Post by Badgerman on Sept 23, 2018 18:07:58 GMT
Name: Gordon Vimes
Player: Dandelion
Chronicle: Birmingham by Night
Nature: Judge— Regain a point of Willpower whenever you correctly solve a problem by considering the evidence presented, or when one of your arguments unites dissenting parties.
Demeanor: Curmudgeon — Regain a point of Willpower whenever someone does something specific and negative, just like you said they would. You must predict and quantify this failure aloud, such as by warning, “The Prince is going to fuck us on this one,” or “Just watch, that Malkavian’s ghoul is going to do something really reckless.”
You may simply whisper your prophecy of grief to the Storyteller if you wish, instead of announcing it to the whole troupe.
Clan: Tremere
Sire: (generic 9th gen Tremere number 32)
Generation: 10
Haven: Privately owned former council flat
Concept: Devoted Detective
Attributes
Physical
Strength : 2
Dexterity: 3
Stamina : 3
Social
Charisma: 2
Manipulation : 3
Appearance: 1
Mental
Perception : 3
Intelligence : 4
Wits : 3
Abilities
Talents
Alertness: 2
Athletics :
Brawl: 2
Dodge: 2
Empathy:
Expression :
Intimidation: 1
Leadership:
Streetwise: 2
Subterfuge: 2
Skills
Animal Ken:
Crafts: 2
Drive : 3
Etiquette: 1
Firearms : 3
Melee:
Performance:
Security: 1
Stealth:
Survival: 1
Knowledges
Academics: 2
Computer:
Finance: 1
Investigation: 3
Law: 1
Linguistics:
Medicine :
Occult: 4
Politics:
Science : 2
Technology: 3
Advantages
Disciplines
Auspex:2
Dominate: 2
Thaumaturgy: 4
Path of Blood: 4
Levinbolt: 3
Technomancy: 1
Alchemy: 1
Backgrounds
Contacts: 2
Generation: 3
Resources: 2
Clan status: 1
Herd: 1
Virtues
Conscience: 1
Self Control: 3
Courage: 3
Humanity: 6
Willpower: 7
Bloodpool: 13/1per turn
Rituals
lvl 1
Domino of Life
A vampire wanting or needing to simulate a human characteristic can do so once Domino of Life is cast. For one entire night, the vampire can eat, breathe, maintain
a normal body temperature, assume a human flesh tone, or display some other single trait of humankind she desires. Note that only one trait can be replicated
in this fashion. The vampire must have a vial of fresh human blood on his person to maintain this ritual.
Illuminate the Trail of Prey
This ritual causes the path of the subject’s passing to glow in a manner that only the vampire can see. The tracks shine distinctly, but only to the eyes of the
caster. Even airplane trajectories and animal tracks shine with unhealthy light. The ritual is nullified if the target wades through or immerses himself in water, or
if he reaches the destination of his journey. The caster must burn a length of white satin ribbon that has been in her possession for at least 24 hours for this ritual to
take effect.
System: The thaumaturge must have a mental picture of or know the name of her prey. The individual’s wake glows with a level of brightness dependent on
how long it has been since he passed that way — old tracks burn less brightly, while fresh tracks blaze.
Encrypt/Decrypt Missive
This ritual must be cast separately for every page, sheet, or surface that the caster wants to either decipher or encrypt.
To encrypt a document, the caster composes it in his blood and speaks the name of the person he wishes to read it. Only the writer and the person to whom it is
addressed can understand the text. The writing simply appears as gibberish to any others who observe the letter.
To decrypt a document not addressed to the caster or translate one written in an unfamiliar tongue, the caster lets a drop of his blood fall onto the page he wishes to comprehend. He then meditates for ten minutes. The player receives a number of extra dice on all rolls to translate, decode, or comprehend the work in question equal to the number of successes he rolled to enact the ritual. This does not actually change the page that it affects; it merely allows the caster to read it. The difficulty to decrypt documents encoded through this ritual is 6 + the number of successes rolled to enact the ritual (maximum difficulty 9).
lvl 2
Ward Versus Ghouls
Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. By invoking this ritual, the caster creates a glyph that causes great
pain to any ghouls who come in contact with it. The Kindred pours a point’s worth of blood over the object he wishes to ward (a piece of parchment, a coin,
a doorknob, etc.), and recites the incantation, which takes 10 minutes. In 10 hours, the magical ward is complete, and will inflict excruciating pain on any ghoul
unfortunate enough to touch the warded object.
System: Ghouls who touch warded objects suffer three dice of lethal damage. This damage occurs again if the ghoul touches the object further; indeed, a ghoul
who consciously wishes to touch a warded object must spend a point of Willpower to do so.
Extinguish
This ritual eliminates the threat fire poses to Kindred. The Caster is able to douse dangerous flames leaving vampire hunters quite surprised when their torches and brands are no longer effective tools. To enact this ritual the caster pinches out a candle's flame while spitting on the floor.
