
Action: Instant
Roll Results
Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller should give false or misleading information.
Failure: The Beast unveils no secrets. Does the victim really have nothing to hide?
Success: The player can ask the Storyteller one question per success. The Storyteller’s answer should include the imagery conjured by the Beast to convey the answer. This level of Auspex focuses on questions concerning the secrets and weaknesses of a single character.
Exceptional Success: The images give the vampire further insight into the questions asked.
Sample Questions
• What is this person’s mood? A flash of emotion on the victim’s face. A smell that the vampire associates with the emotion — the smell of fresh blood signifying rage, the sound of grinding stone signifying isolation.
• What is this person afraid of right now? Shock as lights suddenly shine on the victim. The sound of dogs barking.

MERITS
Language, Hindi: N/A
Multilingual: English, French (•)
Effect: Your character has a strong affinity for language acquisition. Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, he may also read enough of the language to understand context. If you purchase the Language Merit for either of these languages, replace the Multilingual language. For example, if you have Multilingual (French, Italian), and purchase Language: Italian, you may choose to take Multilingual (French, Portuguese).

Taste of Shadow (••)
There is a voice in your head, a shadow whispering secrets of the Blood to you. It knows a great many things about Disciplines, bloodlines, and even secret sorceries. It thinks you ought to know too, and delights when those secrets are too tempting to ignore and too powerful to keep to yourself.
Prerequisite: Ghoul, Mekhet Regnant
Cost: 1 Willpower
Dice Pool: Wits + Occult
Effect: Once per scene you may let the shadow in your
character’s head out for a time.
Roll Results
Dramatic Failure: The shadow is silent. Your character suffers a –2 die penalty to all Perception-related rolls thanks to the
distraction its whispers create in her head.
Failure: The shadow whispers, but your character can’t piece together anything meaningful from its ramblings.
Success: Ask one of the questions below.
Exceptional Success: Ask all three of the questions below.

Questions

• What family’s blood taints this situation?

.• Name one vampire in the scene. What’s a quality of their blood I do not already know?

• What’s one sin staining this line of Kindred?

The Storyteller is obligated to answer these questions honestly and clearly, though the information she provides may not be suitable to have a full understanding of the shadow’s intent. For now.

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.
With the two-dot version, when the character has successfully meditated, she gains a +3 bonus on any Resolve + Composure rolls during the same day, as she’s steeled herself against the things in the world that would shake her foundation. 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.
PERSISTENT CONDITION:
Equipment
Silk Sari (tattered a bit), Nothing else as Bindra is poor
Dice Pool
+9 to use Clairvoyance w/ modifiers accordingly
Meditation +7
A character can improve her chances of resisting a breaking point by meditating. Meditation is an extended action with a pool of Composure + Wits, target successes of 4, and an interval of 30 minutes. After successfully meditating, the character gets a +1 bonus to her next breaking point roll. Once this bonus is used or the character sleeps, it disappears, and must be regained by meditating again. Soothing music or relaxation tapes can provide a +1 to +2 equipment bonus. A dedicated meditation room, perhaps in the character’s Safe Place, provides +3. Loud noises, an uncomfortable environment, or lack of sleep inflict a -1 penalty each. Lack of food inflicts a -1 to -3 penalty.

Empath (••)
Prerequisites: Empathy ••
Effect: Your character has seen pain, and can identify it instantly. With a single Wits + Empathy roll, you can identify any mental Conditions from which a character suffers, and his Integrity. A character trying to hide this can contest with Manipulation + Subterfuge, but may roll no more dice than his Integrity or other relevant trait. If he does not have Integrity, you get an idea of his general, abstract state and internal conflicts. For example, a vampire has Humanity instead of Integrity. Your character might know that the vampire struggles with a terrible addiction, and feels inhuman, but wishes to maintain attachment to what made him feel like a person.

Any character so discerned is always down one Door in any social maneuvering with your character. After a successful roll, with meaningful, relevant interaction, your character can give the 8-again quality to a subject’s breaking point rolls for the chapter. If a character takes your character as a Support Network (see below), that character may never roll fewer dice for a breaking point than your character has Empathy dots.

