Post by Badgerman on Jan 26, 2015 19:24:59 GMT
Name : Adolphus Kreiger
Player: Badger
Chronicle : Brum By Night
Sire: Mannfred the Everliving
Nature : Director
To the Director, nothing is worse than chaos and disorder. The Director seeks to be in charge,
adopting a "my way or the highway" attitude on matters of decision-making. The Director is more
concerned with bringing order out of strife, however, and need not be truly "in control" of a group to
guide it. Coaches, teachers, and many political figures exemplify the Director Archetype. Kindred
Directors may be simple advocates of established codes, or they may prove instrumental in tearing down
corrupt existing orders to make way for new leaders or factional movements. Regain a point of
Willpower when you influence or aid a group or influential individual in the completion of a difficult
task.
Demeanor :Traditionalist
The orthodox ways satisfy the Traditionalist, who prefers to accomplish her goals with time-tested
methods Why vary your course when what has worked in the past is good enough? The Traditionalist finds
the status quo acceptable, even preferable, to a change that might yield unpredictable results.
Conservatives, judges, and authority figures are all examples of Traditionalist Archetypes.
Traditionalist Kindred unsurprisingly look to the Traditions as a behavior model, though a few Anarchs
and elders may espouse a "traditionalism" that predates both Camarilla and Sabbat. Regain a point of
Willpower any time the proven ways turn out to be the best. Also, regain a point of Willpower any time
you adhere to one of your previously espoused positions and it proves to be a wise course of action.
Clan: Lasombra
Generation : 8th
Haven : Hotel Suite
Concept : Suave Infiltrator
Attributes:
Physical
Strength : 3
Dexterity: 4
Stamina : 4
Social
Charisma: 4
Manipulation : 5
Appearance: 3
Mental
Perception : 4
Intelligence : 4
Wits : 5
Abilities
Talents
Acting : 4
Alertness : 3
Athletics : 3
Brawl : 3
Dodge: 4
Empathy:2
Expression : 2
Intimidation: 3
Leadership: 3
Streetwise: 1
subterfuge: 5
Skills
Animal Ken: 2
Crafts: 1
Drive : 0
Firearms : 3
Larceny : 1
Melee: 4
Music: 1
Performance: 3
Stealth: 2
Survival: 1
Knowledge
Academics: 3
Computer: 1
Finance: 2
Investigation: 3
Law: 2
Linguistics: 1
Medicine : 0
Occult: 3
Politics: 4
Science : 0
Technology: 2
Disciplines:
Dominate: 5
Obtenebration: 5
Potence: 3
Animalism: 4
Celerity: 2
Necromancy: 4
Sepulchre Path: 4
The corpse in the Monster: 2
Backgrounds
Generation: 5
Sabbat Status: 3
Alternate Identity: 5
Herd: 2
Retainers: 2
Rituals: 1
Resources: 3
Allies: 3
Age: 3
Virtues:
Conscience : 2
Self-control : 5
Courage : 4
Humanity : 5
Willpower: 8
Blood pool: 15/3
Merits:
[3] Iron Will
When you are determined and your mind is set, nothing can thwart you from your goals. Characters using
Dementation, Dominate, or any other mind-altering magic, spell, or Thaumaturgy path against your
character are at +3 difficulty. Elder levels of powers like Dementation and Dominate may overwhelm
even this resistance. Against Level Six powers, the expenditure of a Willpower point through Iron Will
only raises the difficulty of the Discipline roll by two. Against Level Seven powers, the difficulty
is increased by only one. Level Eight and higher powers cannot be resisted with Iron Will. This Merit
does not affect Presence or other powers dealing with the emotions. Characters will Willpower scores
below 8 cannot take this Merit.
Flaws :
[2] Vulnerability To Silver
To you, silver is as painful and as deadly as the rays of the sun. You suffer aggravated wounds from
any silver weapons (bullets, knives, etc.), and the mere touch of silver objects discomfits you.
