KINDRED OF THE PROHIBITION

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KINDRED OF THE PROHIBITION

Post by Admin on Tue Apr 17, 2018 7:00 am

PRINCE EWAN HARRIS


Prince Ewan Harris (68 EXP Total)
Mask: Authoritarian: An authoritarian must be on top. She prides herself not in competition, but in control. She must assert her superiority and dominance whenever possible.
Single Willpower: Shut down an inferior trying to rise to your level of power. All Willpower: Commit a widespread hit against a rival’s mortal connections.

Dirge: Survivor: A survivor favors his own existence above all things. He puts safety and stability as the primary drive of most actions. To succeed is to live.
Single Willpower: Favor the safe path over the higher risk, higher reward path.
All Willpower: Abandon a social group or relationship in order to stay safe.

Humanity: 5
Blood Potency 2
Max Vitae: 11
Per Round Vitae: 2
HEALTH : 10
WILLPOWER: 6
SIZE: 5
SPEED: 9
DEFENSE: 3
INITIATIVE: 5
ARMOR: 0/0 or 3/0 when using Resilience

MENTAL
INTELLIGENCE: 3
WITS: 3
RESOLVE: 3

PHYSICAL
STRENGTH: 2
DEXTERITY: 2
STAMINA: 3 (5 with Resilience)

SOCIAL (4 Exp)
PRESENCE: 2 (3 with Striking Looks: Regal)
MANIPULATION: 3
COMPOSURE: 3

MENTAL SKILLS (4 Exp)
ACADEMICS: 2 (9 Again) (Rote with Will) (Finances)
COMPUTER: 1
CRAFTS:
INVESTIGATION: 1
MEDICINE:
OCCULT: 1
POLITICS: 4 (9 Again) (Rote with Will) (Vampire) (Chicago)
SCIENCE: 1

PHYSICAL SKILLS
ATHLETICS: 1
BRAWL: 1
DRIVE : 1
FIREARMS: 1
LARCENY:
STEALTH:
SURVIVAL:
WEAPONRY:

SOCIAL SKILLS 6(EXP)
ANIMAL KEN: 1
EMPATHY:
EXPRESSION: 2
INTIMIDATION: 2 (9 Again) (Yelling at Underlings)
PERSUASION: 3
SOCIALIZE: 3 (Rich Assholes)
STREETWISE: 1
SUBTERFUGE: 2 (Empty Promises)

DISIPLINES (13 EXP)
Animalism 1
Dominate 3
Resilience 2
Vigor 1

MERITS (( 41 exp))
Native Language, ENGLISH
Resources: 5
Invictus Status: 4
City Status: 3
Safe Place: 5
Haven: 5
Touchstone: 3
Contacts: 5 ((Police, Mayor’s Office, Fire Department, Tycoons, City Works))
Allies: 5 ((Chicago Politicians, Police Force, Fire Department, City Works, Wealthy Elite))
Professional Training 5 (Tycoon)
Striking Looks 1 (Regal)
Herd 5
Retainer 2 Bodyguard
Retainer 3 Personal Assistant
Retainer 3 Personal Assistant
Retainer 3 Chauffeur/Bodyguard

Table Turner
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.

Friends in High Places
The Invictus have their fingers in a lot of pies…but any one vampire only has so many fingers. So the vampires of the First Estate do not just leverage their personal connections they leverage each other’s. An Invictus member can always do a little horse trading. Each month, your character can automatically open a number of Doors equal to her status dots. The person being persuaded must be acting on behalf of an organization. You could persuade the fire chief not to investigate a series of arsons at your rival’s havens, but couldn’t convince him to give you a personal loan.
Drawback: The influence the character drew upon must come from a specific Invictus member…and your character now owes him a favor.

Invested (•)
Prerequisite: Invictus Status •
Effect: In the Invictus, you get out what you put in. Through doing favors and making herself noticed, your character has gotten back plenty. Divide dots equal to your Invictus status in the Herd, Mentor, Resources, and Retainers Merits. You may distribute them as you like. These dots can be added to existing Merit dots, or added upon later. If she loses dots of Status, the dots granted by this Merit go away as well.
Drawback: These advantages came from the covenant. They’re not only known, but they’re a matter of covenant scrutiny. Rivals may call whether your character deserves them into question.

Where the Bodies Are Buried ••
Prerequisites: Invictus Status ••
Effect: The Conspiracy of Silence covers up a lot of secrets… and your character’s been quietly keeping track. A number of times equal to your Invictus Status per story, you can ask one of the following questions about another vampire whose name and covenant affiliation you know:
• Who would this vampire run to if he were in trouble?
• Who is this vampire’s most frequent vessel?
• What is this vampire’s main source of income?
• Who is this vampire’s closest living family member?
• Has this vampire covered up the murder of a human?
Drawback: Digging into this information attracts attention. At least one fellow member of the Invictus will know you were investigating the vampire.

Etiquette •••
Prerequisites: Composure •••, Socialize ••
Your character knows her way around society, customs, and traditions. More importantly, she can use this talent to make or break reputations. This Merit applies to any social interactions where etiquette, style, poise, and reputation carry weight, and uses the Social Maneuvering rules on p. 173.
Bless His Heart (•): Your character’s words are always well considered.
No matter how vile, the things she says come off as defensible and respectful. When a character engages yours in a Social interaction, you may opt to use your character’s Socialize score instead of the lower of her Resolve and Composure to determine her starting Doors.
Losing Your Religion (••): When your character lets loose and insults someone, she leaves mouths agape. When tearing down a target verbally, use 8-again, and take a +2 die bonus to the roll. Afterwards, move the interaction one step down on the impressions chart.
In High Cotton (•••): Your character cultivates standing and respect, and carries it like a knight wears armor. You may apply one relevant Status or Fame Merit to rolls to contest Social interactions. Other Merits may apply with Storyteller permission.

Fast-Talking •••••
Prerequisites: Manipulation •••, Subterfuge ••
Your character talks circles around listeners. She speaks a mile a minute and often leaves her targets reeling, but nodding in agreement.
Always Be Closing (•): With the right leading phrases, your character can direct a mark to say what she wants, when she wants. This trips the mark into vulnerable positions. When a
mark contests or resists your character’s Social interactions, apply a –1 die penalty to his Resolve or Composure.
Jargon (••): Your character confuses her mark using complex terminology. You may apply one relevant Specialty to any Social roll you make, even if the Specialty isn’t tied to the Skill in use.
Devil’s Advocacy (•••): Your character often poses arguments she doesn’t agree with in order to challenge a mark’s position and keep him from advancing discussion. You can reroll one failed Subterfuge roll per scene.
Salting (••••): Your character can position herself so a mark pursues a non-issue or something unimportant to her. When your character opens a Door using conversation (Persuasion, Subterfuge, Empathy, etc.) you may spend a Willpower point to immediately open another Door.
Patron’s Privilege (•••••): Your character can take advantage of her mark’s greed or zeal. When the mark does particularly well, it’s because your character was there to set him up and to subsequently tear him down. If a target regains Willpower from his Vice or Dirge while your character is present, you may immediately roll Manipulation + Subterfuge to open a Door, regardless of the interval or impression level.

Staff ••• (Secretary, Administration, Errand Runners))


EQUIPMENT
Fine Suit +2 Equipment, Keys to Secret car in the back, Cane +2L

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Wed Apr 18, 2018 8:28 pm

RASPUTIN


Informal: Shaded Instiller of the Attended
Formal: Sworn of the Dying Light, Evolved Mystic Protector of the Shaded Instiller of the Attended

MASK: Guru
A guru lives to learn, and to impart that knowledge to others. She’s a repository and font of wisdom on every topic she can manage to study.
Single Willpower: Give advice that someone uses to succeed.
All Willpower: Give protected, dangerous information without asking for payment.

DIRGE: Deviant
A deviant lives to flout norms and break traditional expectations. She isn’t concerned with rebellion; she’s concerned with crime, sin, and debauchery.
Single Willpower: Commit a crime against your recognized society.
All Willpower: Commit a high crime in plain view of an authority

Humanity: 5
Blood Potency 1
Vitae Max 10, 1 per Round

HEALTH : 9
WILLPOWER: 4
SIZE: 5
SPEED: 9
DEFENSE: 3
INITIATIVE: +4
ARMOR: 0/0 or 2/0 with Resilience

MENTAL
INTELLIGENCE: 2
WITS: 3
RESOLVE: 2

PHYSICAL
STRENGTH: 2
DEXTERITY: 2
STAMINA: 3 (4 with Resilence)

SOCIAL
PRESENCE: 2 (3 with Striking Looks Crazy Eyes)
MANIPULATION: 4
COMPOSURE: 2

MENTAL SKILLS
ACADEMICS: 1
COMPUTER:
CRAFTS: 1
INVESTIGATION:
MEDICINE:1
OCCULT: 3
POLITICS:1
SCIENCE:

PHYSICAL SKILLS (6 exp)
ATHLETICS: 1
BRAWL: 1
DRIVE: 1
FIREARMS:
LARCENY: 1
STEALTH: 1
SURVIVAL: 1
WEAPONRY: 1

SOCIAL SKILLS (2 EXP)
ANIMAL KEN: 1
EMPATHY: 1
EXPRESSION: 1
INTIMIDATION: 1
PERSUASION: 2
SOCIALIZE: 2 ( Sounding Knowledgeable)
STREETWISE: 2 (Finding Booze and Whores)
SUBTERFUGE: 2 (Preying on Sympathy)

DISCIPLINES (21 exp)
Auspex 1
Celerity 1
Obfuscate 1
Resilience 1

Coil of the Ascended :2
Surmounting the Daysleep •
A Dragon will not be held down by the distant rays of the dawning sun, nor made weak by its celestial body. So long as she benefits from the blush of life (p. 90) the Dragon need not
roll to resist her daily slumber, nor will she gain the Lethargic Condition (p. 305) for remaining active during the day.
The Warm Face ••
Before she can overcome the sun a Dragon must first make herself as she was when she walked beneath it. The blush of life now lasts 24 hours, instead of just one scene.

Coil of Zirnitra: 3
Opening the Third Eye •
At this basic level, the Dragon develops the ability to learn  mortal magics and psychic abilities. For every dot in the Coil of
Zirnitra, your character may learn a single Supernatural Merit reserved for mortal characters. However, in addition to any
Willpower or other costs, every such power’s activation requires a single point of Vitae. Any failures with Supernatural Merits are automatically considered dramatic. This does still give a Beat.

Unleash the Mind ••
Your character may spend Willpower to activate Supernatural Merits without the normal limitation of Willpower in a turn.
She can spend a point to activate a Merit, and spend Willpower to increase a dice pool.
Now, drawbacks do not always occur when using Supernatural Merits granted by this Coil. However, all failures are still considered dramatic failures.

Embolden Potential •••
Your character’s blood attunes to her supernatural gifts, as they become more and more a part of her. She may spend Vitae
to increase dice pools for Supernatural Merits, as if they were Physical Attribute dice pools.

MERITS (16 exp)
Native Language: Russian
Multilingual: Latin and English
Ordo Dracul Status: 2
City Status: 1
Striking Looks 1: Crazy Eyes
Resources: 1

Laying on Hands (•••)
Prerequisite: Mortal only
Your character’s faith or force of devotion becomes a wholesome force that heals the sick and mends injuries. However, she takes some of those injuries upon herself by proxy.
Effect: By spending a Willpower point, touching the sick or wounded, and rolling Presence + Empathy, your character may heal them. Every success heals two points of bashing damage, or one level of lethal damage. Three successes allows for a single point of aggravated damage.
Drawback: For every two points of damage healed (rounded up), your character suffers a single point of the same type of damage. Additionally, your character may heal diseases and other ailments. The Storyteller assigns a target number of successes between one (the common cold) and ten (flesh-eating bacteria). This takes an extended action, and the character suffers a minor version of the illness.

Automatic Writing (••)
Prerequisite: Mortal only
Your character can enter a trance of sorts, in which she’s temporarily overtaken by a spirit or ghost, and compelled to write mysterious things.
Effect: Your character must meditate for at least one minute. Spend a point of Willpower and roll Wits + Composure to enter the trance. For every success, your character writes a single statement or clue about something occurring in the area, or relating to a pertinent issue. The Storyteller provides these clues, and they may seem completely nonsensical. Characters may attempt to interpret the clues with Wits + Investigation or research efforts.
Drawback: If the roll fails, or the character does not employ a personal item of a local spirit in the meditation, she’s haunted afterward. Any time she fails a roll for the next week, it’s considered dramatic as the spirit intervenes in complicating and sometimes dangerous ways.

Telekinesis  •••••
Effect: Your character has a psychic ability to manipulate the physical world with her mind. This means lifting, pushing, and pulling objects. Fine manipulation is beyond the scope of Telekinesis. By spending a Willpower point, she can activate Telekinesis for the scene. Her dots in this Merit determine her mind’s effective Strength for the purpose of lifting and otherwise influencing her environment. A Telekinetic can use her abilities to cause harm by lashing out at threats. Each such “attack” costs a point of Willpower. The dice pool to attack is Telekinesis + Occult, penalized by the opponent’s Stamina. The attack causes bashing damage.
Alternatively, it can be used to grapple, with the Merit dots representing the Strength score of the psychic. Any overpowering maneuvers require additional Willpower points.
Drawback: Any time your character suffers injury or intense stimuli, the Storyteller may call for a Resolve + Composure roll to resist activating Telekinesis at an inopportune time. If the Storyteller calls for this roll and it fails, the character activates Telekinesis in a quick, impressive display of the power. That use of Telekinesis is free. The player can choose to automatically fail the Resolve + Composure roll and take a Beat.

EQUIPMENT
Tattered Robes, Russian Cross on Neck Rope

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Wed Apr 18, 2018 8:36 pm

JAIRUS

Informal: Recorder of the Granite Servant
Formal: Sworn of the Axe, Fallen Recorder, Protector of the Granite Servant

“Speak of the devil and he shall appear.”

Mask:Competitor
The competitor relishes engagement and trial. She must test herself against others in all things. She’s never comfortable not knowing if she’s capable or not.
Single Willpower: Challenge someone clearly your superior.
All Willpower: Risk Final Death to prove that you can handle something.

Dirge: Monster
A monster exists to torment, frighten, and destroy. She loathes existence, and spreads that loathing wherever she goes.
Single Willpower: Cause pain for the sole intention of causing pain.
All Willpower: Commit a capital crime without additional motive.

Humanity: 4
Blood Potency: 3
Max Vitae Per Round:

HEALTH : 12
WILLPOWER: 5
SIZE: 5
SPEED: 14 also his Fly Speed
DEFENSE: 5
INITIATIVE: +5
ARMOR: 0/0 or 4/0 with Resilience

MENTAL
INTELLIGENCE: 2
WITS: 2
RESOLVE: 3

PHYSICAL
STRENGTH: 3 (6 with Vigor)
DEXTERITY: 3
STAMINA: 4 (7 with Vigor)

SOCIAL
PRESENCE: 2
MANIPULATION: 2
COMPOSURE: 2
____________________________________________________________________________________

MENTAL SKILLS
ACADEMICS: 1
COMPUTER:
CRAFTS: 1
INVESTIGATION: 2
MEDICINE:
OCCULT: 3
POLITICS
SCIENCE

PHYSICAL SKILLS
ATHLETICS:2 9 (Again)
BRAWL: 2
DRIVE :
FIREARMS:
LARCENY:
STEALTH: 2 ( Ambush)
SURVIVAL:2 (9 Again) (Hunting)
WEAPONRY:3 (9 Again)(GreatSword)(BattleAxe)

SOCIAL SKILLS
ANIMAL KEN:
EMPATHY:
EXPRESSION:
INTIMIDATION: 2
PERSUASION:
SOCIALIZE:
STREETWISE: 1
SUBTERFUGE: 1

DISCIPLINES 34 exp
Auspex 1
Celerity 1
Obfuscate 1
Resilience 3
Vigor 4

Coil of the Wyrm 3

Stir the Beast •
Before the Beast can be tamed a Dragon must first know how to wake it. For a point of Willpower he may enter frenzy unprompted. When he does so the Dragon selects a target or goal, no more than a few words, which becomes the objective of his frenzy. He has no more control over his actions than he would in an involuntary frenzy (p. 103), and all rolls to escape frenzy before the stated objective is met are made at a –2 die penalty. When the original goal is no longer pressing or possible, the frenzy ends. Using Stir the Beast is a reflexive action, and it can be used to avoid involuntary frenzy.

Beast’s Hunger ••
The Beast provides all Kindred with the tools they need to be apex predators; a Dragon need only learn how to tap them. Whenever he frenzies, voluntarily or involuntarily, add the Dragon’s dots in Coils of the Wyrm to his Blood Potency for determining the acuity of his Kindred senses (p. 90) and intensity of his predatory aura (p. 91).

