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


Last edited by Admin on Thu Apr 19, 2018 10:07 pm; edited 1 time in total

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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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