Instantaneous Transformation
●●○○○ Celerity ●●●●○ Obtenebration
Almost exclusive to the templars (a handful archons have learned this power, but they are
exceptionally rare), Instantaneous Transformation allows the character to undergo a shifting of shape
(either Tenebrous Form, Shape of the Beast or Mist Form) in a single turn for the normal expenditure
of blood.
System
The character must roll Stamina + Survival (difficulty 7) and spend the normal cost associated with
the shift (one blood point for Shape of the Beast or Mist Form, three for Tenebrous Form). If the roll
is successful, the change takes only a single turn, rather than the three normally demanded. Failure
indicates that the shift takes the standard three turns, and a botch means that the blood was spent
but the power does not take effect.
If the character wishes to use this power for both Obtenebration and Protean, she must buy it twice,
once for each Discipline. This power could conceivably be purchased with other shapeshifting
Disciplines (such as Serpentis) at the Storyteller's prerogative.
Eminence of the conquering shade
●●●●● Obtenebration
●●●●● Dominate
These two powers are frighteningly similar in effect, though it is unlikely that practitioners of
either know an alternate variation exists. Both powers allow a vampire to become insubstantial and
physically enter a host, controlling her from within like an obscene marionette.
System
The vampire assumes the form of living shadow or animate blood with Tenebrous Form or Bloodform as
appropriate, spending one additional blood point during the transformation. In this altered state, the
vampire may hunt down and grapple a potential host (requiring a standard Dexterity + Brawl roll). Once
the grapple lasts three turns without being broken, the vampire pours into the victim's mouth. The
victim can only writhe in agony as the numbing cold of unnatural shadow or undulating blood courses
through her veins. From within, the vampire may attempt to suppress the victim's soul and assume full
control of the host body with the Dominate power Possession. If the possessing vampire botches, the
victim spends a turn vomiting the shadow or blood of the Cainite's form. The vampire immediately
shifts to normal corporeal form, stunned and unable to act for a number of turns equal to (5 – his
Wit's rating). If the vampire strips away all the victim's Willpower, he seizes full control. The
vampire may relinquish and subsequently regain control at any time, allowing him to slumber during the
day and use the host body at night. The only limitation on how long a vampire may remain in a host is
his blood pool, which diminishes at its normal rate each evening and for other expenditures.
Possessing vampires cannot regain blood under any circumstances. Once a vampire exhausts his blood
pool, he is forcibly ejected from the host as outlined above for a botch. While inhabited by a
vampire, a mortal gains the ability to soak lethal damage with his full Stamina. The vampire may heal
bashing or lethal damage sustained by the host as usual. Vampires suffer the same damage as their
hosts, relying on their husks' augmented resilience to protect them both.
The Obtenebration version of this power may be used to possess living beings as well as other vampires
of higher generation. If used to possess another vampire, the tenant may draw on the host's blood pool
to fuel healing and maintain the corpse. Any blood consumed replenishes the host's blood pool rather
than the parasite.
The Vicissitude version of this power cannot possess a vampire (since it would effectively cause the
host to diablerize the tenant). Any mortal so possessed becomes a ghoul that draws on the vampire's
own blood pool. The vampire may also employ lesser Vicissitude powers to reshape the host body.
Both forms of this power betray clues as to the presence of the tenant. In the case of Obtenebration,
the host's pupils descend into points of infinite empty darkness. In the case of Vicissitude, the
host's skin occasionally undulates in a ruddy ripple. These signs are extremely subtle, requiring a
successful Perception + Alertness roll (difficulty 9) to notice.