Leash the Beast •••
As he comes to know the Beast, and the Beast him, the Dragon may direct it with greater ease. Riding the wave (p. 105) no longer costs Willpower to attempt, and he adds his dots in Coils of the Wyrm as a bonus when attempting to ride the wave.

MERITS 1 Exp
Native Language:????
LANGUAGE, ENGLISH:
Ordo Status: 2
Professional Training: Warrior 4
Networking: At the first level of Professional
Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.
Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her
Asset Skills, she benefits from the 9-again quality.
Breadth of Knowledge: Due to her advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills.

On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.

The Routine: With such extensive experience in
her field, her Asset Skills have been honed to a fine edge, and she’s almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on the first roll.

Heavy Weapons 3
Sure Strike (•): Your character doesn’t always hit the hardest or the most frequently, but she guarantees a deadly strike when she does hit. You can reflexively remove three dice from any attack dice pool (to a minimum of zero) to add
one to your character’s weapon damage rating for the turn. These dice must be removed after calculating any penalties from the environment or the opponent’s Defense.

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

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

EQUIPMENT
Claws
8 Dice
1L

Greatsword
Initiative 0
10 Dice (8 Again)
4L

Battle Axe
Initiative 1
10 Dice (8 Again)
3L


Last edited by Admin on Thu Apr 19, 2018 10:02 pm; edited 1 time in total

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Wed Apr 18, 2018 8:42 pm

Anastasia Nikolaevna

Informal: Agent of Tyranny
Formal Sworn of Mysteries, Agent of the Shroud, Scribe of the Mystically Protected Fiend and Evolved Judge

MASK:Courtesan
A courtesan exists to see others enjoy themselves. He revels not for himself, but to let others bask in his revelry. He’s a
master of the art of enjoyment.
Single Willpower: Put yourself out for another’s pleasure.
All Willpower: Be the last one dancing when the party’s on fire.

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

Humanity: 7
Blood Potency 1
Max Vitae 10, Per Round 1

HEALTH : 7
WILLPOWER: 5
SIZE: 5
SPEED: 9
DEFENSE:
INITIATIVE: +7
ARMOR: 0/0

MENTAL (4 exp)
INTELLIGENCE: 3
WITS: 3
RESOLVE: 3

PHYSICAL
STRENGTH: 2
DEXTERITY: 2
STAMINA: 2

SOCIAL
PRESENCE: 3 (4 with Striking Looks Royalty)
MANIPULATION: 3
COMPOSURE: 3
____________________________________________________________________________________

MENTAL SKILLS
ACADEMICS: 2 (History)
COMPUTER:
CRAFTS:
INVESTIGATION:
MEDICINE:
OCCULT: 1 (Religion)
POLITICS: 3 (9 Again)(Vampire)
SCIENCE: 1

PHYSICAL SKILLS
ATHLETICS: 1
BRAWL: 1
DRIVE : 1
FIREARMS:
LARCENY:
STEALTH :
SURVIVAL: 1
WEAPONRY:

SOCIAL SKILLS (2 EXP)
ANIMAL KEN: 1
EMPATHY: 1
EXPRESSION: 2
INTIMIDATION: 1
PERSUASION: 3 (9 Again)(Inspiring)(Seduction)
SOCIALIZE : 2 (9 Again) (Formal Events)
STREETWISE: 1
SUBTERFUGE: 2

DISCIPLINES (14 EXP)
Auspex 2
Celerity 1
Obfuscate 1
Coil of the Wyrm: 1

Stir the Beast •
Before the Beast can be tamed a Dragon must first know how to wake it. For a point of Willpower he may enter frenzy unprompted. When he does so the Dragon selects a target or goal, no more than a few words, which becomes the objective of his frenzy. He has no more control over his actions than he would in an involuntary frenzy (p. 103), and all rolls to escape frenzy before the stated objective is met are made at a –2 die penalty. When the original goal is no longer pressing or possible, the frenzy ends.
Using Stir the Beast is a reflexive action, and it can be used to avoid involuntary frenzy.

Coil of the Ascendant: 1

Surmounting the Daysleep •
A Dragon will not be held down by the distant rays of the dawning sun, nor made weak by its celestial body. So long as she benefits from the blush of life (p. 90) the Dragon need not roll to resist her daily slumber, nor will she gain the Lethargic Condition (p. 305) for remaining active during the day.

Coil of Zirnitra: 1
Opening the Third Eye •
At this basic level, the Dragon develops the ability to learn mortal magics and psychic abilities. For every dot in the Coil of Zirnitra, your character may learn a single Supernatural Merit reserved for mortal characters. However, in addition to any Willpower or other costs, every such power’s activation requires a single point of Vitae. Any failures with Supernatural Merits are automatically considered dramatic. This does still give a Beat

MERITS (15 Exp)
Native Language: Russian
Language: English
Language: French
Language: German
Striking Looks: 1 (Royalty)
Resources: 3
Ordo Status: 3
Sworn of the Mysteries: 1 (3 pts of either Retainers or Mentor)

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

Professional Training: Noble 5
• Networking: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.
•• Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality.
••• Breadth of Knowledge: Due to her advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills.
•••• On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.
••••• The Routine: With such extensive experience in her field, her Asset Skills have been honed to a fine edge, and she’s almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on the first roll.

Etiquette •••
Prerequisites: Composure •••, Socialize ••
Your character knows her way around society, customs, and traditions. More importantly, she can use this talent to make or break reputations. This Merit applies to any social interactions where etiquette, style, poise, and reputation carry weight, and uses the Social Maneuvering rules on p. 173.
Bless His Heart (•): Your character’s words are always wellconsidered. No matter how vile, the things she says come off as defensible and respectful. When a character engages yours in a Social interaction, you may opt to use your character’s Socialize score instead of the lower of her Resolve and Composure to determine her starting Doors.
Losing Your Religion (••): When your character lets loose and insults someone, she leaves mouths agape. When tearing down a target verbally, use 8-again, and take a +2 die bonus to the roll. Afterwards, move the interaction one step down on the impressions chart.
In High Cotton (•••): Your character cultivates standing and respect, and carries it like a knight wears armor. You may apply one relevant Status or Fame Merit to rolls to contest Social interactions. Other Merits may apply with Storyteller permission.

Omen Sensitivity (•••)
Effect: Your character sees signs and patterns in everything. From the way the leaves fall, to the spray of antifreeze when his radiator pops, to the ratios of circumference on the shell he picked up on the sidewalk, everything has meaning. With some consideration, he can interpret these meanings. This would be far better if he could turn it off. Everything is important. Everything could mean the end of the world, the deaths of his friends, or other tragedies. If he misses an omen, it might be the wrong one.
Once per game session, you can make a Wits + Occult roll for your character to interpret an omen in his surroundings. For every success, ask the Storyteller a yes or no question about your character’s life, his surroundings, a task at hand, or the world at large. The Storyteller must answer these questions truthfully.
Drawback: His ability becomes an obsession. Each time he reads a portent, he gains the Obsession or Spooked Condition.

EQUIPMENT
Fine dress +2 Equipment Bonus, Nice Car

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Thu Apr 19, 2018 6:56 pm

AMARIS

Informal: Recorder of the Petrified Servant
Formal: Sworn of the Axe, Fallen Recorder, Protector of the Petrified Servant

"Only a fool will invade that which cannot be overcome."

Mask:?????
Dirge:?????

Humanity: 7
Blood Potency 4
Max Vitae Per Round

HEALTH : 10
WILLPOWER: 5
SIZE: 5
SPEED: 13
DEFENSE: 5
INITIATIVE: +4
ARMOR: 2/0 or 5/0 with Resilience

MENTAL (4 Exp)
INTELLIGENCE: 3
WITS: 2
RESOLVE: 3

PHYSICAL
STRENGTH: 3
DEXTERITY: 2
STAMINA: 3

SOCIAL
PRESENCE: 2
MANIPULATION: 2
COMPOSURE: 2
____________________________________________________________________________________

MENTAL SKILLS
ACADEMICS: 2
COMPUTER:
CRAFTS: 1
INVESTIGATION: 2 (9 Again)(Searching)
MEDICINE:
OCCULT: 2
POLITICS:
SCIENCE:

PHYSICAL SKILLS
ATHLETICS: 2
BRAWL: 3 (9 Again)(Claws)(Grappling)
DRIVE :
FIREARMS:
LARCENY:
STEALTH: 2 (Ambush)
SURVIVAL: 2
WEAPONRY: 2

SOCIAL SKILLS
ANIMAL KEN:
EMPATHY: 2 ( 9 Again) (Violent Intent)
EXPRESSION:
INTIMIDATION: 2
PERSUASION:
SOCIALIZE:
STREETWISE:
SUBTERFUGE: 1

DISCIPLINES (exp31)
Auspex 1
Celerity 1
Obfuscate 3
Resilence 2
Vigor 2
Coil of the Wyrm 3
Stir the Beast •
Before the Beast can be tamed a Dragon must first know how to wake it. For a point of Willpower he may enter frenzy unprompted. When he does so the Dragon selects a target or goal, no more than a few words, which becomes the objective of his frenzy. He has no more control over his actions than he would in an involuntary frenzy (p. 103), and all rolls to escape frenzy before the stated objective is met are made at a –2 die penalty. When the original goal is no longer pressing or possible, the frenzy ends. Using Stir the Beast is a reflexive action, and it can be used to avoid involuntary frenzy.

Beast’s Hunger ••
The Beast provides all Kindred with the tools they need to be apex predators; a Dragon need only learn how to tap them. Whenever he frenzies, voluntarily or involuntarily, add the Dragon’s dots in Coils of the Wyrm to his Blood Potency for determining the acuity of his Kindred senses (p. 90) and intensity of his predatory aura (p. 91).

Leash the Beast •••
As he comes to know the Beast, and the Beast him, the Dragon may direct it with greater ease. Riding the wave (p. 105) no longer costs Willpower to attempt, and he adds his dots in Coils of the Wyrm as a bonus when attempting to ride the wave.

Gargoyle’s Vigilance
(Auspex •, Resilience ••)

This Devotion grants a patient and vigilant vampire the ability to oversee her haven with immense clarity. She becomes completely aware of every single inch, and can respond at a moment’s notice. When she moves against a trespasser, nothing can stop her. Her Resilience affords her sensesa stoic patience, so she can divide her attention throughout her resting place.
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
This Devotion requires the vampire to remain completely still, in a location reflected by the Safe Place Merit (see p. 123). She has to be stationary for at least ten minutes before this Devotion offers its benefits. While stationary, she has full use of her Auspex abilities, centered on any single spot of her choosing within the haven. Having full awareness, she may change the spot at will. She receives +5 to any rolls to detect intruders. If she decides to move against an intruder, she gains +5 to her Initiative for the scene. As well, she does not need to spend Vitae to activate her Resilience.With a point of Willpower, this Devotion may be used while the vampire slumbers.This Devotion costs 1 Experiences to learn.


MERITS
LANGUAGE, FRENCH: NATIVE
LANGUAGE, ENGLISH: 0
Ordo Status: 2
Sworn:1 (2 Retainers or Mentor)
Professional Training: Body Guard 5
Ride the Wave Fighting Style 2
Ravage (•): Due to your character’s connection to her Beast, her fangs become horrendous weapons. They look no different,
but her Beast knows how to use them with the utmost efficiency. While riding the wave, they become 1L weapons when used
in a bite attack.
Primal Strength (••): Your character’s Beast blasts outward in short bursts, in order to accomplish quick feats of strength.
When lifting, jumping, or destroying objects as an instant action, double the Strength bonus aquired while in frenzy.

EQUIPMENT
Loin Cloth


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Re: KINDRED OF THE PROHIBITION

Post by Admin on Thu Apr 19, 2018 6:58 pm

LORD NERON BARBARAS

Lord Barbaras 117 exp

Mask: Guru
Dirge:Scholar

Humanity: 5
Blood Potency: 8
Max Vitae: ???? +2 because of Coils
Per Round:????? +2 because of Coils
HEALTH: 9
WILLPOWER:6

Size: 5
Speed: 10
Defense: 4
Initiative:+ 5
Armor: 0/0 or 3/0 with Resilience

MENTAL (13 exp)
Intelligence: 5
Wits: 3
Resolve: 3

PHYSICAL
Strength: 3 (5 with Vigor)
Dexterity: 2
Stamina: 2 (4 with Resilience)

SOCIAL
Presence: 2
Manipulation: 2
Composure: 3

MENTAL SKILLS
ACADEMICS: 3 (9 Again) (Research)
COMPUTER: 1
CRAFTS: 1
INVESTIGATION: 3
MEDICINE: 3 (Examines)
OCCULT: 5 (9 Again) (Ley Lines +1)
POLITICS: 1
SCIENCE: 1

PHYSICAL SKILLS
ATHLETICS: 2
BRAWL: 2
DRIVE :
FIREARMS: 1
LARCENY: 1
STEALTH: 1
SURVIVAL: 2 (9 Again)
WEAPONRY:

SOCIAL SKILLS
ANIMAL KEN: 2 (Rats)
EMPATHY: 2 (Monsters)
EXPRESSION:
INTIMIDATION: 2
PERSUASION:
SOCIALIZE:
STREETWISE:
SUBTERFUGE: 2

Disciplines 73 exp
Auspex 2
Nightmare 2
Obfuscate 3
Resilience 2
Vigor 2

Coil of the Ascendant 5
Surmounting the Daysleep •
A Dragon will not be held down by the distant rays of the dawning sun, nor made weak by its celestial body. So long as she benefits from the blush of life (p. 90) the Dragon need not roll to resist her daily slumber, nor will she gain the Lethargic Condition (p. 305) for remaining active during the day.
The Warm Face ••
Before she can overcome the sun a Dragon must first make herself as she was when she walked beneath it. The blush of life now lasts 24 hours, instead of just one scene.
Conquer the Red Fear •••
The uninitiated may fear the light, but the Dragon does not. A Dragon who has learned this Coil no longer risks frenzy from exposure to fire or sunlight (p. 103). She may stand next to a blazing bonfire or stare into the rising sun and retain total self control (though the latter will still be quite painful).
Peace with the Flame ••••
To conquer the bane of fire is one of the most significant victories a Dragon can achieve on her path to ascension. So long as she benefits from the blush of life she takes only lethal damage from fire, not aggravated. If she also has dots in the Resilience Discipline (p. 141) it further magnifies her endurance, with each dot reducing one point of fire damage from lethal to bashing.
Sun’s Forgotten Kiss •••••
This Coil represents the closest the Mystery of the Ascendant has ever come to achieving Dracula’s defeat of the sun. When activating the blush of life the Dragon may spend additional Vitae. For each extra Vitae she spends the Dragon counts her Blood Potency as one dot lower, to a minimum of one dot, for determining the interval at which sunlight harms her (p. 102).

Coil of the Blood 2
Feast Before Famine ●
Regardless if the Kindred is studying this Mystery to better stave off hunger, exist upon a minimalist diet, or gorge themselves with all the Vitae avaiable to them, the first step is learning how to better control their ablity to store and maintain Vitae. While Kindred scholars may argue over what exactly Vitae is, why older kindred can store more over time while finding it harder and harder to fund suitable prey to feed upon, the Kindred who have Mastered this Coil have learned to overcome the limitations of their Blood Potency in regards to how much Vitae they can store. Add the Kindred's ranks in this coil to their Vitae Pool Maximum.
The Candle That Burns Twice as Bright ●●
Regardless if the Mystery is being explored to maximize a Kindred's ablity to abuse Vitae or ti preserve Vitae, the next step upon the road to Mastery of one's own reserves is learning how to alternate one's Vitae from a slow simmer to a raging boil. While this step upon the road to Mastery over Hunger may seem counter intuitive, knowing how to master fueling one's self with the Vitae within them is a needed lesson before one can hope to understand how to fuel themselves without. Upon Mastering this coil the Kindred may now reflexively spend a point of Willpower to increase their maximum Vitae expenditure limit by their ranks in this coil for the remainder of the Scene.

