Post by Scrammel on Dec 7, 2014 20:00:57 GMT
Name : Arrin
Player: Scrammel
Chronicle : Birmingham by night
Nature : Fanatic
The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic pours himself into his cause, and he may even feel guilty for undertaking any objective that deviates from his higher goal. To the Fanatic, the end justifies the means -- the cause is more important than those who serve it. Players who choose Fanatic Archetypes must select a cause for their character to further. Revolutionaries, zealots, and sincere firebrands are all examples of Fanatic Archetypes. Kindred Fanatics are often champions for or against a particular aspect of undead society, such as equality among all vampires, the extermination of Anarchs, or stamping infernalism out of the Sword of Caine. Regain a point of Willpower whenever you accomplish some task that directly relates to your cause.
Demeanor : Autocrat
The Autocrat wants to be in charge. He seeks prominence for its own sake, not because he has an operation's best interests at heart or because he has the best ideas (though he may certainly think so). He may genuinely believe others are incompetent, but ultimately he craves power and control. Dictators, gang leaders, bullies, corporate raiders, and their ilk are Autocrat Archetypes. A Kindred Autocrat may crave a title, or he may wish to be recognized as the leader of a coterie. Regain a point of Willpower when you achieve control over a group or organization involving other individuals.
Clan: Tzimisce
Generation : 8th Gen
Haven : (Unknown)
Concept : Zealot/Perfectionist
Attributes
Physical
Strength : 4
Dexterity: 3
Stamina : 4
Social
Charisma: 3
Manipulation : 4
Appearance: 3
Mental
Perception : 4
Intelligence : 5
Wits : 3
Abilities
Talents
Alertness : 3
Athletics : 1
Brawl : 2
Dodge: 3
Empathy: 0
Expression : 1
Intimidation: 4 (interrogation)
Leadership: 3
Streetwise: 1
subterfuge: 4
Skills
Animal Ken: 3
Body Craft: 3
Drive : 1
Firearms : 3
Larceny : 0
Melee: 1
Torture: 2
Performance: 1
Stealth: 1
Survival: 2
Knowledges
Academics: 4
Garou Lore: 1
Clan Lore: 3 (Tzimisce)
Clan lore: 2 (Tremere)
Investigation: 4
Law: 3
Linguistics: 3
Medicine : 1
Occult: 5 (Koldunism)
Politics: 3
Science : 3
Technology: 1
Disciplines
Animalism: 2
Auspex: 4
Vicissitude: 3
Dominate: 2
Fortitude: 3
Potence: 2
Koldunic Sorcery: 5
~The Way of Sorrow: 5
~The Way of Earth: 3
~The Way of Fire: 2
~The Way of Spirit: 5
~The Way of Water: 2
Backgrounds
Generation 5
Sabbat Status 5 (priscus)
Retainers 4 (1 Abomination, 2 Revenants)
Rituals: 3
Age 3
Virtues
Instinct : 3
Conviction : 5
Courage : 4
Path of Power and the Inner Voice: 5
Willpower: 9
Blood pool: 15
Merits:
Scholar Of Enemies (Tremere)
You have taken the time to learn about and specialize in one particular enemy of your Sect. You are aware of at least some of the group's customs, strategies, abilities, and long-term goals, and can put that knowledge to good use. This Merit is worth a -2 difficulty for all non-combat rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because you're so thoroughly focused on your field.
Mark Of Caine
Prerequisite: Sabbat; must be on a Path of Enlightenment other than Humanity
Over the course of history, some of the Auctoritas Ritae have been lost, either due to the death of Sabbat members, or because the ritus simply was not as integral to the Sect's survival in the modern world. One of these lost ritae was the Mark of Caine, which offered protection against weapons of faith. As faith has declined in the modern world, the ritus was used less and less, until eventually, priests who know the ritae have become all but extinct.
Some vampires who participated in the lost Mark of Caine ritus were especially blessed, and still bear a faint sign of favor. Such vampires are always old, pre-dating the first Sabbat Civil War, and once had this ritual cast upon them by a powerful practitioner. These vampires have a small, faded mark upon their forehead that resembles the Hebraic letter tav. Those who bear the Mark of Caine gain a twisted form of True Faith. They can use the effects of the first dot of True Faith -- they must use symbols of Caine as "holy symbols." Further, they get +2 dice to resist mortal True Faith. Only vampires on spiritual Paths of Enlightenment can use this Merit -- if a Cainite reverts to Humanity or succumbs to wassail, all benefit from this Merit is lost forever.
Flaws :
Beacon Of The Unholy
You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly.