Necromancy Rituals
Level 1
Knowing Stone
By use of her own blood and the proper rituals, a necromancer can mark a person's spirit, allowing the vampire to see where her subject is at any time, even after he has died. In this fashion many of the spirit-haunted vampires keep tabs on their close kin and their enemies. The necromancer cuts her skin or otherwise bleeds herself, and then uses the vitae to paint the name of the target on a consecrated stone. If the ritual is successful, she can afterward learn the target's current whereabouts by dancing around the stone in a trance state until one of the spirits whispers the desired information into her ear. The stone loses its powers on the night of All Saints Day unless the vampire spends a blood point.
Ritual Of The Smoking Mirror
This ritual allows the necromancer to use an obsidian mirror to see as ghosts do. By gazing into the mirror's ebony depths, the vampire may discover an object's flaws, assess the general health of mortals, or even read a being's aura. At the start of the ritual, the Kindred decides which of the ritual's two aspects she will use -- she may not use both at the same time. With Lifesight, the necromancer may read auras as if she had the level two Auspex power Aura Perception. Deathsight, on the other hand, grants the necromancer the ability to see ghosts and the Shadowlands. It also shows the stain of oblivion on the living, as per Eyes of the Dead. At the Storyteller's discretion, the Kindred may make a similar study of an inanimate object's flaws and how to repair them, if that object has a strong link to either life- or death-energies (such as a murderer's knife or a window box used to grow healing herbs). To perform the ritual, the necromancer grasps an obsidian mirror that has had its edge sharpened so that it cuts the flesh of whoever takes hold of it. As the vitae flows onto the mirror's surface, it allows the mirror's reflective power to bridge the worlds of the living and the dead, much as it allows the necromancer herself to do. The player then rolls to activate the ritual as normal. If successful, the Necromancer may view the world as a ghost does via the reflective surface of the mirror, for one scene. On a botch, the vampire may well invoke the ire of the spirits upon whom she calls.
Level 2
Eyes Of The Grave
This ritual, which takes two hours to cast, causes the target to experience intermittent visions of her death over the period of a week. The visions come without warning and can last up to a minute. The caster of the ritual has no idea what the visions contain, as only the victim sees them. Each time a vision manifests, the target must roll Courage (difficulty 7) or be reduced to quivering panic. The visions, which come randomly, can also interfere with activities such as driving, studying, shooting, and so on. Eyes of the Grave requires a pinch of soil from a fresh grave.
Puppet
Used primarily to facilitate conversations with the recently departed, though also applied as a method of psychological torture, Puppet prepares a subject (willing or unwilling) as a suitable receptacle for ghostly possession. Over the course of one hour, the necromancer smears grave soil across the subject's eyes, lips, and forehead. For the remainder of the night, any wraith attempting to take control of the subject gains two automatic successes. The ritual's effects remain even if the soil is washed off.
Level 3
Divine Sign
Upon learning a person's birth date, the necromancer's player may roll to activate this ritual. If successful, the Kindred may use this to predict the target's next course of action, allowing him to deal with it accordingly. The effect on ghosts is quite different: Instead, the ritual imparts upon the necromancer so intimate an understanding of the wraith in question that it acts as a connection to the ghost, making it easier to invoke other Necromancy effects on that spirit. For story purposes, it's the equivalent to holding one of that wraith's fetters (see Ritual of the Unearthed Fetter, below).
Level 4
Summon Ethereal Horde
Based upon accounts of the Telyavelic Tremere's ability to summon temporary hordes of ghostly combatants, the Giovanni have been able to partially replicate the power previously known as the Army of Souls. The Necromancer chants a prayer to the dead while standing in the center of a circle made from the ground-up remains of a cremated corpse, the coffin in which it was buried, and the headstone of the deceased's grave.
System:
At the end of the chant, if the ritual is successful, the number of successes rolled determines how many drones (mindless ghosts, rather than full-blown wraiths) the Necromancer can summon. These ghosts appear as ethereal images of warriors long dead. Although they can not materialize fully in the physical world, they can use their own powers to hurl objects or frighten away attackers, in defense of the Necromancer. The ghosts return to their rest at the next sunrise.