Coil of the Wyrm 5
Stir the Beast •
Before the Beast can be tamed a Dragon must first know how to wake it. For a point of Willpower he may enter frenzy unprompted. When he does so the Dragon selects a target or goal, no more than a few words, which becomes the objective of his frenzy. He has no more control over his actions than he would in an involuntary frenzy (p. 103), and all rolls to escape frenzy before the stated objective is met are made at a –2 die penalty. When the original goal is no longer pressing or possible, the frenzy ends. Using Stir the Beast is a reflexive action, and it can be used to avoid involuntary frenzy.
Beast’s Hunger ••
The Beast provides all Kindred with the tools they need to be apex predators; a Dragon need only learn how to tap them. Whenever he frenzies, voluntarily or involuntarily, add the Dragon’s dots in Coils of the Wyrm to his Blood Potency for determining the acuity of his Kindred senses (p. 90) and intensity of his predatory aura (p. 91).
Leash the Beast •••
As he comes to know the Beast, and the Beast him, the Dragon may direct it with greater ease. Riding the wave (p. 105) no longer costs Willpower to attempt, and he adds his dots in Coils of the Wyrm as a bonus when attempting to ride the wave.
Beast’s Power ••••
The Beast is a source of unlimited power and savagery, held back by mortal cowardice and inhibition. The Dragon can free himself, and by extension his Beast, of these restraints. When he enters frenzy the Dragon may opt to forego all resistance, falling into a state that will not cease until the Beast is sated (though he may still ride the wave). If he does so the Dragon adds his Blood Potency to his Defense, Health, and Speed for the duration of the frenzy.
Eternal Frenzy •••••
By this point the Dragon and his Beast are close to becoming one. He seethes with power at every moment, wielding his inner monster like a weapon against all challengers. While he is in frenzy the Dragon will not fall into torpor even if all his Health levels are filled with lethal damage. Should he end frenzy with all his Health boxes full of lethal damage, the Dragon immediately succumbs to torpor. Fortunately, he may now retain his frenzy past the end of the scene, riding the wave from impulse to impulse until he is destroyed, or sleep takes him. (He may also choose to leave frenzy at the end of any scene.)

Coil of the Voivode 3
Taste of Fealty •
In her first step to becoming king, a Dragon forms chains of blood, binding others into service. Her Vitae becomes dramatically more addictive, with each point counting as two for the purposes of Vitae addiction (p. 99). What’s more, those who are addicted to her find all other blood shallow and tasteless. Addicts can only resolve the Deprived Condition (p. 302) resulting from blood addiction by drinking the Vitae of someone with this Coil.
Into the Fold ••
The bond between a subject and his master should be akin to that of family. The Dragon develops blood sympathy (p. 98)
towards those she has blood bound, and they her. A stage-one blood bond is treated as four times removed, stage-two three times, and stage-three only twice removed. If the Dragon is already related to a subject, use the closer connection when determining bonuses.
Call to Serve •••
As a future king, the Dragon does not have time to spend cajoling others and slowly binding them with her blood. They must want to follow, and they must want to follow immediately. When building a blood bond (p. 99) the Dragon may bleed additional Vitae to expedite the process. Three Vitae will take her subject straight into a stage-two blood bond, while five pushes him all the way to stage three with a single sip. This Vitae must be shared over no more than a few minutes, but is not subject to limits on Vitae per turn.

Blood Cleansing Ritual
Prerequisite Coils: Taste of Fealty
Procedure: The Dragon prepares a wash of animal blood and viscera, mixed with several draughts of her own Vitae. She uses this to perform a “washing” procedure: The Dragon repeatedly dumps this solution into the subject’s nose and mouth. As the implementation of this Scale is tantamount to torture, subjects are typically restrained.
Outcome: This process is repeated once for every point of Vitae the Dragon invested into the solution. Each time, if the victim is blood bound to another vampire, roll a number of dice equal to the Dragon’s Blood Potency minus the blood bond creator’s Blood Potency. Success on any roll permanently removes the blood bond. Despite the inclusion of the Dragon’s Vitae, it does not create a bond towards the Dragon.

Sanguinary Invigoration
Prerequisite Coil: Into the Fold
Procedure: Using a large syringe, the Dragon extracts Vitae, and mixes it with a combination of arcane ingredients. Within ten minutes of preparation this cocktail must be injected into a living vessel, human or animal, or it loses its value. One point of Vitae is required.
Outcome: Despite being injected with a noxious poison the subject is at no risk of being killed, being blood bound, or suffering Vitae addiction. Instead he is invigorated, jittering like a man on a stimulant binge. It’s a mixed feeling…he’s a little shaky, but he also gets a touch of the vigorously alive feeling a ghoul experiences. For him this is where the effects end, but to the vampire this Scale offers much more. The vampire treats her Blood Potency as four dots lower when determining whether or not she can feed from the subject, and four dots higher when determining the distance at which she can smell his blood. The invigoration lasts one week, though the side effects may or may not wear off sooner. This means that even elder Kindred, with high Blood Potency, can feed from the subject of Sanguine Invigoration. But because they would be consuming the Dragon’s blood along with the subject’s, other vampires run the risk of becoming addicted or blood bound to the Dragon. On the other hand, those already addicted to the Dragon’s blood will find the subject’s blood as satisfying as that of the Dragon herself.

Surgical Heart Removal
Prerequisite Coil: Eternal Frenzy
Procedure: Over the course of about six hours the Dragon surgically cuts out a Kindred subject’s heart (which is customarily stored in a black onyx box), and re-binds the veins in a mockery of their original order. This process is both risky and demanding, requiring an extended Intelligence + Medicine roll with a target of ten successes and an interval of one hour. If successful, this procedure can be reversed with an identical roll.
Dramatic Failure: The heart of the subject is destroyed in the process. The shock is so terrible and sudden that the subject flies instantly into a mindless frenzy before succumbing to Final Death at the end of the scene.
Failure: The heart of the subject is disconnected improperly. She immediately falls into torpor as if staked, and will not recover until her heart is returned to its proper location.
Success: Without a heart the subject cannot be staked. She also cannot gain additional Vitae from feeding, though she may still spend Vitae previously stored or gained through blood sorcery rites. Should her body be destroyed the subject will regenerate from the heart itself after the proper interval of torpor. Should the heart be destroyed she dies instantly.
Exceptional Success: All the normal benefits of an Exceptional Success on an extended roll, but nothing more.

Day-Wake Conditioning
Prerequisite Coil: Surmounting the Daysleep
Procedure: The subject, a vampire, must resist the Daysleep until the compounding penalties of the Lethargic Condition (p. 305) reduce his resistance roll to a chance die. He may then slumber, but only at dusk, and only in a brightly lit chamber. Traditionally this was accomplished with large quantities of candles, but recent practitioners have found high-wattage incandescent lights to be just as effective.
Outcome: This subject’s sleep cycle is reversed he wakes at dawn at though it were dusk, and slumbers at night instead of during the day. The condition persists indefinitely, so long as the subject continues to slumber in a brightly lit location every night. Failure to do so for more than two days consecutively undoes the Scale’s effects.

Epidermal Shielding Bath
Prerequisite Coil: Sun’s Forgotten Kiss
Procedure: The Dragon fills a large vessel, generally a bathtub, with an alchemical mixture of blood, salt, pulped human fat, and other arcane ingredients. A Kindred subject is then submerged completely in the bath, and must remain submerged for a full hour while the Dragon slowly bleeds Vitae into the mixture. This last step may be performed while submerged if the subject is the Dragon herself.
Outcome: For every point of Vitae spilled into the bath increase the subject’s effective Humanity by one when determining damage dealt by sunlight (p. 102). This boon lasts for 24 hours, beginning the moment the subject emerges.

Flesh Graft Treatment
Prerequisite Coil: Peace with the Flame
Procedure: Using a system of skin grafts and mortal blood transfusions the Dragon coaxes dead flesh into an almostliving
state, allowing for the rapid recovery of grievous wounds. Skin grafts are prepared 24 hours in advance, and allowed
to soak in fresh human blood during that time. To begin the treatment, she wraps the grafts tightly around damaged regions, then injects them with human blood no more than
a minute old.
Outcome: The subject’s flesh is briefly reinvigorated to a near living state. In Kindred this allows for aggravated damage to be healed with Vitae as though it were lethal (p. 91). Mortals become able to recover lethal damage with the expenditure of Vitae. Of course, since most humans do not possess Vitae to expend, the Dragon must include it in the injection. In this case the Scale also induces a stage-two blood bond (p. 99) in the subject, and may also use the process to create a ghoul.

MERITS (10 exp)
Native Language: Spanish
Language: English
Language: French
Language: German
Ordo Status: 5 (As Kogian of Chicago he has access to the full resources both Material and Occult of Chicago's Ordo Dracul. Access to Wyrm's Nests, Crucibles, Libraries, etc....)
Clan Status Nosferatu: 3
Resources: 2
City Status: 3
Proffesional Training: Explorer 5
Sworn 1 (provides 5pts of Retainer or Mentor)

Unsettling Gaze (•)
Prerequisites: Must be Nosferatu
Effect: All Haunts have an unsettling effect. Your character’s Beast oozes with terror. When she evokes the monstrous Beast (see p. 91), she unsettles her target deeply and makes him question himself. Any time she infects a victim with the Bestial Condition and scores an exceptional success, she also forces a breaking point if the victim has a higher Humanity (or Integrity) than hers.
Drawback: Forcing a breaking point in another is also a breaking point for your character if her Humanity is 3 or higher.

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 7:39 am

Nicolai Antonescu


Description: Quiet, Aloof and with deadpan eyes that stare into one's soul
Mask: Scholar
Dirge: Questioner
Clan: Mekhet
Bloodline: Tremere
Covenant: Independent
Health:
Willpower:
Blood Potency: 8 [Attribute/Skill Max: 8, Max Vitae: 30/8 per turn, Can feed from Kindred]
Vitae: 00000000000000000000000000000 ( 30 )
Humanity: 4, Weathered  
Size: 4
Speed:
Defense:
Armor:
Initiative Mod:
_________________________________________________________________________________
ATTRIBUTES

INTELLIGENCE:00000000
WITS: 000000
RESOLVE: 00000

STRENGTH: 0
DEXTERITY: 000000
STAMINA: 00

PRESENCE: 0
MANIPULATION:00
COMPOSURE: 000000
__________________________________________________________________________________
SKILLS

MENTAL (-3 UNSKILLED)
Academics:00000000 (Research +1)
Computer: 00
Crafts:0000
Investigation: 00000000 (Cryptography: the art of writing or solving codes +1)
Medicine:0000
Occult: 00000000 (Thaumaturgy +1)
Politics: 00
Science: 0000

PHYSICAL (-1 UNSKILLED)
Athletics:0000
Brawl: 000
Drive: 00
Firearms: 0
Larceny: 000
Stealth: 0000
Survival: 000 (Navigation +1)
Weaponry: 00

SOCIAL (-1 UNSKILLED)
Animal Ken: 0
Empathy:00
Expression:
Intimidation:000
Persuasion: 0000
Socialize: 0
Streetwise: 000
Subterfuge: 00000

____________________________________________________________________________________________
MERITS

Language, Russian: Native
Language, English: 0
Language, French: 0
Language, Polish: 0
Language, Romanian: 0
Language, Serbian: 0
Language, Spanish: 0

Status, Invictus: 0
Status, Tremere: 00000


______________________________________________________________________________________________
DISCIPLINES

AUSPEX 00000
Beast's Hackles 0 (p. 128) Wits + Empathy + Auspex
Uncanny Perception 00 (p.129) Intelligence + Empathy + Auspex
The Spirit's Touch 000 (p. 129) Wits + Occult + Auspex
Lay Open the Mind 0000 (p.130) Intelligence + Socialize + Auspex vs Resolve + Blood Potency/ 1 Vitae
Twilight Projection 00000 (p.130) Intelligence + Occult + Auspex /2 Vitae
OBFUSCATE

CELIRTY 00000
Cost: None or 1 Vitae per active effect
Persistent: Add vampire's dots in Celerity to Defense or Dodge roll when defending actively.
Active: By spending 1 Vitae can...1) Move to the head of Initiative 2) Interrupt the action of another with a brief action of their own   3) Multiply their speed by their dots in Celerity +1

Obfuscate 000
Face in the Crowd (p. 137) 0: Instant for the scene
Touch of Shadow 00 (p.137) 00: Wits + Larceny + Obfuscate, Reflexive
Cloak of Night (p.138) 000: 1 Vitae, No Dice pool

Thaumaturgy 00000 (Custom)
Created by exhaustive research and extensive experimentation, Thaumaturgy utilizes the principles of Hermetic magic from House Tremere when it was still a cabal of the Necropolis. Such magic has been adapted to be fuelled by the inherent power of Vitae. Thaumaturgy uses a system of paths and rituals to focus the thaumaturge's will. While paths give quick powerful abilities, rituals, by contrast, are elaborate, sophisticated and codified instructions for producing set magical effects. Rituals vary in complexity, and require varying levels of thaumaturgical knowledge to complete successfully.
RULES: This power allows kindred to have Supernatural Merits that only other humans may have (p. 56 WoD under Supernatural Merits). All Willpower spent for these powers are instead considered Vitae spent for sake of creature adjustment. The maximum number of dots they can have in each Path or Ritual is maximized by the number of dots invested in the Thaumaturgy Discipline.

Alchemy


Biothaumaturgy (As Biokinesis p. 57 WoD) 00000
Your character has the ability to psychically alter their biological makeup. By spending 1 Vitae and concentrating for a full minute, they can shift their Physical Attributes, moving dots from one to another. They can shift one dot in an Attribute per dot in this Merit. This shift lasts for one hour. This can shift an Attribute no higher than 5 dots. Also, the character heals quickly. Halve all healing times.

Elemental Mastery


The Focused Mind, Reflections from a Gold Water Pitcher (As Clairvoyance p. 57 WoD) 000
Effects: Your character can project their senses to another location. They see, hear, smell and otherwise experience the other place as if they were there. This ability requires a point of Vitae to activate, successful meditation and a Wits + Occult roll.
Suggested Modifiers: Has an object important to the place (+1), never been there (-3), scrying for a person and not a place (-3), scrying for non-specific location (-4), spent significant time there (+2), touching someone with a strong connection to the place (+1)
Drawbacks: When choosing this ability, choose how the character scries. It may be through a crystal ball, drug-induced trance, etc. They can not scry without the tool.

Geomancy Path

The Green Path

Path of the Levinbolt

Lure of Flames
This path, known as Rego Ignem in the Dark Ages, creates unnatural flames, which some believe are conjured from Hell. Rather than distinct powers, each level of mastery allows the practitioner to summon larger and more dangerous flames.

Movement of the Mind (As Telekinesis p. 59) 00000
Effect: Your character has a psychic ability to manipulate the physical world with her mind. This means lifting, pushing and pulling objects. Fine manipulation is beyond the scope of Telekinesis. By spending a Vitae, they can activate Telekinesis for the scene. Their dots in this Merit determines their mind's effective Strength for the purpose of lifting and otherwise influencing their environment. A telekinetic can use their abilities to cause harm by lashing out at threats. Each such "attack" costs 1 point of Vitae. The dice pool to attack is Telekinesis + Occult, penalized by the opponent's stamina. The attack causes bashing damage. Alternatively, it can be used to grapple with the Merit dots representing the Strength score of the psychic. Any overpowering maneuver requires additional Vitae points.
Drawback: Any time you suffer injury or intense stimuli, the Storyteller may call for a Resolve + Composure roll to resist activating Telekinesis at an inopportune time. If failed, Telekinesis is a quick power. It's use during this failure is fre. The player can choose to automatically fail the check and take a beat.

Neptune's Might
Originally called Rego Aquam in the Dark Ages, Neptune's Might grants a practitioner control over bodies of standing water plus some other water-related powers.

Path of Conjuring
The practitioner can create objects (or even living things) from nothing. Such objects are generic, with repeated patterns or a uniform appearance, and have no flaws. Unless a caster is sufficiently skilled, conjured objects cease to exist without continued concentration.

Ritual of Pluto (As Medium p. 57 WoD) 000
Prerequisite: Empathy 00
Effects: Your character hears the words and moans of the dead. If they take the time to parse their words, they can interact with them verbally. Your character has more than just a knack for knowing when ephemeral beings are lurking nearby, he can reach out and make contact with them. By conducting a ritual, and making a Wits + Occult roll, he temporarily increases the relevant Condition one step along the progression nothing, to Anchor, Resonance, or Infrastructure to Open, and finally to Controlled (see p. 133 for more on Conditions as they relate to spirits). The effect lasts until he spends a Vitae point, but if an Influence has bee used to progress the Condition further, doing so only reduces it by one step.
Drawbacks: Speaking with ghosts can be a blessing, but your character cannot always turn the sense off. Once per game session, usually in a time of extreme stress, the Storyteller may deliver a disturbing message that requires a Resolve + Composure roll or gain Shaken or Spooked.