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Re: ARGOS: THE SHADOW AND THE ASP

Post by Admin on Sat Apr 07, 2018 8:16 am

PROHIBITION ERA

QIN WEI
“THE THORN DEFENDS THE ROSE. IT HARMS ONLY THOSE WHO WOULD STEAL IT’S BLOSSOM.”
CONCEPT: CHINESE MARTIAL ARTIST AND EASTERN OCCULTIST
VIRTUE: HONEST
VICE: DOGMATIC
PHYSICAL DESCRIPTION: SHORT AT 5’4, QUIN WEI WEARS DARK CLOTHES WITH LITTLE
ACCESSORIES. HE HAS BLACK HAIR AND PALE SKIN. HIS FINGERS ARE CROOKED FROM
BEING BROKEN MANY TIMES, AND HIS DARK EYES SEEM ALMOST ALL BLACK.
AEGIS AGENCY NOTES: WHILE HE INITIALLY ATTEMPTED TO GET INTO THE PINKERTON
AGENCY AS A KNOWLEDGABLE SCHOLAR OF THE EASTERN PHILOSOPHIES, THERE WAS NO
REAL NEED FOR HIM. THE PINKERTONS DIDN’T EVEN WISH TO TAKE HIM IN FOR HIS MARTIAL ABILITY, AS CHINESE WERE HIGHLY UNTRUSTED. HOWEVER, AFTER THE PASSING OF AN AEGIS MEMBER, AGENT ARGOS ALKAIOS DECIDED TO GIVE THE YOUNG MASTER A SHOT. HE HAS PROVEN TO BE A GOOD CHOICE, EVEN IF HE IS A BIT PREACHY.
_______________________________________________________________
INTEGRITY: 7
HEALTH : 8
WILLPOWER: 4
SIZE: 5
SPEED: 13
DEFENSE: 10 (MARTIAL ARTS, DEFENSIVE STRIKE: CAN ADD +1/+2 TO DEFENSE SO LONG AS THEY HAVE AN ATTACK AND -1/-2 TO IT)
INITIATIVE: +7
ARMOR: 0/0

MENTAL
INTELLIGENCE: 2, WITS: 4, RESOLVE: 2

PHYSICAL
STRENGTH: 3, *DEXTERITY: 5, STAMINA: 3

SOCIAL
PRESENCE: 2, MANIPULATION: 2, COMPOSURE: 2
____________________________________________________________________________________

MENTAL SKILLS
ACADEMICS: 0
COMPUTER:
CRAFTS:0
INVESTIGATION: 000
MEDICINE: 00 (EASTERN MEDICINE +1)
OCCULT: 0000 (EASTERN CREATURES +1)
POLITICS
SCIENCE

PHYSICAL SKILLS
ATHLETICS: 00000
*BRAWL: 00000 (MARTIAL ARTS +1)
DRIVE 0
FIREARMS
LARCENY
STEALTH 0
SURVIVAL
WEAPONRY: 0

SOCIAL SKILLS
ANIMAL KEN:
EMPATHY: 0
EXPRESSION: 0
INTIMIDATION: 0
PERSUASION: 0
SOCIALIZE
STREETWISE
SUBTERFUGE

DISIPLINES
Obfuscate •
Celerity •

MERITS
LANGUAGE, CHINESE: NATIVE
LANGUAGE, ENGLISH: 0
RESOURCES: 0

FIGHTING FINESSE (••)
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.
THIS MERIT MAY BE PURCHASED MULTIPLE TIMES TO GAIN ITS BENEFIT WITH MULTIPLE
SPECIALTIES.

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).

FOCUSED ATTACK (•): YOUR CHARACTER HAS TRAINED EXTENSIVELY IN STRIKING SPECIFIC
PARTS OF AN OPPONENT’S BODY. REDUCE PENALTIES FOR HITTING SPECIFIC TARGETS BY
ONE. ADDITIONALLY, YOU MAY IGNORE ONE POINT OF ARMOR ON ANY OPPONENT.

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.

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 Hand As Weapon (••••): With
this degree of training, your character’s
limbs are hardened to cause massive
trauma. Her unarmed strikes cause
lethal damage.