Combination Disciplines
See the True Shape - Auspex: 2 Vicissitude: 2
A Fiend with this power may recognize flesh that has been magically reshaped. Although Tzimisce are most adept at noticing fleshcrafting wrought by Vicissitude, they can also recognize the changes brought about by Protean, mortal magic or even the shape changing of Lupines.
System: The vampire scrutinizes the target and her player rolls Perception + Body Crafts (difficulty 6). The number of required successes depends on the nature of the target's transformation. If the player fails to gain the required number of successes, the vampire senses no alteration and assumes the target is in its natural form. A botch means the vampire mistakes the nature of a transformation or sees alteration where none exists. One success spots works of Vicissitude; two sees through other shapechanging evoked through vampiric Disciplines. The character needs three successes to pierce other magic (including mortal wizardry) and four for "natural" shapechanging such as Lupines use. If the player gains two more successes than are needed, the character not only recognizes the type of transformation but may make an educated guess as to the target's natural form. Even more successes reveal more detailed information as relayed by the Storyteller.
Sculpt the Flowing Wound - Fortitude: 3 Vicissitude: 2
A Tzimisce with this power may vastly accelerate her healing by concentrating and willing flesh to mold back to its original form.
System: The player spends one blood point and rolls Wits + Body Crafts (difficulty 8). Each success heals one level of lethal or bashing damage. This power cannot heal more health levels per turn than the vampire's generational limit for blood expenditure. Any healing beyond this limit extends into subsequent turns until complete.
Flaying Touch: Potence: 2 Vicissitude: 2
With this cruel power, a Tzimisce can tear away a victim's skin as easily as removing a robe, all without disturbing the muscles and other tissue beneath. The Fiend simply grabs a handful of skin and pulls it away or surgically slices it with the artful caress of a fingertip. Regardless of the method used, the target suffers excruciating pain and begins bleeding profusely from the exposed flesh. Even if a target somehow survives the blood loss, the area of skinless flesh soon becomes infected. Cainites have less to fear from the power, though they too suffer blood loss until they can regenerate the missing tissue.
System: This power requires the same roll as a conventional use of Fleshcraft, though the difficulty is always one higher than normal (maximum difficulty 9). The vampire need not restrain the victim as long as he strikes exposed skin (requiring a Dexterity + Brawl roll as usual), in which case the activation roll is reflexive. Each success inflicts one level of lethal damage, which may be soaked (if the victim can soak such damage) at difficulty 8 . If the damage exceeds the victim's Stamina, she can only writhe and scream in pain for the rest of the turn. Victims continue bleeding profusely from their exposed skin. Mortals suffer a number of levels of bashing damage each minute equal to the initial damage, while vampires apply any damage after soak as a loss of blood points. Once any of the original damage is healed or the wound is stanched (Dexterity + Medicine, difficulty 9), the bleeding slows to one level of damage per hour. Only when the original injury is completely healed does the bleeding stop.
Koldun Rituals
Level 1
Hospitality
The most common ritual practiced nightly by koldun, Hospitality awakens the spirits of all things in his haven. The spirits manifest in the objects they belong to, granting limited sentience and individualism. The objects speak if spoken to and sometimes even when the Cainite does not command, though always with deference and fear. If directly ordered to silence, they obey. The primary function of this ritual is the perimeter of sentries it creates. As long as the koldun does not mistreat his possessions, he can remain assured of warning in the event of intruders.
System:
A successful activation roll awakens every object in the vampire’s haven to act as described until the sun next sets. This ritual can affect only a single structure, whether that is a crumbing cottage or a towering castle. Beyond the outermost walls, the spirits do not speak or wake.
Defense of the Sacred Haven
This ritual prevents sunlight from entering an area within 20 feet of this ritual's casting. A mystical darkness blankets the area, keeping the baneful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. The caster draws sigils in her own blood on all the affected windows and doors, and the ritual lasts as long as the Tremere stays within the 20-foot radius.
System
This ritual requires one hour to perform, during which the thaumaturge recites incantations and inscribes glyphs. One blood point is required for this ritual to work.
Reflections
The koldun draws upon the elements present in a location to learn more information about that area. The caster need simply take any object from the room, area or location. The object must consist primarily of natural materials, rather than synthetic; thus, a pencil suffices, but a notebook computer does not. Within the next 24 hours, the koldun may cast this ritual over the item. For a number of turns equal to her successes plus her Willpower, her mind travels to the area from which the object was taken, and she may proceed to examine it in detail, even going so far as to look behind furniture or inside drawers that she did not search before. She observes the area exactly as it was when she took the object. This ritual is particularly useful for searching the haven or offices of an enemy at leisure. Any given object may be used only once, after which it becomes useless for purposes of this ritual.