Spirit Thaumaturgy

Winter's Kiss


Last edited by Admin on Sat Apr 21, 2018 10:13 am; edited 2 times in total

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 7:39 am

Harland Cane


Mask: Cult Leader
Dirge: Monster
HEALTH 11
WILLPOWER 6
BLOOD POTENCY 4 (Attribute Max 5, 15/5 blood, Humans)
Size: 5
Speed: 9
Defense: 4
Initiative: 5
Armor: 2 If Resilience is Active

MENTAL
Intelligence 3
Wits 3
Resolve 3

PHYSICAL
Strength 3
Dexterity 4
Stamina 3

SOCIAL
Presence 4
Manipulation 3
Composure 3
---------------------------------------------------------------------------------------------------------------------------

Mental Skills
Academics 1
Computer 1
Crafts 1
Investigation 2
Medicine 1
Occult 4 (Ordo Research +1)
Politics 1
Science 3

Physical Skills
Athletics 3
Brawl 2 (Claws +1)
Drive 1
Firearms 3
Larceny 1
Stealth 3
Survival 1
Weaponry 1

Social Skills
Animal Ken 1
Empathy -1
Expression 1 (Commanding +1)
Intimidation 1 (Blood Covered +1)
Persuasion 4 (Fast Talk +1)
Socialize 3
Streetwise 3
Subterfuge 5
----------------------------------------------------------------------------------------------------------------------
MERITS

Multilingual • (Spanish,French)
Safe Haven ••
Covenant Status, Ordo: ••
Heard •••
City Status, Chicago ••
Resources •••
----------------------------------------------------------------------------------------------------------------------
Disciplines
Celerity: 00
Obfuscate: 0000
Auspex: 0000

----------------------------------------------------------------------------------------------------------------------
Equipment
Black Suit, Lighter and Cigarettes


Last edited by Admin on Sat Apr 21, 2018 10:12 am; edited 1 time in total

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 7:39 am

DR. JOSEPH BELL

“I don't guess. I observe and once I've observed, I deduce.”

Virtue: Curious
Vice: Restless

Physical Description: He is a tall, austere figure with a thin eager face, dark hair and a hawk-like nose. He has steady eyes and strident voice. He has a cat-like love of personal cleanliness, wearing a tweed suit, frock coat with a traveling cloak over it and an ulster hat. He smokes a cherrywood pipe.

Personality:  He is a restless man, with a self-respect for himself that could be describes as hyper-selfish. His manners are didactic, but he can score flattery when needed. He is openly contemptuous to his mental inferiors and those he disapproves.
________________________________________________________________

Humanity: 7
Blood Potency 2
HEALTH : 8
WILLPOWER: 6
SIZE: 5
SPEED: 9
DEFENSE: 5
INITIATIVE: +6
ARMOR: 0/0
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: 5, Wits: 4, Resolve: 3 {Trained Observer 8-Again on Perception checks}

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

SOCIAL
Presence: 2, Manipulation: 2, Composure: 3 {Trained Observer 8-Again on Perception checks}
________________________________________________________________________________________

Mental Skills
*Academics: 00000 (Research +1){Professional Training: 9-Again & can spend 1 Willpower to make it a Rote}
Computer: 0
Crafts: 0
Investigation: 00000 (Crime Scene +2 w/ Area of Expertise){Professional Training: 9-Again & can spend 1 Willpower to make it a Rote}
Medicine: 000 (Diagnosis +1)
Occult: 000 (Debunk a Fake +1)
Politics: 000 (Identify Authority +1)
Science: 0000 (Biology +1)

Physical Skills
Athletics: 00
Brawl: 00000 (Boxing +1)
Drive: 0
Firearms: 0
Larceny: 000 (Lock Picking +1)
Stealth: 000
Survival:
*Weaponry: 00

Social Skills
Animal Ken: 00 (Bee Keeping +1)
Empathy:
Expression: 00 (Violins +1)
Intimidation:
Persuasion: 000
Socialize:
*Streetwise: 000 (Get Word on the Street +1){Professional Training: 9-Again & can spend 1 Willpower to make it a Rote}
Subterfuge: 000 (Disguise +1)
________________________________________________________________________________________
MERITS
Language, English: N/A
Language, French: 0
Language, German: 0
Language, Latin: 0

Resources: 0000

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

Investigative Prodigy (•••••)
Prerequisites: Wits •••, Investigation •••
Effect: Your character investigates instinctively, and can intuit details and connections in a scene without much time. He’s a veritable Sherlock Holmes. Instead of simply uncover- ing Clues or not uncovering Clues when investigating (see p. 79), your character discovers multiple Clues in a single action. Your character can uncover Clues equal to his successes or his Merit dots as an instant action, whichever is lower.
Only the first Clue benefits from additional elements; other Clues established with this Merit receive only a single element each.

Common Sense (•••)
Effect: Your character has an exceptionally sound and rational mind. With a moment’s thought, she can weigh potential courses of action and outcomes.
Once per chapter as an instant action, you may ask the Storyteller one of the following questions about a task at hand or course of action. Roll Wits + Composure. If you succeed, the Storyteller must answer to the best of her ability. If you fail, you get no answer. With an exceptional success, you can ask an additional question.
• What is the worst choice?
• What do I stand to lose here?
• What’s the safest choice?
• Am I chasing a worthless lead?

Eidetic Memory (••)
Effect: Your character recalls events and details with pinpoint accuracy. You do not have to make rolls for your character to remember past experiences. When making Intelligence + Composure (or relevant Skill) rolls to recall minute facts from swaths of information, take a +2 bonus.

Encyclopedic Knowledge (••), Biology
Effect: Choose a Skill. Due to an immersion in academia, pop culture, or a hobby obsession, your character has col- lected limitless factoids about the topic, even if she has no dots in the Skill.
You can make an Intelligence + Wits roll at any time your character is dealing with her area of interest. On a successful roll, the Storyteller must give a relevant fact or detail about the issue at hand. Your character knows this fact, but you must explain within the scope of your character’s background why she knows it. For example, for Encyclopedic Knowledge: Medicine: “Do you remember that time on that show, when the doctor said it doesn’t manifest before puberty?”

Good Time Management (•)
Prerequisite: Academics •• or Science ••
Effect: Your character has vast experience managing complex tasks, keeping schedules, and meeting deadlines. When taking an extended action, halve the time required between rolls.

Investigative Aide (•), Science
Prerequisites: Chosen Skill at •••+
Effect: Your character has one particular knack that can contribute amazingly to an investigation. Choose a Skill when purchasing this Merit; when making rolls to Uncover Clues (see p. 79), she achieves exceptional success on three successes instead of five. As well, Clues that come from her use of that Skill start with one additional element.
You may purchase this Merit multiple times, to enhance different Skills.

Trained Observer ( •••)
Prerequisite: Wits ••• or Composure •••
Effect: Your character has spent years in the field, catch- ing tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again.

Professional Training: Detective, Investigation, Academics, Streetwise (•••••)
Effect: Your character has extensive training in a particular 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: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.
Networking, Scotland Yard & Black Market: 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.
Breadth of Knowledge: Due to her advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills.
On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.
••••• The Routine: With such extensive experience in her field, her Asset Skills have been honed to a fine edge, and she’s almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on the first roll.

Boxing (•••••)
Prerequisites: Strength ••, Dexterity ••, Stamina ••, Brawl ••, Athletics ••
Style Tags: Striking
Effect: Trading blows with the hands dates back to Classical times, and probably earlier — some biologists believe our hands have been optimized to deliver blows. There are hundreds of folk styles of boxing, from West Africa’s Dambe to the Filipino method known as Suntukan or Panantukan. This style concentrates on the modern combat sport, which combines European methods with innovations developed by trainers or borrowed from other cultures. Your character is trained in modern boxing, or a similar traditional style.
Head Protection (•): The head is the primary target for most boxers, so your character has learned to protect it by bobbing, weaving, and angling away from blows. Your character’s Defense increases by 1 against unarmed strikes or weapons that use the Brawl Skill, and attackers suffer an additional –1 penalty to target her head.
Defensive Jab (••): Your character interrupts attacks with well-timed punches from the lead hand. Any time an oppo- nent misses with a Brawl or Weaponry attack, your character inflicts one point of bashing damage which ignores armor. If your character Dodges, change this to one point of bashing damage per two successes that exceed the opponent’s attack successes (a minimum of one, but round fractions down).
Knockout Artist (•••): Your character knows how to knock someone out. She now treats the target’s Size as 1 lower at all times for the purposes of inflicting the Stunned Tilt, reflecting her ability to casually hit someone in the head. If you suffer a penalty to target the head as a true specified target, treat the target’s Size as 2 lower for the purpose of inflicting the Tilt.
Combination (••••): Your character learns to fire off several blows in rapid succession, so that if one hits, the others often follow. If your character’s Brawl strike succeeds, roll her Dexterity dots as dice and add successes to damage to reflect other blows striking home.
Out for the Count (•••••): When your character knocks someone out they don’t get back up any time soon. When she inflicts the Stunned Tilt it not only lasts for a number of turns equal to the damage she inflicted, but it produces true unconsciousness for that period unless the victim spends a point of Willpower.

Body as Weapon (••)
Prerequisites: Stamina •••, Brawl ••
Effect: Your character has honed her body to be a hardened weapon. She has trained long, punishing hours to inure herself to the pain of the cracked knuck- les, broken hands, and crushed toes that come with hitting others with her body. She can hit harder and more often without flinching. Your character’s unarmed strikes still cause bashing damage normally, but they add one point of bashing damage on a successful hit.
________________________________________________________________________________________
DISCIPLINES
Auspex: 000
Obfuscate: 0
Celerity: 0

Coil of the Wyrm: 1

Stir the Beast •
Before the Beast can be tamed a Dragon must first know how to wake it. For a point of Willpower he may enter frenzy unprompted. When he does so the Dragon selects a target or goal, no more than a few words, which becomes the objective of his frenzy. He has no more control over his actions than he would in an involuntary frenzy (p. 103), and all rolls to escape frenzy before the stated objective is met are made at a –2 die penalty. When the original goal is no longer pressing or possible, the frenzy ends.
Using Stir the Beast is a reflexive action, and it can be used to avoid involuntary frenzy.

Coil of the Ascendant: 1
Surmounting the Daysleep •
A Dragon will not be held down by the distant rays of the dawning sun, nor made weak by its celestial body. So long as she benefits from the blush of life (p. 90) the Dragon need not roll to resist her daily slumber, nor will she gain the Lethargic Condition (p. 305) for remaining active during the day.

________________________________________________________________________________________
Equipment

Reinforced Dress Clothes
Rating: 1/0
Speed: 0
Defense: 0
Availability: 2
Minimal Strength: 1
Coverage: Arms, legs and torso

Disguise
Dice Bonus +1 to +3, Durability 1, Size 3, Structure 2, Availability • to •••
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.
________________________________________________________________________________________________
Dicepools

Investigate: +12 Puzzles, +11 Investigation {Professional Training: 9-Again & can spend 1 Willpower to make it a Rote}{3 is an Exceptional Success}

Boxing: +9 to attack
Damage: +1B w/ Body as a Weapon {Boxing, Combination:Roll 3d10 after successful hit and add that as additional Bashing Damage}{When he inflicts the Stunned Tilt it not only lasts for a number of turns equal to the damage she inflicted, but it produces true unconsciousness for that period unless the victim spends a point of Willpower}


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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 7:47 am

AMETRIS SCARTH, HIEROPHANT


Ametris Scarth 192 exp

Mask: Courtesan
A courtesan exists to see others enjoy themselves. He revels not for himself, but to let others bask in his revelry. He’s a master of the art of enjoyment.
Single Willpower: Put yourself out for another’s pleasure.
All Willpower: Be the last one dancing when the party’s on fire.

Dirge: Deviant
A deviant lives to f lout norms and break traditional expectations. She isn’t concerned with rebellion; she’s concerned with crime, sin, and debauchery.
Single Willpower: Commit a crime against your recognized society.
All Willpower: Commit a high crime in plain view of an authority.

Humanity:
Blood Potency: 4
Max Vitae: 13
Per Round: 4

HEALTH: 8
WILLPOWER: 6

Size: 5
Speed: 12
Defense: 7
Initiative:+ 6
Armor: 0/0 or 2/0 with Resilience

MENTAL (4 exp)
Intelligence: 3
Wits: 3
Resolve: 3

PHYSICAL (4 exp)
Strength: 2 (4 with Vigor)
Dexterity: 3
Stamina: 2 (3 with Resilience)

SOCIAL (4 exp)
Presence: 3 (4 with striking looms savage)
Manipulation: 3
Composure: 3

MENTAL SKILLS (6exp)
ACADEMICS: 2
COMPUTER: 1
CRAFTS: 1
INVESTIGATION: 2
MEDICINE: 1
OCCULT: 4 (9 Again) (Cruiac)(Dark Mother)
POLITICS: 2
SCIENCE: 1

PHYSICAL SKILLS( 15 exp)
ATHLETICS: 2
BRAWL: 2 (Claws)
DRIVE : 1
FIREARMS:
LARCENY:
STEALTH: 2
SURVIVAL: 2 (Forrest)
WEAPONRY: 2 (Daggers)

SOCIAL SKILLS (17exp)
ANIMAL KEN: 1
EMPATHY: 1
EXPRESSION:3 (Dance)
INTIMIDATION: 2 (9 Again)(Occult Threats)
PERSUASION: 2 (9 Again) (Seduction) (Promises of Power)
SOCIALIZE: 1
STREETWISE: 1
SUBTERFUGE: 3

Disciplines (78 exp)
Animalism 1
Auspex 4
Celerity 2
Nightmare 2
Obfuscate 3
Resilience 1
Presence 1
Protean 4
Vigor 2
Cruiac 5


Merits 62
Native Language: English
Language: Latin
Language:
Language:
Language:
Circle of the Crone Status: 5
Chicago City Status: 3
Professional Training: Cult Leader 3
Feeding Grounds: 3
Resources: 3
Retainer: 3 (Personal Assistant, Hand Maid)
Retainer : 3 ( Future Crone Memeber)
Retainer: 3 ( Brutal Enforcer)
Retainer: 3 (Pagan Prietess)
Striking Looks: Savage 1
Haven: 3
Safe Place: 3
Claws of the Unholy (•)
Prerequisite: Protean ••••
Effect: A Gangrel’s claws are deadly and bestial; yours are downright unnatural. The vampire allows the Beast out of its cage and lets it punish all those around her. When wielding claws borne of Unnatural Aspect while in frenzy, this Merit takes effect. The weapon modifier for the claws becomes +0 aggravated. These claws ignore all armor not generated by Resilience.

Altar 3, 3, 3 (She maintains 3 different Altars)
Prerequisites: Circle of the Crone Status •
Effect: Your character is attuned to a mystical, bloody altar. She may have crafted it herself, or a covenmate may have designed it. In the presence of the altar, Acolytes may use the teamwork rules (see p. 173) when using Crúac rituals. However, double the time necessary to make the roll, and determine the time per
roll by the lowest Crúac dots of the collective group. This allows vampires uninitiated in the secrets of Crúac to participate in rituals. Characters do not need dots in Crúac to act as supporting performers with the Altar Merit, but double the time between rolls if any participants have no Crúac dots whatsoever.
Drawback: Unlike most Merits, three or more characters must purchase this Merit to gain its benefits. Each character contributes a single Merit dot to the total cost. Additional characters may purchase dots in the Altar, but to use the teamwork advantages, they must contribute.

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

The Mother-Daughter Bond 1
Prerequisites: Circle of the Crone Status •
Effect: The Circle exists through tribulation and mentorship. Without tight-knit bonds, the Circle would never have survived its tumultuous early years. When a member of the Circle with this Merit purchases the Mentor Merit, that Mentor is protected
by the True Friend Merit (see p. 124). The vampire does not have to purchase True Friend to take this advantage.
Drawback: Strong bonds go both ways. The mentor is likely to have stronger requirements than most teachers, and will require
a substantial amount of the vampire’s time. More importantly, she’ll demand loyalty, if not monogamy.

Undead Menses 2
Effect: Throughout history, various cultures attributed mystical significance to the menstrual cycle. Many of these myths carried stigmas against menses, due to the unhealthy
fears of men in power. With this Merit, your character still produces menstrual blood. Once per night, she can produce a viscous, dark blood. If she uses this blood in casting a Crúac ritual, she benefits from the 8-again quality. If she touches it to a person before affecting them with a Discipline, they suffer her Blood Potency as a penalty to their Resistance.
Drawback: The character must identify as female. If she draws forth her Undead Menses multiple times in an evening, each beyond the first causes her a level of aggravated damage. As well, any attempts to identify her by her menstrual blood gain a +5 die bonus.