System: The ritual is set up in advance but for the entire night the vampire has but to speak a single magical syllable to extinguish one fire up to the size of a bonfire. For the duration of one night, the thaumaturge can use this power a number of times equal to the number of successes on the initial roll. Pinching a candle's flame in preparation is likely to require a rotschreck check as well.
lvl 3
Incorporeal Passage
Use of this ritual allows the thaumaturge to make herself insubstantial. The caster becomes completely immaterial and thus is able to walk through walls, pass through closed doors, escape manacles, etc. The caster also becomes invulnerable to physical attacks for the duration of the ritual. The caster must follow a straight path through any physical objects, and may not draw back. Thus, a Kindred may walk through a solid wall, but may not walk down through the earth (as it would be impossible to reach the other side before the ritual lapsed). This ritual requires that the caster carry a shard from a shattered mirror to hold her image.
System: This ritual lasts a number of hours equal to the number of successes scored on a Wits + Survival roll (difficulty 6). The caster may prematurely end the ritual (and, thus, her incorporeality) by turning the mirror shard away so that it no longer reflects her image.
Lvl 4
Bone of Lies
This ritual enchants a mortal bone so that anyone who holds it must tell the truth. The bone in question is often a skull, though any part of the skeleton will
do — some casters use strings of teeth, necklaces of finger joints, or wands fashioned from ribs or arms. The bone grows blacker as it compels its holder to tell the
truth, until it has turned completely ebony and has no magic left.
This ritual binds the spirit of the individual to whom the bone belonged in life; it is this spirit who wrests the truth from the potential liar. The spirit absorbs
the lies intended to be told by the bone’s holder, and as it compels more truth, it becomes more and more corrupt. If summoned forth, this spirit reflects the sins
it has siphoned from the defeated liar (in addition to anger over its unwilling servitude). For this reason, anonymous bones are often used in the ritual, and the
bone is commonly buried after it has been used to its full extent. A specific bone may never be used twice for this ritual, though different bones from the same
corpse can.
System: The bone imbued with this magical power must be at least 200 years old and must absorb 10 blood points on the night that the ritual is cast. Each lie
the holder wishes to tell consumes one of these blood points, and the holder must speak the truth immediately thereafter. When all 10 blood points have been
consumed, the bone’s magic ceases to work
Bruiser (1pt. Merit)
Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace,
to the point where people cross the street to avoid passing near you. All Intimidation rolls against those who have not demonstrated their physical superiority
to you are at -1 difficulty.
Coldly Logical (1pt. Merit)
While some might refer to you as a “cold fish,”you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be
emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all related rolls).
Player: Dandelion
Chronicle: Birmingham by Night
Nature: Judge— Regain a point of Willpower whenever you correctly solve a problem by considering the evidence presented, or when one of your arguments unites dissenting parties.
Demeanor: Curmudgeon — Regain a point of Willpower whenever someone does something specific and negative, just like you said they would. You must predict and quantify this failure aloud, such as by warning, “The Prince is going to fuck us on this one,” or “Just watch, that Malkavian’s ghoul is going to do something really reckless.”
You may simply whisper your prophecy of grief to the Storyteller if you wish, instead of announcing it to the whole troupe.
Clan: Tremere
Sire: (generic 9th gen Tremere number 32)
Generation: 10
Haven: Privately owned former council flat
Concept: Devoted Detective
Attributes
Physical
Strength : 2
Dexterity: 3
Stamina : 3
Social
Charisma: 2
Manipulation : 3
Appearance: 1
Mental
Perception : 3
Intelligence : 4
Wits : 3
Abilities
Talents
Alertness: 2
Athletics :
Brawl: 2
Dodge: 2
Empathy:
Expression :
Intimidation: 1
Leadership:
Streetwise: 2
Subterfuge: 2
Skills
Animal Ken:
Crafts: 2
Drive : 3
Etiquette: 1
Firearms : 3
Melee:
Performance:
Security: 1
Stealth:
Survival: 1
Knowledges
Academics: 2
Computer:
Finance: 1
Investigation: 3
Law: 1
Linguistics:
Medicine :
Occult: 4
Politics:
Science : 2
Technology: 3
Advantages
Disciplines
Auspex:2
Dominate: 2
Thaumaturgy: 4
Path of Blood: 4
Levinbolt: 3
Technomancy: 1
Alchemy: 1
Backgrounds
Contacts: 2
Generation: 3
Resources: 2
Clan status: 1
Herd: 1
Virtues
Conscience: 1
Self Control: 3
Courage: 3
Humanity: 6
Willpower: 7
Bloodpool: 13/1per turn
Rituals
lvl 1
Domino of Life
A vampire wanting or needing to simulate a human characteristic can do so once Domino of Life is cast. For one entire night, the vampire can eat, breathe, maintain
a normal body temperature, assume a human flesh tone, or display some other single trait of humankind she desires. Note that only one trait can be replicated
in this fashion. The vampire must have a vial of fresh human blood on his person to maintain this ritual.