Reawakening Dead Water
With this ritual, a koldun may mingle his blood with stagnant water and drink from it, absorbing the vitality and rejuvenation of water and earth.
System
After dripping a point of vitae into the water, the vampire stoops and drinks a full double handful of the brackish liquid. If the activation roll succeeds, the vampire may drink the water without vomiting and regains one point of temporary Willpower. This cannot bring her temporary Willpower above her permanent rating, and the ritual may only be cast once per night.
Level 2
Invoke the Lesser Sign of Power
By invoking his element, a koldun may command spirits to lend their dominion. Mortals who behold this sign respond in subservient fear.
System
The koldun concentrates for a single turn and his player makes the usual roll. No blood is required for this ritual. If successful, the caster’s eyes glow with elemental power appropriate to his highest rated way. Whether they dance with flame or shine as bottomless azure pools, any mortal who beholds the sign recognizes the unnatural power of the vampire. The difficulty of all Intimidation and Leadership rolls against mortals while using this ritual are at -2, provided the mortal sees the piercing radiant eyes. This effect lasts until dawn.
Level 3
Sentinels of the Haven
The koldun calls out to the spirits of his haven, demanding their fealty and proclaiming his right by recitation of koldunic descent through five unbroken generations of teachers. At the end of the ritual, spirits awaken as per the level-one ritual Hospitality. Unlike that lesser ritual, the spirits also gain limited physical control of their nature. Doors can open or close, an empty suit of armor may walk about and even fight clumsily, and a chair may scurry to make itself available.
System
The koldun completes the ritual as described. If successful, animated objects have whatever statistics the Storyteller deems appropriate. Only one object may move at a time, limiting the ritual’s defensive utility. It is a superb weapon of terror, however, especially for repelling the superstitious
Level 4
Earth's Embrace
Of use only to Tzimisce, this ritual allows the koldun to call upon the spirits of the earth to empower the soil around him. The Tzimisce may temporarily substitute this soil for the "native" earth he must normally sleep with. The koldun sheds two blood points into the soil in question no more than an hour before dawn, and spends a temporary Willpower point. The soil is then capable of sustaining him for one day, as though it came from his homeland. This ritual may be performed no more than once per week. It is suggested that the Storyteller make the roll, rather than the player, as the koldun has no way of knowing if the magic was successful until he attempts to have a good day's sleep. If the roll indicates a botch, all dice pools for the next day suffer an additional loss of one die, on top of the standard penalty for sleeping away from one's favored soil.
Merging of Souls
Summoning a minor spirit as with the ritual Conjure Spirit, a koldun may trick the being into following its blood offering into the very gullet of a ghoul. Once inside, the spirit remains trapped until the death of its fleshly prison.
System:
This ritual requires an hour of continuous chant, in which the koldun forces a mortal to consume a mixture of his blood and soil that the Tzimisce has rested in. If successful, the spirit materializes inside the host and inflicts five dice of lethal damage on the ghoul from its struggle to escape. If the ghoul survives, the spirit warps flesh as grotesquely as Vicissitude. The ghoul drops to Appearance 0 and gains three dots each of Strength and Stamina. Unfortunately, the spirit’s hate poisons the ghoul’s already tainted blood, depleting one point of vitae each day at sunrise. If the ghoul ever depletes its blood pool, it perishes and the spirit escapes.
Level 5
The Inmost Tug
Unlike most koldunic rituals, this requires no blood sacrifice or complicated procedures; a single word and gesture are all that the koldun needs to seize the invisible ties of the blood oath and twist them.
System:
After successfully casting this ritual, the Cainite’s player rolls Manipulation + Empathy (difficulty of the target’s Willpower). The target must be under full blood oath to the caster. If successful, the koldun may turn the intense love and devotion into lust, friendship or something yet more perverse. The change lasts only until sunrise, but it can affect targets across the world as easily as ones in the same room.
PATH OF POWER AND THE INNER VOICE
Nickname: Unifiers
Hierarchy of sins
10.Denying responsibility for your actions
9.Treating your underlings poorly
8.Failing to respect your superiors
7.Helping others when it is not to your advantage
6.Accepting Defeat
5.Failing to kill when it's in your interests
4.Submitting to the error of others
3.Not using the most effective tools for control
2.Not punishing failure
1.Turning down the opportunity for power
Ethics of the Path
*Do not tolerate failure -- including your own. Punish it visibly and harshly.
*Be sporadic in your rewards. Drive your followers to excel, but never let them assume that reward follows excellence
*Strive for control by any means. Dominate the world around you and bend it to your will.
*Use the most effective tool for any undertaking. Hate, fear, and anger are key among these tools, but feign benevolence.
*Show respect to those in authority, but replace them when they falter.
*Deal from a position of power. Do not show weakness.