Riding the Wave (Style, • to •••••)
Prerequisites: Composure •••, Resolve •••
Effect: Your character runs with her Beast, and knows how to use it to her advantage. She’s turned riding the wave into a raw, primal art. These maneuvers may only be used while riding the wave. They cannot be used in a normal frenzy, or outside of frenzy.
Ravage (•): Due to your character’s connection to her Beast, her fangs become horrendous weapons. They look no different,
but her Beast knows how to use them with the utmost efficiency. While riding the wave, they become 1L weapons when used in a bite attack.
Primal Strength (••): Your character’s Beast blasts outward in short bursts, in order to accomplish quick feats of strength. When lifting, jumping, or destroying objects as an instant action, double the Strength bonus aquired while in frenzy.
In the Zone (•••): When attempting to leash the Beast and ride the wave, your character still operates at peak efficiency. She still has to spend Willpower points in order to make rolls
to ride the wave, but those Willpower points also give a +3 die bonus to any action taken in the turn.
Unyielding (••••): Your character rides the wave frequently; it ceases to be taxing on her mental reserves. After a scene where she successfully rides the wave, she recovers any Willpower spent to initiate the ride.
Animal Grace (•••••): Your character dodges and strikes as fluidly as an animal, with confidence and awareness. When spending Willpower to attack or defend, gain both benefits. Add a +2 die bonus to Defense, and a +3 die bonus to attack rolls

Crúac Style: Unbridled Chaos 5
Your character’s Crúac exhibits unbridled chaos. When she enacts her rituals, things warp and change around her. The weather shifts suddenly in her vicinity. At higher levels of the Style and of Crúac, this may summon forth a natural disaster. Additionally, objects around her change on a molecular level to other substances.
Effect: When activating Crúac, objects around your character will increase or decrease in Structure and Durability equal to
her Magnitude, as the Storyteller sees fit. If the Crúac succeeds, the changes should be distinctly favorable, but not entirely controllable. If the Crúac ritual fails, the changes should be wildly inconvenient and undesirable. At levels three and higher,
this can warp and mutate animals, forcing unnatural, rapid evolutions. This might include adding or removing limbs, or other animals’ features (use Protean for a guideline). At level
five, this can affect mortals. With the expenditure of a point of Willpower, this Style also causes a violent shift in the local weather. This is determined by the Magnitude. One dot might mean minor fog, whereas five could cause a hurricane. Your character remains immune to any Tilts caused by the weather effect, as she maintains a primal, intimate connection with it.

Viral Mythology 3
Prerequisites: Crúac •, Presence •••, Expression •••
Your character has established and grooms a reputation, a personal myth that’s greater than the truth. She draws power and favor from this network of worship around her. Effect: To draw a character into her personal mythology,
a character must teach a lesson, show Crúac, or otherwise exhibit her personal divinity. Roll Presence + Expression after a significant interaction. If the witness denies her divinity, the roll is contested by their Wits + Composure. If successful, the character receives a “Seed of Her Divinity” Condition. The Acolyte achieves exceptional success on 3 successes instead of 5 on all Social rolls against the character. The character may resolve the Condition at any time by sharing and spreading the Acolyte’s myth. The character uses the same Presence + Expression roll to do so. With this Merit, certain Social Merits become easier to acquire. If she purchases a dot in Allies or Herd, she gains 2 dots instead of one. Previously purchased dots retroactively reward their additional dots as her myth spreads, at a rate of 1 per story. Mark these dots with a half dot on your character sheet, as they are not subject to the Sanctity of Merits rule

RITUALS

The Mantle of Amorous Fire
(•, Transmutation •)
Target Successes: 5
To enact this ritual, the Acolyte must dance through the entirety of its casting, putting herself into a sort of ecstatic trance. She must enact the Blush of Life as part of the ritual the
cost of which counts as the cost of the ritual. Once complete, she falls, sweaty and exhausted. She must spend a point of Willpower to force her tired body to stand. When she does, she stands proud, fiery, lusty, and invigorated. Add her Crúac dots to her Presence for the remainder of the evening.

Donning the Beast’s Flesh
(•••, Transmutation •••)
Target Successes: 7
Donning the Beast’s Flesh allows the Acolyte to skin a beast, and craft a mystical hood, cloak, mask, or other article of
clothing from its flesh. When any vampire dons the accessory, he can take the rough shape of the animal with the expenditure
of a point of Vitae and three turns of transformation. The animal is a vague approximation, but imperfect in unnatural
ways to a trained observer.Unlike the transformations granted by Protean, the vampire loses access to all his Disciplines save for Auspex in the beast’s shape.

Mantle of the Beast’s Breath
(••, Transmutation ••)
Target Successes: 5
As with Mantle of Amorous Fire, the vampire must dance into a trance for the entire casting of this ritual, activate Blush of Life, and must use a point of Willpower to stand from the exhaustion. Once cast, she gains the Raptured Condition (see Vampire: The Requiem, p. 305). However, this relates to an intimate, sensual connection with her Beast, instead of a passion for any god. Additionally, she gains her Crúac as a bonus to any rolls to ride the wave of frenzy.

Curse of Aphrodite’s Favor
(•••, Transmutation •••)
Target Successes: 6
Contested by: Composure + Blood Potency
This ritual “gifts” a subject with a victim’s love. In many cases, Acolytes use this ritual as an object lesson to neonates cursing
their inability to find intimacy after the Embrace, as it creates an all-consuming obsession, a lust within the victim.
The ritual creates a potion, of which the victim must consume three separate drops, on three separate nights. The potion lasts
until imbibed, and the casting creates three effective drops. The victim receives a contested roll against the Acolyte’s final
activation roll. If the ritual takes effect, the victim gains the effects of a full Vinculum, all relating to the subject of the ritual. The ritualist herself cannot be the subject of the ritual.

Gorgon’s Gaze (••••, Transmutation ••••)
Target Successes: 7
Gorgon’s gaze infects the Acolyte’s eyes with a milky, clay like substance. She becomes unable to see while she has the ritual prepared. The next time a character sees her eyes, the ritual takes effect, and is “expended,” flushing her eyes of the substance, and allowing her sight to return in the next turn. Roll Presence + Occult + Crúac – the victim’s Stamina. Each success causes one of the victim’s limbs to turn to stone. Five successes render the victim completely transformed. Each transformed limb causes the victim a single level of aggravated damage, and full transformation causes Kindred five points of lethal damage. For mortals, the limb is forever transformed and useless. For Kindred, the limbs heal when the damage heals. A full transformation is lethal to mortals. To Kindred, it renders them torpid until they can heal a single level of the damage.

Mantle of the Glorious Dervish
(•••, Transmutation •••)
Target Successes: 5
As with Mantle of Amorous Fire, the Acolyte must dance herself into a trance during the entire casting of this ritual and
enact Blush of Life. She must spend a point of Willpower to rise from the exhaustion. Once cast, the Acolyte gains a number
of advantages for the remainder of the night. First, she gains a point of armor against all attacks, as her flesh has tensed and
numbed. Any successful attack she makes causes an additional level of damage. Additionally, she cannot be ambushed or
surprised, as she’s constantly expecting battle.

Denying Hades (•••••, Transmutation •••••)
Target Successes: 8
With this rite, the Acolyte pulls a recently dead mortal’s spirit forcibly back from wherever it was going, and thrusts it back into its corpse. To do so, the vampire feeds the corpse the Vitae used in the ritual casting. The person gasps back to life, regardless of the circumstances of death. He does not heal beyond recovering a single Health level. He does not stop rotting. He is, however, fully conscious and aware. He does not, and indeed cannot sleep. While he remains “alive,” the Acolyte suffers one aggravated wound she cannot heal until the corpse is laid to rest. This manifests with her flesh drying, flaking, and crumbling like a long-dead cadaver. Denying Hades works on corpses dead no longer than one day per dot of the vampire’s Blood Potency.

Mantle of the Predator Goddess
(••••, Transmutation ••••)
Target Successes: 8
As with Mantle of Amorous Fire, the Acolyte must dance herself into a trance during the entire casting of this ritual and adopt the Blush of Life. She must spend a point of Willpower
to rise from the exhaustion. Once cast, the Acolyte flows with the grace of a perfect predator for the rest of the night. Add her
Crúac dots to any rolls for feeding. Additionally, add her Crúac dots to her effective Herd Merit, as most everyone around
her all but begs for her attention, stumbling into vulnerable positions with a subconscious prayer to prostrate themselves on her altar. This can raise her Herd above five dots. Any
character she feeds from gains the Raptured Condition (see Vampire: The Requiem, p. 305) directed at the sensation, and her, not any absent God.

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

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

Feeding the Crone (••••)
Target number of successes: 10
The ritualist transforms her fangs into a maw of wicked, flesh-tearing teeth. She gains no Vitae from feeding as long as the ritual remains in effect, but her bite does +2 aggravated damage. The effect of the ritual fades at the next sunrise, or if she uses one Vitae to cancel it early, transforming her features back to normal.

Harvest of Slaves (Transmutation •)
The members of the Lancea Sanctum store Vitae in objects, but they do so for their own use. At best, a starving vampire might be fed by the Sanctified in exchange for favors later.
The Circle of the Crone also performs rituals to
impregnate objects with blood, but it does so for an entirely different purpose. By hiding Vitae in foodstuffs, they are able to feed Vitae to mortals without the kine realizing what it is they’re ingesting, only that thanks to blood addiction and the Vinculum it tastes really, really good. Enterprising Acolytes with money troubles sometimes even use this rite to place Vitae in drugs.The ritualist adds blood the Vitae needed to activate the rite along with as much Vitae as she needs to feed to mortals to the consumable goods during the preparation stage. Raw fruits and vegetables are empowered by blood
spilt on the plant’s roots, while prepared cuisine and pharmaceuticals are twisted during preparation. If the rite succeeds, the Vitae is divided among all the goods.
The victim must eat, use, or drink an entire “share” or "portion” to receive the Vitae and enjoy its addictive effects, so the more Vitae the ritualist places into the subject, the better.

Biting Blade (Transmutation •)
This rite allows an Acolyte to feed without the kiss, drinking blood through the intermediary of her weapon.
The ritualist takes a blade typically a ritual athame and makes several long, shallow cuts across her own flesh, allowing the weapon to “taste” her Vitae.
If the rite succeeds, every level of lethal damage dealt by the blade “feeds” the wielder one Vitae, as though she had fed directly from the victim. A biting blade neither grants
immunity to Vinculum or blood addiction nor allows the
vampire to feed successfully from vessels prohibited due
to Blood Potency. Each biting blade only works for the Acolyte who performed the rite; if another person uses it, neither he nor the intended recipient receives Vitae.
Curiously, a biting blade does allow for autophagy and may even have originally been discovered for that purpose. If its true wielder uses the blade to injure herself, she still suffers a wound, but she also receives Vitae
as though she had fed. Acolytes have used this rite in emergencies to build up enough Vitae to cast another, critical, rite.

Thorned Snare (Creation ••, Transmutation ••)
This rite allows an Acolyte to ensnare a subject in agony, bleeding him for easy feeding or as an object lesson to others. The ritualist clenches a large thorn—if
one isn’t available, a metal or stone replica will do—so tightly in her fist that she draws blood, and presents the bloodied palm to her target. If the rite is successful, thick rope-like vines burst from the ground and wrap around
the subject, sprouting long, wicked thorns that pierce the subject’s flesh as the vines constrict. Treat the vines as a creature making a Grapple action with a Strength + Brawl dice pool equal to the rite’s Potency and the ability to inflict lethal damage.

Contortion (Transmutation •••)
This rite allows Acolytes to slip through spaces and entrances normally far too small for their bodies, letting them squeeze through air vents or thick pipes. The covenant uses this ritual to infiltrate areas of the city other vampires can’t access, to place hidden sanctuaries in otherwise inaccessible areas of the underground, and to sneak past security into rivals’ havens. The perform the rite, the ritualist digs her fingers into her flesh until she touches bone, and then presses down hard until the bone cracks. Pulling her fingers out of the wound, she draws parallel lines of blood down a vampire target’s limbs and face. If the rite succeeds, the subject’s bones become elastic and bendable, which together with the lack of need for his internal organs to operate allows him to contort and squeeze his body into impossible forms. Reduce the subject’s effective Size by Potency (to a minimum of one) only for purposes of determining if he will fit into an opening—the subject doesn’t lose Health or Speed. This rite may only be performed on vampiric subjects.

Stone Sanctuary (Transmutation •••••)
This rite allows an Acolyte to create an emergency
haven for herself and her coterie, protecting them if they are caught near dawn or need a place to hide and recover away from their usual haunts. Unlike the Protean • Unmarked Grave, the rite opens a physical space deep in the ground that can accommodate multiple vampires.The ritual should be performed in as low a place as possible in the foundations of buildings or on natural soil will do, but directly on rock is best. The ritualist draws a circle describing the area to be protected, and she and anyone else to be saved steps inside. If the rite succeeds, the solid material beneath the ritualist warps around a sphere marked by the circle, lowering everything in that sphere “through” the intervening matter (which bends out of the way and then returns to normal) until the area affected by the ritual reaches a safe distance into the bedrock, a spherical, airless bubble containing the ritualist, her passengers and anything they were standing on. When the Duration of the ritual ends, the Sanctuary rises back to the surface.


Last edited by Admin on Sun Apr 22, 2018 9:35 pm; edited 1 time in total

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 7:48 am

Sardonicus

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

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

Attributes

Intelligence: 00
Wits: 0000
Resolve: 000

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

Presence: 0000
Manipulation: 000
Composure: 000

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

Skills

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Disciplines

Obfuscate 000000

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

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

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

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

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

Nightmare 00000

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

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

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

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

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

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

Cruac 00000
Creation (composure + crafts + creation): 000
Destruction (Presence + Athletics + Destruction): 000
Divination (Composure + Investigation + Divination): 000
Protection (Presence + Stealth + Protection): 000
Transmutation (Manipulation + Survival + Transmutation): 00
-------------------------------------------------- ----------------------------------------------- -------------

Devotions

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

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

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

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

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
SUZY CARPENTER


Suzy Carpenter (0 exp)
Mask: Idealist
An idealist sees a better future, and all things exist within the context of that eventuality. He never accepts compromise, only recognizing a perfect achievement of his goal.
Single Willpower: Deny a compromise that would water down your ideal.
All Willpower: Refuse safety for fear of abandoning your ideal’s purity.
Dirge: Child
A child isn’t necessarily a child in age, but in behavior. He looks for others to care for him, and always stands behind someone else. He’ll always diffuse responsibility.
Single Willpower: Find someone to take responsibility for your mistake.
All Willpower: Commit a terrible crime to see how authority might react.

Humanity: 6
Blood Potency: 1, Max Vitae: 10 Per Round: 1
HEALTH: 6
WILLPOWER: 6
Size: 5
Speed: 10
Defense: 3
Initiative:+6
Armor: 0/0

MENTAL
Intelligence: 2
Wits: 2
Resolve: 3

PHYSICAL
Strength: 2 (3 with Vigor)
Dexterity: 3
Stamina: 2

SOCIAL
Presence: 2
Manipulation: 2
Composure: 3

MENTAL SKILLS
ACADEMICS:
COMPUTER:
CRAFTS: 1
INVESTIGATION: 1
MEDICINE:
OCCULT: 1 (Crone)
POLITICS:
SCIENCE:

PHYSICAL SKILLS
ATHLETICS: 1
BRAWL: 1
DRIVE :
FIREARMS:
LARCENY: 1
STEALTH: 2
SURVIVAL: 2 (Chicago)
WEAPONRY:

SOCIAL SKILLS
ANIMAL KEN: 2
EMPATHY: 2 (Fear)
EXPRESSION: 1
INTIMIDATION: 1
PERSUASION: 1
SOCIALIZE: 1
STREETWISE: 2
SUBTERFUGE: 1

Disciplines
Nightmare 1
Obfuscate 1
Vigor 1

Merits
Circle of the Crone Status: 3
City Status: 1
Feesing Grounds: 2
Safe Place: 1
Resources: 1
Trained Observer: 1 (9 Again on Perception Checks)
Small-Framed 2
Effect: Your character is diminutive. He’s not five feet, and it’s easy to walk into him without noticing. He’s Size 4, and thus has one fewer Health box. He gains +2 to any rolls to hide or go unnoticed, and this bonus might apply any time being smaller would be an advantage, such as crawling through smaller spaces. Available only at character creation.
Drawback: In addition to the lower Health, your character might be overlooked or not taken seriously by some people


Last edited by Admin on Sun Apr 22, 2018 9:54 am; edited 1 time in total

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 7:57 am

BLOODY MARY


Mask: Socialite
Dirge: Spy
HEALTH 10
OOOOO OOOOO

WILLPOWER 4
BLOOD POTENCY: 5 (Attributes 5, Max Vitae: 15/5, Can feed on Humans)
Size: 5
Speed: 9
Defense: 6
Initiative: 5
Armor: 0 (4 If Resilience is Active)


MENTAL
Intelligence 3
Wits 3
Resolve 2

PHYSICAL
Strength 3
Dexterity 3
Stamina 3

SOCIAL
Presence 3
Manipulation 3
Composure 2
---------------------------------------------------------------------------------------------------------------------------

Mental Skills
Academics 4
Computer 1
Crafts 1
Investigation 3
Medicine 1
Occult 1
Politics 1
Science 1

Physical Skills
Athletics 2
Brawl 5 (Claws)
Drive 1
Firearms 2
Larceny 1
Stealth 3
Survival 3
Weaponry 4