Professional Training (Martial Artist) ••
Networking:
Contacts • China Town Martial Artists
Contacts • Underground Fight Organizers

Continuing Education, 9 Again with Athletics & Brawl

EQUIPMENT
DRAB CLOTHES, NECKLACE WITH DOJO'S KUNG-FU SYMBOL
DICEPOOL
UNARMED: +11, 0L
(ANYONE WHO ENTERS HIS SQUARE TAKES 1B SO LONG AS HE HAS HIS DEFENSE)


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Re: ARGOS: THE SHADOW AND THE ASP

Post by Admin on Sat Apr 07, 2018 8:18 am

PROHIBITION ERA

Della Pope
“I’m not a woman. I’m an agent. Treat me like one.”
Concept: Female Undercover Agent
Virtue: Courageous
Vice: Deceitful
Physical Description: An extremely tall and athletic woman with coffee colored hair. Della is attractive, but can dull her looks by neglecting makeup and toying with her hair.
Aegis Branch Notes: By far the most willing to risk it all, Della enjoys her work. She is great at luring in unsuspecting fools, and can manipulate the best in order to get the answers she’s looking for. She often has a chip on her shoulder however, as she feels everyone looks down on her for being a female.
HEALTH :7
WILLPOWER:4
Size: 5
Speed: 11
Defense: 3
Initiative:+5
Armor: 0/0
MENTAL
Intelligence: 3, Wits: 2, Resolve: 2
PHYSICAL
Strength: 3, Dexterity: 3, Stamina: 2
SOCIAL
Presence: 3, *Manipulation: 5, Composure: 2

Mental Skills -3 Unskilled
Academics: 0
Investigation: 000

Physical Skills
Athletics: 00
Brawl: 0
Drive 0
Firearms: 00
Stealth: 00

Social Skills
Empathy: 000 (Determine Intentions +1)
Expression:0
*Persuasion:0000 (Seduction +1)
Socialize: 0000
Streetwise: 00
*Subterfuge 0000 (Hiding Emotions +1)

Disiplines
Auspex •
Obfuscate •

MERITS
Language, English: N/A

Resources: 00

Status Pinkerton Detectives 000

Alternate Identity: 0
Mystery Cult Initiation, Aegis Branch (•)
Cults are far more common than people would like to admit.. “Mystery cult” is the catch-all term for a phenomenon ranging from secret societies couched in fraternity houses, to scholarly cabals studying the magic of classical symbolism, to mystical suicide cults to the God-Machine.

Table Turner (•)
Prerequisites: Composure •••, Manipulation •••, Wits •••
Effects: Your character can turn any attempt to leverage her into an opportunity. Any time a character initiates a Social Maneuvering action against yours (see p. 81), you may spend
a Willpower point to preempt that attempt with one of your own, or another Social action.

Sympathetic (••)
Effect: Your character is very good at letting others get close. This gives him an edge in getting what he wants. At the beginning of a Social maneuvering attempt, you may choose to accept a Condition such as Leveraged, Swooned, or Vulnerable in order to immediately eliminate two of the subject’s Doors
PERSISTENT CONDITION: JADED
Any time the character is discriminated against for being a woman, she must automatically make a Resolve + Composure check. Upon a failure, the character gains a -2 to all Persuasion, Socialize and Empathy checks against the discriminator. This does not go away for 1 year per person.

Equipment

Disguise
Dice Bonus +2, Durability 1, Size 3, Structure 2, Availability ••
Effect: A good disguise goes a long way to help fit in with a strange group, or to go unnoticed in a crowd where one doesn’t belong. Properly costumed for a situation, no rolls are required to blend into the crowd. Any rolls to actively detect the outsider suffer a penalty equal to the dice bonus of the disguise; the disguised character also gains the bonus to remain hidden. With a disguise, a character can emulate the first dot of a single Social Merit that would make sense within the scope of the scene. For example, it doesn’t make money appear from thin air, but it would allow a character to get their drinks on a nonexistent tab, reflecting Resources •. This requires a Composure + Subterfuge roll to maintain in the face of anyone in the know, contested by the witness’s Wits + Subterfuge. The dice bonus of the disguise applies to the liar, but does not affect the witness.
(2) Hold Out Derringers
Range: 5/10/20
Clip: 1
Initiative Penalty: 0
Damage: 1L
Minimal Strength: 1
Size: 1
Availability: 3



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