Illuminate the Trail of Prey
This ritual causes the path of the subject’s passing to glow in a manner that only the vampire can see. The tracks shine distinctly, but only to the eyes of the
caster. Even airplane trajectories and animal tracks shine with unhealthy light. The ritual is nullified if the target wades through or immerses himself in water, or
if he reaches the destination of his journey. The caster must burn a length of white satin ribbon that has been in her possession for at least 24 hours for this ritual to
take effect.
System: The thaumaturge must have a mental picture of or know the name of her prey. The individual’s wake glows with a level of brightness dependent on
how long it has been since he passed that way — old tracks burn less brightly, while fresh tracks blaze.
Encrypt/Decrypt Missive
This ritual must be cast separately for every page, sheet, or surface that the caster wants to either decipher or encrypt.
To encrypt a document, the caster composes it in his blood and speaks the name of the person he wishes to read it. Only the writer and the person to whom it is
addressed can understand the text. The writing simply appears as gibberish to any others who observe the letter.
To decrypt a document not addressed to the caster or translate one written in an unfamiliar tongue, the caster lets a drop of his blood fall onto the page he wishes to comprehend. He then meditates for ten minutes. The player receives a number of extra dice on all rolls to translate, decode, or comprehend the work in question equal to the number of successes he rolled to enact the ritual. This does not actually change the page that it affects; it merely allows the caster to read it. The difficulty to decrypt documents encoded through this ritual is 6 + the number of successes rolled to enact the ritual (maximum difficulty 9).
lvl 2
Ward Versus Ghouls
Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. By invoking this ritual, the caster creates a glyph that causes great
pain to any ghouls who come in contact with it. The Kindred pours a point’s worth of blood over the object he wishes to ward (a piece of parchment, a coin,
a doorknob, etc.), and recites the incantation, which takes 10 minutes. In 10 hours, the magical ward is complete, and will inflict excruciating pain on any ghoul
unfortunate enough to touch the warded object.
System: Ghouls who touch warded objects suffer three dice of lethal damage. This damage occurs again if the ghoul touches the object further; indeed, a ghoul
who consciously wishes to touch a warded object must spend a point of Willpower to do so.
Extinguish
This ritual eliminates the threat fire poses to Kindred. The Caster is able to douse dangerous flames leaving vampire hunters quite surprised when their torches and brands are no longer effective tools. To enact this ritual the caster pinches out a candle's flame while spitting on the floor.
System: The ritual is set up in advance but for the entire night the vampire has but to speak a single magical syllable to extinguish one fire up to the size of a bonfire. For the duration of one night, the thaumaturge can use this power a number of times equal to the number of successes on the initial roll. Pinching a candle's flame in preparation is likely to require a rotschreck check as well.
lvl 3
Incorporeal Passage
Use of this ritual allows the thaumaturge to make herself insubstantial. The caster becomes completely immaterial and thus is able to walk through walls, pass through closed doors, escape manacles, etc. The caster also becomes invulnerable to physical attacks for the duration of the ritual. The caster must follow a straight path through any physical objects, and may not draw back. Thus, a Kindred may walk through a solid wall, but may not walk down through the earth (as it would be impossible to reach the other side before the ritual lapsed). This ritual requires that the caster carry a shard from a shattered mirror to hold her image.
System: This ritual lasts a number of hours equal to the number of successes scored on a Wits + Survival roll (difficulty 6). The caster may prematurely end the ritual (and, thus, her incorporeality) by turning the mirror shard away so that it no longer reflects her image.
Lvl 4
Bone of Lies
This ritual enchants a mortal bone so that anyone who holds it must tell the truth. The bone in question is often a skull, though any part of the skeleton will
do — some casters use strings of teeth, necklaces of finger joints, or wands fashioned from ribs or arms. The bone grows blacker as it compels its holder to tell the
truth, until it has turned completely ebony and has no magic left.
This ritual binds the spirit of the individual to whom the bone belonged in life; it is this spirit who wrests the truth from the potential liar. The spirit absorbs
the lies intended to be told by the bone’s holder, and as it compels more truth, it becomes more and more corrupt. If summoned forth, this spirit reflects the sins
it has siphoned from the defeated liar (in addition to anger over its unwilling servitude). For this reason, anonymous bones are often used in the ritual, and the
bone is commonly buried after it has been used to its full extent. A specific bone may never be used twice for this ritual, though different bones from the same
corpse can.
System: The bone imbued with this magical power must be at least 200 years old and must absorb 10 blood points on the night that the ritual is cast. Each lie
the holder wishes to tell consumes one of these blood points, and the holder must speak the truth immediately thereafter. When all 10 blood points have been
consumed, the bone’s magic ceases to work
Bruiser (1pt. Merit)
Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace,
to the point where people cross the street to avoid passing near you. All Intimidation rolls against those who have not demonstrated their physical superiority
to you are at -1 difficulty.
Coldly Logical (1pt. Merit)
While some might refer to you as a “cold fish,”you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be
emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all related rolls).