Social Skills
Animal Ken 1
Empathy 1
Expression 2 (Commanding)
Intimidation 2 (Blood Covered)
Persuasion 2
Socialize 3
Streetwise 3
Subterfuge 4
----------------------------------------------------------------------------------------------------------------------

MERITS
Multilingual • (Spanish,French)
City Status ••
Covenant Status, Carthians ••
Herd •••
Safe Haven ••
Resources •••

----------------------------------------------------------------------------------------------------------------------
Disciplines
Animalism 2
Protean 5
Resilience 4

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

Equipment
Fine Dress (+1 in certain social rolls), Concealed small revolver

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 8:10 am

HANZO KIMURA


Blood Potency: 8 (Max Attribute 8, Max Vitae 30/8, Can Feed From: Kindred)
Size: 5
Speed: 14, 9 w/ Armor (+1 in Oni Form)
Defense: 11 (8 w/out Celerity), 6 w/ Armor (apply defense to ranged attacks in Oni form)
Armor: 0/0 (+5 w/ Resilience) (When activating Oni Katana: 4/2)
Initiative Modifier: 6 (for 1st three rounds even w/ Katana out) 3 w/ Katana normally
Willpower: 000000 ( 6 )
Health: 10 (10 in Oni form)
Humanity: 5

ATTRIBUTES
Intelligence: 000
Wits: 000 (+2 for Perception checks in Oni form)
Resolve: 00000

Strength: 000000- 0
Dexterity: 00000000
Stamina: 000000- 0

Presence: 00
Manipulation: 00 (-1 in Oni form)
Composure: 00000


SKILLS

(Mental -3 unskilled)
Academics: 000
Crafts: 000
Investigation 0000
Medicine: 0
Occult: 000
Politics: 000

(Physical -1 unskilled)
Athletics 000000 (9-Again, Can make it a Rote Action w/ 1 Willpower)
Brawl 000000 (Grapple +1 8-Again, Can make it a Rote Action w/ 1 Willpower)
Stealth: 0
Survival: 0oo
Weaponry: 00000000 (Swords +2, 8-Again, Can make it a Rote Action w/ 1 Willpower)

(Social -1 unskilled)
Animal Ken: 0
Empathy: 00
Expression: 00 (Poems +1)
Intimidation: 0
_______________________________________________________________________________________________
DISCIPLINES
MERITS
Language, Native: Japanese
Language, English: 1
Language, French: 1
Language, German:1

Resources: 3
Area of Expertise: Katanas
Profession, Guard: 5 (Brawl, Weaponry, Athletics)

Defensive Combat 00
Effect: Use brawl or weaponry to calculate defense rather than Athletics.

Quick Draw: Swords 0

Bonded Relic (●)
Effect: Your character establishes a connection with a relic in their possession. The method of establishing the bond can differ from relic to relic, but most require either a one-time expenditure of willpower equal to the relic’s dot rating, or a one-time sacrifice of life force as the relic deals lethal damage equal to its dot rating (Storytellers choice on which type of cost is appropriate). Certain relics will not function unless the possessor establishes this bond.
Once that Bond is established, the character gains a +1 equipment bonus to dice rolls involved in the use or activation of that specific relic. In addition, once per chapter the character may reduce any Willpower cost for using or activating the relic by one (to a minimum of 0). The possessor of the bonded relic can always sense the presence of the relic and never takes penalties to rolls to locate the item.
A relic can only be bonded to one individual at a time; a new individual bonding with that specific relic severs any previous bond. Likewise, destroying the relic (if possible) also severs the bond. If the bond is severed, per the Sanctity of Merits, dots in Bonded Relic can be reallocated.

Iaijutsu 00000
-Zanshin 0: Add Weaponry to Perception tests vs surprise attacks.
-Batto 00: Ignore initiatie penalties from weapon for first 3 rounds (athletics) following a quick draw.
-Shihogiri 000: Spend 1 Willpower to make a single attack against a number of targets equal to Dexterity (3). Can only use while under effects of Bato 00.
-Uke Nagashi 0000: Spend 1 Willpower to increase your defense by a number equal to damage rating of weapon (3). If opponent attacks you, make a counter attack negating the attack and using whatever successes rolled on attack as damage rating for your weapon. This may only be used while under effects of Bato.
-Semei 00000: Make Presence  + Weaponry roll resisted by target's Resolve. If you win, target is "Beaten Down" tilt for remainder of combat.

Armed Defense 00000
-Cover the Angles 0: When taking Dodge action, reduce Defense penalties for multiple attacks by 1.
-Weak Spot 00: When defending against armed attacks, if Defense reduces opponent's attack pool to zero, he's disarmed. If you Dodge, you disarm opponent if roll reduces them to zero.
-Agressive Defense 000: Spend a Willpower point. When taking Dodge action, if you score more successes, deal one point of lethal damage per extra success. Weapon bonus doesn't apply for this.
-Iron Guard 0000: At start of each turn, reduce weapon bonus (down to zero) to increase your Defense by a like amount. If you take a doge action, add full weapon bonus to your defense after doubling your pool.
-Press Advantage: Spend 1 Willpower. When taking Dodge action, if your Defense roll reduces attacker's successes to zero, you can make an unarmed attack -2.
__________________________________________________________________________________________
Disciplines
Celerity 00000
Majesty 00
Vigor 00000(Adds dots to Strength)
Resilience: 00000
_______________________________________________________________________________________________
DISCIPLINES
EQUIPMENT
Custom Armored Long-Coat
Rating: 4/2
Strength: 3 (5) 
Defense: -2    
Speed: -3  
Coverage: Torso, arms, legs


Hanzo's "Oni" Fetish Katana



Bonded Relic (●)
Effect: Your character establishes a connection with a relic in their possession. The method of establishing the bond can differ from relic to relic, but most require either a one-time expenditure of willpower equal to the relic’s dot rating, or a one-time sacrifice of life force as the relic deals lethal damage equal to its dot rating (Storytellers choice on which type of cost is appropriate). Certain relics will not function unless the possessor establishes this bond.
Once that Bond is established, the character gains a +1 equipment bonus to dice rolls involved in the use or activation of that specific relic. In addition, once per chapter the character may reduce any Willpower cost for using or activating the relic by one (to a minimum of 0). The possessor of the bonded relic can always sense the presence of the relic and never takes penalties to rolls to locate the item.
A relic can only be bonded to one individual at a time; a new individual bonding with that specific relic severs any previous bond. Likewise, destroying the relic (if possible) also severs the bond. If the bond is severed, per the Sanctity of Merits, dots in Bonded Relic can be reallocated.

Uchigatana Kimura
The Kimura Clan rose to the Noble Caste in the year 1190, and the Uchigatana Kimura was forged to celebrate the Family's success. The Master Crafted Blade was far more then a Weapon or a Piece of Art, it was a physical representation of everything the Kimura Clan believed in and held true. The power of this belief allowed the ancestor spirits of the Family to find a home between the folds of steel of the blade. For generations the the ancestor spirits of the Kimura Clan would reside within the Blade providing guidance and advise to the current wielder. In the 1300's though Hanzo Kimura brought disgrace to himself and the ancestor Spirit within the Uchigatana Kimura fled. Sometime afterwards Hanzo Kimura wielded the Uchigatana Kimura against Chaos Spirits, and one found a Home between the folds of steel.

Damage: +3
Initiative: -3
Strength: 2
Size: 3
Durability: 4(7)
Availability: 5

Powers

Indestructible: The Uchigatana Kimura  is seemingly invulnerable, and is immune to all damage from mundane sources. Even if reduced to scrap metal the blade regenerates a point of structure each night until fully restored.

To use the following abilities, the possessor must purchase the Bonded Relic Merit.

Form of the Oni
When evoked the wielder's body undertakes an instantaneous violent and brutal physical transformation.  The wielder's physical frame grows as muscle mass rapidly grows, their hands grow claws and their teeth become fangs, and their eyes glow an unnatural red.

Cost: 1 Willpower and 1 Vitae
Action: Instant
Duration: One Scene

+1 Strength
+1 Dexterity
+1 Stamina
+2 Intimidate
Can see in Darkness, both mundane and supernatural
Size +1
Speed +1
Teeth and Claws do 0 Lethal Damage
Defense vs Firearms

Fetish: "Oni" Katana: (Bound with chaos spirit from Kerrydwen's Tower) Damage +3L,  Initiative: -3,  Rating: 0000 (4), Talen: For one scene, transforms the user into a "Daru" like form
STRENGTH: +1
STAMINA: +1
MANIPULATION: -1
SIZE: +1
SPEED: +1
PERCEPTION: +2
New Defense, Initiative, Armor
TEETH/CLAWS +0L
DEFENSE VS. FIREARMS (Can add defense to ranged attacks)
Regeneration: Spend 1 Willpower to heal 1L or 2B per round
--------------------------------------------------------------------------------------------------------------------------

DICEPOOLS
Attack, Katana:+16 attack (17 in Oni) (+21 w/ Vigor, 3L Damage {Can take away from attack in order to add to Defense}
**Can spend one Willpower per scene to attack a number of adjacent contents equal to Athletics (3) for 3 rounds

Uke Nagashi: 1 Willpower, Add +3 Defense. If opponent attacks you, make a counter attack negating the attack and using whatever successes rolled on attack as damage rating for your weapon. This may only be used while under effects of Bato.

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 8:19 am

Edward, The Black Prince


Edward of Woodstock KG (15 June 1330 – 8 June 1376), called the Black Prince, was the eldest son of King Edward III and Philippa of Hainault, and the father of King Richard II of England. He was the first Duke of Cornwall (from 1337), the Prince of Wales (from 1343) and the Prince of Aquitaine (1362–72). He was called "Edward of Woodstock" in his early life, after his birthplace, and since the 16th century has been popularly known as the Black Prince. He was an exceptional military leader, and his victories over the French at the Battles of Crécy and Poitiers made him very popular during his lifetime. In 1348 he became the first Knight of the Garter, of whose order he was one of the founders.


HEALTH 9
WILLPOWER 7
DEFENSE 12 (Dexterity + Athletics + Celerity)
DEFENSE WHEN ARMED: 13
MOVEMENT: 13
BLOOD POTENCY 10, Attribute/skill Max: 10, Max Vitae 75/15, Kindred Only)
VITAE: 75
HUMANITY: 4
BANES: See Bane Chapter


MENTAL
Intelligence 5
Wits 5
Resolve 5

PHYSICAL
Strength: 10
Dexterity: 9
Stamina: 7

SOCIAL
Presence: 7
Manipulation: 5
Composure: 7
_____________________________________________________________________________________________
Mental Skills
Academics 5
Computer 1
Crafts 3
Investigation 4
Medicine 1
Occult 3
Politics 5
Science 3

Physical Skills
Athletics 6
Brawl 7 (Grappling +1)
Drive 2
Firearms 4
Larceny 3
Stealth 4
Survival 3
Weaponry 10 (Swords +2)( 8 Again)(Can make it a Rote for +1 willpower)

Social Skills
Animal Ken 3  (Horses+1)(9 Again)
Empathy 4
Expression 5 (Cello +1)
Intimidation 7 (Intense +1)
Persuasion 6
Socialize 6
Streetwise 3
Subterfuge 7
_______________________________________________________________________________________________
MERITS
*Native Language: English
*Language: French
*Area of Expertise: Swords 1
*Resources 5
*Professional Training: Knight 5
*Armed Defense 5
*Armored Combat Style 3
*Defensive Combat: Weaponry 1
*Heavy Weapons 5
*Attache 0 (Retainers gain Contacts, Resources or Safe Place)
*Cutthroat 0: Any rolls to invoke the "Competitive Beast" gains the 8-again quality
*Status: Invictus 00000
*Status: City 000
*Dynasty Membership, Patriarch 000: You're acknowledged as a head of a dynasty, Once per chapter, you may make a demand of a dynasty member. They gain the "Tasked Condition". If they fulfill it, gain a Beat. The task must be something that would take a full night's work, or put the recipient in danger.
*Feeding Grounds 00000: Add dots to any hunting rolls
*Friends in High Places 0 (Need Invictus status 0): Each month, you automatically open a number of Doors equal to your status dots so long as the person is acting on behalf of an organization.
*Haven 0000: Add your Haven dots to any Humanity rolls to notice danger while sleeping and any Stamina + Resolve rolls to remain awake. As well, add it to any Kindred senses rolls within (p.90).
*Herd 00000: Each week, can draw a number of Vitae equal to twice the Merit's Dot rating.
*Invested 0 (must have Invictus Status 0): Divide dots equal to your Invictus status in Herd, Mentor, Resources, and Retainers.
*Lineage 0 (Prerequisite: Clan Status 0): You come from strong stock. Once per chapter, his Merit can represent a single dot of one of the following Merits: Allies, Contacts, Mentor, Resources or Status.
*Touchstone: Longsword of the "Knights of the Garter"
*Allies 000: Local Politics 00, Academic Community 0
*Contacts 0: Manipulation + Social skill to convince someone to provide information
*Fame 0 "The Black Prince": History knows him as the victorious knight during the 100 year war. Each dot adds +1 to social rolls for those who know him.
*Mentor (Prince Owain aka William the Conquerer) 0000: Can call upon them once per session to ask a favor, he is automatically considered to have successes equal to his dot rating.
*Retainer (Vampiric, Hanzo) 00000 : Adds to the power
*Safe Place 0000: -4 to anyone trying to breach his Safe Place , which can include traps that cause lethal damage up to 4L.
*Staff 00000: Housekeepers, designers, research assistants, ghouls, soldiers

COMBAT MERIT DETAILS
Armed Defense (• to •••••; Style)
Prerequisites: Dexterity •••, Weaponry ••, Defensive Combat: Weaponry
You’re able to use a weapon to stop people who are trying to kill you. Often deployed by police officers using riot shields or telescoping batons, it’s just as effective while using a chair leg.

Cover the Angles (•): Whenever you take a Dodge action, reduce the Defense penalties for multiple attackers by 1. You can apply your full Defense against the first two attacks, suffer a -1 penalty against the third, and so on.
Weak Spot (••): You swing against your opponent’s arm, rather than his own weapon. Use this ability when defending against an armed attacker. If your Defense reduces his attack pool to 0, he’s disarmed. If you Dodge, you disarm your opponent if your Defense roll reduces his attack successes to 0.
Aggressive Defense (•••): Anyone dumb enough to come near you is liable to get hurt. When you take a Dodge action, if you score more successes than any attacker, you deal one point of lethal damage to the attacker per extra success. Your weapon bonus doesn’t apply to this extra damage. Drawback: You must spend a point of Willpower and declare that you are using Aggressive Defense at the start of the turn. You cannot combine this maneuver with Press the Advantage or Weak Spot.
Iron Guard (••••): You and your weapon are one. At the start of each turn, you can choose to reduce your weapon bonus (down to a minimum of 0) to increase your Defense by a like amount. If you take a Dodge action, add your full weapon bonus to your Defense after doubling your pool.
Press the Advantage (•••••): You create an opening with a block, and lash out with a fist or foot. When you’re taking a Dodge action, if your Defense roll reduces the attacker’s successes to 0, you can make an unarmed attack against that opponent at a -2 penalty. Your opponent applies Defense as normal.
Drawback: Spend a point of Willpower to make the attack. You can only make one attack per turn in this way.

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

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


Armored Combat (Style, • to •••)
Prerequisites: Strength 000, Stamina 000, Athletics 00
Effect: Armor is heavy, cumbersome, and most of the time not worth it. Who wears riot gear to get a quart of milk from the local convenient store on the corner? That being said, there are times when armor will save your life. Armor used to be very common for warriors on ancient battlefields, however with the rise of ranged weapons, armor became more of a hindrance than a help until modern times. Tactics were developed long ago to help one use armor more effectively, and most of the precepts hold true to for today's heavy Kevlar gear. Getting used to operating in armor can provide several benefits in addition to increased defense.

Second Skin  • – As you grow accustomed to wearing armor it becomes like a second skin. You move more naturally in it, are not as tired, and do not feel as restricted. It is almost like breaking in a new pair of shoes. For a piece of armor that you have trained in or used for longer than a Chapter, reduce all Defense and Speed penalties by 1. If you lose the armor with which you have become familiar, you must wear your new set of armor for a Chapter before this bonus can be applied again.

Impenetrable Fortress •• – While in your armor, your character can feel the flow of combat and interpret where the next blow will land. You have trained yourself to shift your weight and your armor to better defend against incoming blows.  As such, increase the difficulty of all called shots against you by 1 so long as you are wearing armor.

Throw Your Weight Around ••• – At this level of mastery the armored individual is able to use the weight of her armor to throw the full force of her added mass behind her melee blows. By shifting your armored weight in such a way, you may take a penalty of up to -2 to your general armor rating for the rest of the turn. For each -1 you take, add 1 Lethal damage to Melee or Brawl attack rolls.

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

Small Unit Tactics (••)
Prerequisites: Presence •••
Effect: Your character is a proficient leader in the field. She can organize efforts and bark orders to remarkable effect. Once per scene, when making a coordinated action that was planned in advance, spend a point of Willpower and an instant action. A number of characters equal to your character’s Presence can benefit from the +3 bonus gained from the Willpower expenditure.

Cohesive Unit •••••
Prerequisites:
Presence •••+
Effect:
Your character is a natural leader who brings out the best from those she works with. At three dots, team members add +2 dice to actions dedicated to helping the team. At four dots the team gains access to a pool of dice equal to the character's Presence,
that they can draw upon for actions where they work towards their established purpose. At five dots, team members can reroll a failed result once per dot of Presence the character with this merit has. In each case, the benefits last until depleted, the team
reaches or deviates from its agreed goal, or disbands. The character with this merit can’t access any of the benefits she encourages in others.
Drawback:
The character's natural command can cause confusion in groups where the character is not the recognized leader. If a group benefiting from the character's Cohesive Unit merit receives orders from someone they are expected to follow, and those orders don't
conform with the actions the group is already taking, they suffer a 1-die penalty for a number of turns equal to the character's Presence while they work through the conflicting tasks.


Know the Territory 000
Prerequisites:
Wits 00, Composure 000, Investigation 00, Crafts 00, Survival or Streetwise 00
Effect:
Your character is trained to quickly analyze a map and make command decisions about the best way to approach a situation, You could be an engineer, a retrieval specialist, a hunter, or a tactician. Before combat, if you have access to a detailed map
of the area in which you will be fighting with accurate intelligence about recent changes, Make a Wits + Investigation roll for each dot you possess in this Merit. Each roll takes 1 minute to read information and relay it to your team. For each roll that is
successful, you may apply one of the following bonuses for a number of turns equal to your Composure after combat begins. Your team may consist of a number of members equal to your Wits Score.
Increase the Speed and Initiative of your team by 1 for each success dedicated to this ability. Those
who act first in combat are usually the victors.
Set a Trap for your enemy, This trap will deal 1 Lethal damage for each success you dedicate to this
ability. This prevents the enemy from escaping.
Add 1 Lethal to the damage of your party against objects or structures in the area. This ability may
be applied once per success dedicated to this ability. This allows your team to tear through cover and breach doors more effectively.
Decrease called shot penalties by 1 for each success dedicated to this ability, as you advise your team
how to avoid friendly fire and civilian casualties.
Increase the Durability of cover by 1 for each success dedicated to this ability, as you inform your team the best ways to utilize cover.
_______________________________________________________________________________________________
DISCIPLINES
Celerity 00000
Majesty 00000
Vigor 00000 (Adds dots to Strength)
Resilience: 0000
Protean: 00000
Obfuscate: 000
Dominate: 0000
_______________________________________________________________________________________________
-Equipment
Fine Clothing, Cash 5

Bastard Sword Two-Handed
11 Dice with 8 Again
+3 Damage


Last edited by Admin on Sat May 12, 2018 7:19 am; edited 1 time in total

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 10:20 am

Sir Sven Reinmen "The Mad Knight"


Mask: Authoritarian (shut down an inferior trying to rise to your level)
Dirge: Visionary (Help someone by sharing your vision w/ them)
Blood Potency: 5
Vitae: 15/5 per turn, Humans
Size: 5
Speed: 12
Defense:5, 7 w/ Saber (Defensive Combat 5)
Armor: 1/0 Reinforced Clothing (Spend 1 Vitae, Reflexive, +3/3 [4/3 total])
Initiative Modifier: +5
Health: 11
Willpower: 5
_____________________________________________________________________________
ATTRIBUTES

INTELLIGENCE 000
WITS 00
RESOLVE 00

STRENGTH 0000
DEXTERITY 0000
STAMINA 0000-00 (Resilience)

PRESENCE 00
MANIPULATION 000
COMPOSURE 000
_________________________________________________________________________________
SKILLS

Mental (-3 unskilled)
Academics: 00
Investigation:0000 (9-again)
Politics: 00

Physical (-1 Unskilled)
Athletics: 000
Firearms: 00000 (Pistols +2, 9-Again)
Larceny: 0
Stealth: 00
Survival: 000 (Navigation +1) [9-Again]
Weaponry: 00000 (Swords +2)[9-Again]

Social (-1 Unskilled)
Empathy:0
Expression: 000
Intimidation 00
Persuasion: 0
Socialize: 0000 (Carousing +1, p. 71 WoD)
Streetwise: 00
Subterfuge: 0000
________________________________________________________________________________
Merits
Language, French: German
Language, English 0
Resources 000
Area of Expertise 0, Swords & Pistols : Gets +2 for a specialty
Professional Training: Detective 00: Pistols, Investigation
Meditative Mind 0 (Trained by Argos): Your character's meditation is more fulfilling than most. One dot does not suffer environmental penalties to meditation (CoD p. 75), even from wound penalties.
**Meditation: Extended action, Composure + Wits, target 4 successes for 30 minutes. If successful, gets +1 bonus to next breaking point roll.

Defensive Combat 0 (Prerequisite: Weaponry 0): You use Weaponry to calculate Defense rather than Athletics. Must have a weapon in hand.

Off Hand Training (Firearms)  ••• 
 Not everyone is born Ambidextrous,but through dedicated  training some may learn to fight as if they were. 
Prerequisite: Resolve ••• Composure ••• & Weaponry or Firearms ••
Effect: When this Merit is taken choose if it is for Firearms or Weaponry. You may take this Merit Twice, once for Firearms, and again for Weaponry. The •• version of this Merit allows you to reduce the off hand penalty for either Firearms or Weaponry to -1. The ••• Version of this Merit allows you to negate the off hand penalty for either Weaponry or Firearms.

Armed Defense 000

*Cover the Angles 0
When you take a Dodge action, reduce the Defense penalties for multiple attackers by 1. You can apply your full Defense against the first two attacks, suffer a -1 against the 3rd, and so on.

*Weak Spot 00
You swing against your opponent's arm rather than their weapon. Use this ability when defending against an armed attacker. If your Defense reduces his attack pool to 0, he's disarmed. If you Dodge, you disarm your opponent if your Defense roll reduces his attack successes to 0.

*Aggressive Defense 000
Anyone dumb enough to come near you is liable to get hurt. When you take a Dodge action, if you score more successes than any attacker, you deal one point of lethal damage to the attacker PER EXTRA SUCCESS. Your weapon bonus doesn't apply to this extra damage (p. 60 CoD).
_______________________________________________________________________________
Weaknesses & Flaws

INSANE ("I am charged with unearthing the great fortune in order to build the great tower.") : 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 two points instead of one for the same effect. The Storyteller can call for a Resolve + Composure roll to resist a general anxiety pertaining to the Flaw.
_______________________________________________________________________________
DISCIPLINES

Animalism: 000

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

Dominate: 000

*Mesmerize 0
Dice Pool: Intelligence + Expression + Dominate vs. Resolve + Blood Potency
Cost: None
Action: Instant
Success: Vampire holds victim’s eyes for a minute in order to inflict the Mesmerized Condition (p.305).

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

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

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

DEVOTIONS

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

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


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


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


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

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

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

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

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

Despite its ability to affect the mind, Dementation cannot infect somebody with Malkavia. Malkavians see Dementation as giving others a taste of the horrors they face on a nightly basis.
______________________________________________________________________________
EQUIPMENT
Reinforced Clothing Rating 1/0, Strength 1, Defense 0, Speed 0, Coverage of Torso, arms, legs

Eye Patch w/ Silk-Pad 00: Allows user to see while covering up what their eye looks like. -2 to any perception checks to look at their eye.

Boot Knife: +0L  Initiative -1  Strength 1  Size 1

2 Nickel Plated Pistols
________________________________________________________________________________________
DICE POOLS
PISTOL
+10 (9-again)

Colt 1911
Range 30/60/120
Clip 7 +1
Initiative Penalty -2
Damage 2
Minimal Strength 3
Size 1
Availability 3

DOMINATE
Mesmerize: +9 vs Resolve + Blood Potency (commands take 2 turns)
Iron Edict: +9 - Target's Resolve


Last edited by Admin on Sat Apr 21, 2018 10:32 am; edited 1 time in total

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 10:31 am

JASPER STRICKLAND


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

_________________________________________________________________________________________

MENTAL
Intelligence: 3
Wits: 3
Resolve: 3

PHYSICAL
Strength: 4
Dexterity: 4
Stamina: 5

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

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

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

_________________________________________________________________________________________
MERITS

Language, English: N/A
Language, French: 1
Resources: 000

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

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

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

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

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

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

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

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

_________________________________________________________________________________________
DISCIPLINES

ANIMALISM 00
Feral Whispers
To those she would command, a vampire must first make herself understood.
Cost: None
Dice Pool: Manipulation + Animal Ken + Animalism
Duration: Scene, command can persist up to a night.
Success: Vampire can communicate with an animal, asking it what it has perceived.

DOMINATE 000
*Mesmerize 0
Dice Pool: Intelligence + Expression + Dominate vs. Resolve + Blood Potency
Cost: None
Action: Instant
Success: Vampire holds victim’s eyes for a minute in order to inflict the Mesmerized Condition (p.305).
*Iron Edit 00
Cost: 1 Vitae or 0 if victim is in Vinculum w/ user
Dice Pool: None
Requirements: The vampire must have inflicted the Mesmerized Condition on the victim
Action: Instant
Success: The command takes two turns per sentence to convey. The command relies on the victim’s interpretation. The victim takes the Dominated Condition (p. 302) and will follow the vampire’s commands as soon as she finishes speaking them. They continue to follow the order until the task is completed or until sun rise. Many kindred use Iron Edit to issue simple commands such as “Obey my direct instructions when I give them to you,” which effectively gives them control over the minion until the sun comes up, though it doesn’t extend the duration of the Mesmerized condition.

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

RESILIANCE 00000
*Persistent: Add vampire’s dots in Resilience to their Stmina.
*Active: Costs 1 Vitae per effect
Dicepool: None
Action: Reflexive
Power 1 : Spending point of Vitae allows vampire to dismiss grievous wounds, even those from banes. Subtract Resilience dots plus one from all non-bane sources of damage. Mechanically, this is similar to armor, but does nothing to reduce the visual signs of injury.
Power 2: Subtract Resilience dots from all damage from fire or other acquired banes.

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

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

CREATION 00: Can summon liquids and dead organic matter, corpses and the rotten remains of plants. Can also create sensory phenomena such as sounds emanating from nowhere or strange smells. If a sensory phenomena is intended as a help or hindrance to a dice roll, the bonus or penalty added is equal to the ritual's Potency.

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

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

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

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

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

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

M1918 Browning Automatic Rifle
Range 200/400/800
Clip 20
Initiative Penalty -4
Damage 4
Minimal Strength 3
Size 3
Availability 4

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

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

Rifle: +10, 4L

Mesmerize: +9 vs Resolve + Blood Potency

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 10:37 am

Yusef Hochberg


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

_________________________________________________________________________________________

MENTAL
Intelligence: 3
Wits: 3
Resolve: 5

PHYSICAL
Strength: 3
Dexterity: 3
Stamina: 2

SOCIAL
Presence: 3
Manipulation: 2
Composure: 3

_________________________________________________________________________________________
Mental Skills (-3 Untrained)
Academics: 000
Computer: -
Crafts:
Investigation: 00000 (Predictions +1)
Medicine: 0
Occult: 0000 (Practical Kabbalah +1)
Politics: 000
Science:

Physical Skills (-1 Untrained)
Athletics: 0
Brawl: 000
Drive: 0
Firearms: 0
Larceny: 0
*Stealth: 00
Survival: 00
Weaponry: 0000

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

_________________________________________________________________________________________
MERITS

Language, English: N/A
Language, Hebrew: 0
Resources: 00

Kindred Status, Covenant: Lancea et Sanctum 000
Covenant Status is usually tied to positions and direct authority within the covenant structure.

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

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

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

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

Safehaven: 000

_________________________________________________________________________________________
DISCIPLINES

AUSPEX 000

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

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

CELERITY 000
*Persistent: Add vampire’s dots in Celerity to their Defense or Dodge roll when actively defending.
*Active: Costs 1 Vitae per ability
Power 1: Move to the top of the round. If someone else does this as well, they enter a Clash of Wills (p.125).
Power 2: Interrupt a character’s action with a single action of your own (move or attack, but not both).
Power 3: Multiply their speed by dots in Celerity +1.

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

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

VROKALI 0000
This mystical Kabbalah power allows the user to see into the future. The discipline adds its dot rating to any Divination checks for Theban Sorcery.  

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

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

CREATION 00: Can summon liquids and dead organic matter, corpses and the rotten remains of plants. Can also create sensory phenomena such as sounds emanating from nowhere or strange smells. If a sensory phenomena is intended as a help or hindrance to a dice roll, the bonus or penalty added is equal to the ritual's Potency.

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

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

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


_________________________________________________________________________________________
Equipment
Dress clothes, Yakima, copy of the Koran

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

Sacrificial Hebrew Dagger

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

Divination +21

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 10:49 am

SIR DIEGO NARVAEZ

Sir Diego Narvaez
Mask : Leader
Dirge: Conspirator
Clan : Mekhet
Covenant Invitctus (Spain)
Blood Potency 8 (Attributes 8, Max Vitae: 30/8, Can feed from: Kindred)
Vitae 20
Willpower: 8
Health: 8
Humanity: 5
Speed:  17 (w/ +3 for fleet of foot merit)
Defense: 15
Armor: 1/0 Reinforced Clothing
Initiative: 7
Touchstones: Celina: A lookalike of his old wife, Old Aragon Knight Cloak Broach
Banes: Tenebrous Curse, Crossroads
_________________________________________________________________________________________________________________________
ATTRIBUTES

Intelligence: 0000
Wits: 0000 [8-again for Perception checks]
Resolve: 000

Strength: 0000
Dexterity: 0000000
Stamina: 0000

Presence: 0000
Manipulation: 0000
Composure: 0000 [8-again for Perception checks]
__________________________________________________________________________________________________________________________
SKILLS

Mental (-3 unskilled)
Academics: 000
Crafts: 00
Investigation: 0000
Medicine: 0
Occult: 000000 (Kindred +1)
Politics: 00000 (Invictus +1)
Science: 0


Physical (-1 unskilled)
Athletics: 000000
Brawl: 0000000 (Grappling +1)
Drive: 00
Firearms: 000000 (Pistols +2)
Larceny: 0000
Stealth: 00000
Survival: 000
Weaponry: 0000000 (Swords +1)

Social (-1 unskilled)
Animal Ken: 00
Empathy: 0000
Expression: 00 (Oratory +1)
Intimidation: 000
Persuasion: 000000
Socialize: 00
Streetwise: 0000
Subterfuge: 000000
__________________________________________________________________________________________________________________________

MERITS
Language, Spanish Native
Language, English 0
Language, French 0
Language, Portuguese 0

Status, Invictus: 00000
Status, City: 000

Ambidextrous: 00
Character does not suffer -2 for using an off-hand weapon

Feeding Grounds, French Quarter: 000
Can add dot rating to any hunt rolls, and add dot rating to any predatory aura conflicts when in their territory.

Resources 00000 (Inherited sugarcane business from his Sire)

Haven 0000
Effects: Add rating to Humanity rolls to notice danger while sleeping (+4), and any Stamina + Resolve rolls to remain awake. As well, add it to any Kindred senses when rolling within.

Fleet of Foot 000
Effects: +1 to Speed per dot (3) and anyone pursuing them suffers -3 penalty during a foot chase.

Trained Observer: 000
Prerequisite: Wits 000 or Composure 000
Effects: When making Perception rolls (Wits + Composure), you benefit from 8-again.

Area of Expertise, Pistols: 00
Effect: Add +2 to specialty instead of +1

Sleight of Hand 000
Prerequisite: Larceny 000
Effects: Can pick locks and pockets without thinking about it. Can take 1 Larceny roll reflexively in a given turn. Actions go unnoticed unless someone is trying specifically to catch them.

Firefight 000
Prerequisites: Composure 000, Dexterity 000, Athletics 00, Firearms 00
0 Shoot First: If your gun is drawn, add Firearms score to your Initiative. If you have Quick Draw, use Shoot First to draw and fire with increased Initiative in the first turn of combat.

00 Suppressive Fire: When using the Covering Fire maneuver (p.90), your opponent cannot benefit from aiming against them. They can apply their Defense against incoming Firearms attacks, in addition to any cover bonuses. Additionally, their training allows them to use Suppressive fire with a slim-automatic weapon.

000 Secondary Target: By using this, your character opts not to hit their target, but instead strike them with any collateral objects that might be nearby. This causes bashing damage instead of lethal, but ignores all cover penalties to the roll. The weapon's damage rating does not add to the damage in this case.

Fighting Finesse, Swords: 00
Prerequisites: Dexterity 000, Speciality in a Weapon
Effect: Use Dexterity instead of rolls with this specialty.
__________________________________________________________________________________________________________________________
DISCIPLINES

Auspex 00000

Celerity 00000
Persistent: Add dots to Defense or Dodge roll, even with firearms.
Active (costs 1 vitae): Move to the head of Initiative, Interrupt the action of another with a brief action of your own such as attack or move, Ultipley their speed by dots in Celerity +1

Obfuscate 000
0 Face in the Crowd (Cost: none, Dice Pool: None, Action: Instant): People's eyes slide off you. If character does something that would draw attention, everyone gets Wits + Composure roll minus the user's Obfuscate dots. Even thier predatory aura seems to disappear.

00 Touch of Shadow (Cost 1 Viate, Wits + Larceny + Obfuscate, Action: Reflexive, Duration: Scene)
Success: For the rest of the scene, people's eyes slide off the object. Observers must succeed at a reflexive Wits + Composure check, penalized by kindred's Obfuscate dots.

000 Cloak of Night (Cost 1 Vitae, Dicepool: None, Action: None)
Effect: Can affect other people. Can spend Vitae to completely vanish. Only struck victims can perceive vampire. If Auspex shatters the Obfuscate, all Obfuscate powers cancel. The kindred can be tracked by indirect clues. Observers roll Wits + Resolve - Obfuscate. A vampire can apply Blood Potency bonsu from Kindred senses. Each roll takes on turn, and the osbserver must roll more successes than the vampire's Wits + Stealth + Obfuscate, though teamwork may apply.

Protean 000
0 Unmarked Grave (Dice Pool: None, Action: None, Action: Indefinite): Vampire sinks body into the earth as long as they desire. Theys till keep senses. Any damage causes them to emerge from ground.

00 Predatory Aspect (Cost 1 Vitae, No Dice Pool, Reflexive Action, Duration: Scene)
Effect: Vampire can manfiest a small host of bestial traits from webbed hands to claws that do 1L. They can also grow extra senses like echolocation.

000 Beast's Skin (Cost 2 Vitae, No Dice Pool, Instant Action, Duration: Indefinite)
By consuming a beast, they can transform into it. The creature must be a predator, carrion-eater or plague carrying beast between Size 1 and 7. The user takes the Phsyical Attributes, Skills, Size, Speed and Health of the monster.

THEBAN SORCERY
Creation (Wits + Expression + Creation): 0
Destruction (Wits + Intimidation + Destruction): 0000
Divination (Resolve + Investigation + Divination): 000
Protection (Resolve + Stealth + Protection): 0000
Trasmutation (Intelligence + Science + Transmutation): 0
_____________________________________________________________________________________________________________________

EQUIPMENT
Fashion 0: +1 to certain social rolls so long as it pertains to the scene

Reinforced Clothing (Long Coat) 1/0, Concealed
_______________________________________________________________________________________________________________________
DICEPOOLS

Protean Claws
Attack: +13
Damage: 1L

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 11:01 am

////

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat Apr 21, 2018 11:06 am

LEGEND: Doc Holliday


CLAN: Daeva
BLOOD POTENCY: 3 (Max Attribute: 5, Max Vitae: 12/3, Can Feed on Humans)
HEALTH: 8
WILLPOWER: 9
Size: 5
Speed: 13
Defense: 14 (4 for Celerity)
Initiative: +18 {Fast Reflexes 3, Shoot First (Firefight) 5, Revolver penalties negated due to merits & weapon modifications}
Armor: 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: 4, Wits: 5, Resolve: 4 {+2 on Wits + Composure rolls to deter an Ambush}{Indomitable: +2 to resist powers}

PHYSICAL
Strength: 3, Dexterity: 5, Stamina: 3

SOCIAL
Presence: 3, Manipulation: 2, Composure: 5 {+2 on Wits + Composure rolls to deter an Ambush}
________________________________________________________________________________________
Mental Skills
Academics: 00
Computer: 0
Crafts: 0
Investigation: 000
Medicine: 0000 (Dentistry +1)
Occult: 00
Politics: 0
Science: 0

Physical Skills
Athletics: 00000
Brawl: 000
Drive: 0
X Firearms: 00000 (Single Action Revolvers +2 w/ Area of Expertise) {9-Again w/ Professional Training, Spend 1 Willpower to make it a Rote}
Larceny: 00
Stealth: 000
X Survival: 0000 (Track +1) {9-Again w/ Professional Training, Spend 1 Willpower to make it a Rote}
Weaponry: 000

Social Skills
Animal Ken: 00 (Horses +1)
Empathy: 00
Expression: 0
Intimidation: 000 (+1 with Revolvers)
Persuasion: 000
Socialize: 000
X Streetwise: 0000 (Rumors +1) {9-Again w/ Professional Training, Spend 1 Willpower to make it a Rote}
Subterfuge: 000
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 000

Professional Training, Lawman: Firearms,  (•••••)
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: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field. (Local Sheriffs, Gambling Hall Owners)
•• Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality
••• Breadth of Knowledge: Due to her advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills.
•••• On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.
••••• The Routine: With such extensive experience in her field, her Asset Skills have been honed to a fine edge, and she’s almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on the first roll.

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

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

Fast Reflexes ( •••)
Prerequisite: Wits ••• or Dexterity •••
Effect: +1 Initiative per dot
Your character’s reflexes impress and astound; she’s always fast to react.

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

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

Fame, Gunslinger (••)
Effect: Your character is recognized within a certain sphere, for a certain skill, or because of some past action or stroke of luck. This can mean favors and attention, it can also mean negative attention and scrutiny. When choosing the Merit, define what your character is known for. As a rule of thumb, one dot means local recognition, or reputation within a confined subculture. Two dots means regional recognition by a wide swath of people. Three dots means worldwide recognition to anyone that might have been exposed to the source of the fame. Each dot adds a die to any Social rolls among those who are impressed by your character’s celebrity.
Drawback: Any rolls to find or identify the character enjoy a +1 bonus per dot of the Merit. If the character has Alternate Identity, she can mitigate this drawback. A character with Fame cannot have the Anonymity Merit.

Firefight (•••; Style)
Prerequisites: Composure •••, Dexterity •••, Athletics ••, Firearms ••
Effect: Your character is comfortable with a gun. She’s been trained in stressful situations, and knows how to keep herself from being shot, while still shooting at her opponents. This Style is about moving, strafing, and taking shots when you get them. It’s not a series of precision techniques; it’s for using a gun practically in a real-world situation.
Shoot First (•): In a firefight, the person shot first is usually the loser. Your character has trained herself to fire first in an altercation. If her gun is drawn, add her Firearms score to her Initiative. If she has Quick Draw, she can use Shoot First to draw and fire with increased Initiative in the first turn of combat.
Suppressive Fire (••): Sometimes, the purpose of a shot is to distract, not necessarily to hit. Your character is trained to fire off a handful of rounds with the intent to startle oppo-nents and force impulse reactions. When using the Covering Fire maneuver (p. 90), her opponents cannot benefit from aiming against her. She can apply her Defense against incoming Firearms attacks, in addition to any cover bonuses. Additionally, her training allows her to use Suppressive Fire with a semi-automatic weapon.
Secondary Target (•••): Sometimes, shooting an opponent behind cover is all but impossible. However, a bullet can knock objects off balance, or cause ricochets. By using Secondary Target, your character opts not to hit her target, but instead strike them with any collateral objects that might be nearby. She causes bashing damage instead of lethal, but ignores all cover penalties to the roll. The weapon’s damage rating does not add to the damage in this case.

Marksmanship (• to •••; Style)
Prerequisites: Composure •••, Resolve •••, Firearms ••
Effect: When prepared and aimed, a gun is an ideal kill- ing machine. Your character has trained to take advantage of the greatest features of a gun, usually a rifle, but this Style can be used with any gun. Because of the discipline and patience required for Marksmanship, your character cannot use her Defense during any turn in which she uses one of these maneuvers. These maneuvers may only be used after aiming for at least one turn.
Through the Crosshairs (•): Your character is a competent sniper, able to sit in position and steel her wits. Usually, the maximum bonus from aiming is three dice. With Through the Crosshairs, it’s equal to her Composure + Firearms.
Precision Shot (••): With this level of training, your character knows how to effectively disable a victim instead of focusing on the kill. When attacking a specified target, you may reduce your weapon’s damage rating one-for-one to ignore penalties for shooting a specified target (see p. 92).
For example, if your character is using a sniper rifle (four damage weapon), and attacking an arm (-2 to hit), you could choose to use three damage for -1, or two damage to eliminate the penalty entirely.
A Shot Rings Out (•••): A master sniper, your charac- ter has no worries or lack of confidence. She can fire into a crowd and strike a specific target without penalty. If she misses, it’s because her shot goes wide. She will never hit an unintended target.

Old Fashion Gunfighter Style
Prerequisites: Composure 3, Dexterity 3, Firearms 2, Specialization in Single Action Revolvers
Effect: Your character has made the mechanics of the Single Action Revolver an extension of his body and making use of this killing tools requires no more conscious effort.
•Thumb the Hammer: When using a Single Action Revolver, use the Initiative penalty for a Double Action Revolver Instead.
••Fan the Hammer: You may fan the Hammer while wilding a Single Action Revolver, allowing you to use a Short Burst or a Medium Burst. The revolver must have at least three bullets within it for Short Burst to be available, and at least Six bullets within it for Medium Burst to be available.

Autofire
Automatic weapons can fire a short, medium, or long burst in place of a single shot.
• Short Burst: Three bullets fired at the same target. The shooter enjoys a +1 to her dice pool.
• Medium Burst: 10 bullets, which can hit one to three targets standing close together. The shooter receives a two-die bonus to her dice pool. If firing at more than one target, subtract the total number of targets from the shooter’s pool, then make one attack roll per target.


Speed Loader, Revolvers •
Prerequisites: Dexterity ••• and Specialization in chosen weapon
Effect: Your gingers are well practiced at fetching the ammo your weapon requires and putting in where it is essential to conitue the fight. No longer does loading individual bullets force you to sacrifice your defense for the round, though reloading does still require an Instant Action.
________________________________________________________________________________________
Disciplines

Celerity ••••:
Cost: None or 1 Vitae per active effect
Dice Pool: None
Action: None ore Reflexive for Active Effect
Duration Permanent, or one turn for Active Effect
Persistent: Add vampire' dots in Celerity to Defense or Dodge roll. This works against firearms.
•Active: Spend 1 Vitae to move to the head of the Initiative queue. This boost in Initiative lasts only one turn, after which all combatants return to acting in their rolled order. Multiple vampire attempting this enter Clash of Wills (Vampire p. 125), the winner acts first.
•Interrupt the action of another character with a brief action of your own. Can be an attack, movement or any other instant action. However, you are still limited to one instant action.
•Multiple speed by dots in Celerity +1

Majesty: ••

Vigor ••

________________________________________________________________________________________
PERSISTENT CONDITION:Addiction to Gambling & Alcohol 
Your character has an addiction. IF they don't feed it, they gain Deprived.
________________________________________________________________________________________
Equipment
Fashion +1, Long Coat, Deck of cards, fine leather gun belts with 4 reloads of revolver ammunition
Reinforced Clothing (1/0): Leather Long Coat

Quick Draw Holster (only on right side) +1 to Initiative when attempting to quick draw pistol
Special: Can lose revolvers in intense combat if holstered (must make Dexterity + Athletics check)

(2) Single Action Nickel Plated 1851 Navy Colts, Modified
Range: 30/60/120
Clip: 6
Initiative Penalty: -3 (-2 due to Smooth Sites, -1 because of  Old Fashion Gunfighter Merit, -0 w/ Quick Draw Holster)
Damage: +2
Minimum Strength: 3
Size: 1
Availability: Custom, 5
Special: +1 to Intimidation when unholstered or a hand is placed on them, Smoothed Sites +1 Initiative during Draw Portion
____________________________________________________________________________________________
Dice pools
Pistol: +12 w/ 9-Again and can spend 1 Willpower for Rote, Can Aim up to add up to +10 (1 per round)
+2 Damage

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sun Apr 22, 2018 9:33 pm

LELAND GRIMSBANE

Mask: Cult Leader
A cult leader wants for faith and devotion. He may have faith and devotion of his own, but he wants for a group to adore him and his word above all. This may or may not be a religious cult.Single Willpower: Convince someone to deny logic because of your word.
All Willpower: Risk exile or death to defend your cult’s belief system.

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

Humanity: 6
Blood Potency: 1
Max Vitae: 10
Per Round:1
HEALTH: 8
WILLPOWER: 5

Size: 5
Speed: 9
Defense: 2
Initiative:+ 5
Armor: 0/0 or 2/0 with Resilence

MENTAL
Intelligence: 3
Wits: 2
Resolve: 2

PHYSICAL
Strength: 2
Dexterity: 2
Stamina: 2 (3 with Resilience)

SOCIAL
Presence: 3
Manipulation: 3
Composure: 3

MENTAL SKILLS
ACADEMICS: 2
COMPUTER:
CRAFTS:
INVESTIGATION: 1
MEDICINE:
OCCULT: 2
POLITICS: 1
SCIENCE: 1

PHYSICAL SKILLS
ATHLETICS:
BRAWL:
DRIVE : 1
FIREARMS:
LARCENY: 1
STEALTH: 1
SURVIVAL:
WEAPONRY: 1

SOCIAL SKILLS
ANIMAL KEN: 1 (Cats)
EMPATHY: 1
EXPRESSION: 2 (Theatrical)
INTIMIDATION: 1
PERSUASION: 2 (Young Women)
SOCIALIZE: 1
STREETWISE: 1
SUBTERFUGE: 2

Disciplines
Aninimalism 1
Protean 1
Resilence 1

Merits
Circle Status 3
City Status 1
Herd: 3 (Young Women)
Safe Place: 1 (His School)
Haven: 1 (HIs School)
Resources: 1

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Re: KINDRED OF THE PROHIBITION

Post by Admin on Sat May 12, 2018 7:18 am

Bentaresh

111 Exp

Mask: Socialite
Dirge:Plotter
Humanity: 4
Blood Potency: 5
Max Vitae: 15
Per Round: 5
HEALTH: 10
WILLPOWER: 6
Size: 5
Speed: 12
Defense: 5
Initiative:+ 7
Armor: 0/0 or 3/0 with Resilence

MENTAL (12 exp)
Intelligence: 3
Wits: 3
Resolve: 3

PHYSICAL (4 exp)
Strength: 2
Dexterity: 4
Stamina: 2

SOCIAL (8 exp)
Presence: 4
Manipulation: 4
Composure: 3

MENTAL SKILLS (9 exp)
ACADEMICS: 3
COMPUTER:
CRAFTS:
INVESTIGATION: 2
MEDICINE:
OCCULT: 3 ( 9 AGAIN) (Arisen)
POLITICS: 3 (Cult)
SCIENCE:

PHYSICAL SKILLS
ATHLETICS: 1
BRAWL: 1
DRIVE :
FIREARMS:
LARCENY:
STEALTH: 1
SURVIVAL:
WEAPONRY: 1

SOCIAL SKILLS (6 exp)
ANIMAL KEN: 1
EMPATHY: 2
EXPRESSION: 2 (Dance)
INTIMIDATION: 1
PERSUASION: 3 (9 AGAIN) (Seduction)
SOCIALIZE: 2
STREETWISE: 1
SUBTERFUGE: 2

Disciplines (44 exp)
Celerity 1
Majesty 5
Protean 3
Resilience 3
Vigor 1
Theban Sorcery 3

Devoutions

Snake Fangs of Set (2 exp)
Cost: 1 or more Vitae up to the Vampire's Per Turn Limit
Action: Reflexive, as part of a successful Bite Attack
When the Vampire makes a Successful Bite Attack they may activate this Devotion Reflexively so long as they have not already spent all of the Vitae available to them for the round. Upon activation the Vampire's Fangs inject the victim with a horrific venom that has a Toxicity Rating equal to the Vitae spent to activate the Devotion. To resist the damage, make a reflexive Stamina+ Resolve – Toxicity roll. Each success reduces the damage taken by one. This roll must be made every time the poison deals damage, unless the character stops fighting and gives in. The Poison deals Damage every Round, for as many Rounds at the Vampire's Blood Potency. This Poison does Lethal Damage to the living, and Bashing Damage to Undead, and Constructs.

Bentaresh's Poison can have a Toxicity Rating between 1 and 5, and will deal Damage every round for 5 rounds.

Merits (6 exp)
Native Language: Eygptian
Language: English
Status: Rathamon Cult 4
Resources: 3
Herd: 3
Professional Training: Cult Leader 2
Enigma 3
Anyone trying to Track or Research this Character suffers a -3 penalty.

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