The Rising Dragon - Bane of the Dark ones Dec 5, 2014 22:03:49 GMT
Post by Badgerman on Dec 5, 2014 22:03:49 GMT
Name : -unknown-
Player: Admin only NPC - Very Admin (Badger) only NPC. This thing is obscene and a plot device. Not in any way a playable character.
Chronicle : Birmingham by night
Nature : Penitent
Demeanor : Pedigoge
Clan: Salubri (Warrior Bloodline)
Generation : 5th
Haven : Hagley Hall
Concept : Inconnu Warrior seeking Golconda
Strength : 6
Stamina : 8
Manipulation : 3
Perception : 4
Intelligence : 5
Wits : 5
Acting : 4
Alertness : 5
Athletics : 4
Brawl : 6 (Specialisation: disarming)
Expression : 0
Intimidation: 5 (specialisation:
subterfuge: 7 (Specialisation: Clan impersonation)
Animal Ken: 3
Crafts: 5 (Speciality: Blacksmithing)
Drive : 0
Firearms : 0
Larceny : 0
Melee: 6 (Speciality: Broadsword)
Stealth: 5 (specialisation: silent movement)
Survival: 6 (specialisation: foraging)
Academics: 7 (specialisation: Ancient history)
Investigation: 5 (Specialisation:
Law: 6 (specialisation: Kindred Law)
Linguistics: 5 (specialisation: Dead languages)
Medicine : 3
Occult: 6 (specialisation : Demon Lore)
Science : 3
Valeren : 8
Elder Generation: 5
Conscience : 4
Self- control : 4
Courage : 5
Humanity : 6
Blood pool: 40
Warrior's Heart (3 pt merit)
The blood of the Salubri's warrior ancestors runs true in her veins, and she draws inner strength from remembered tales of their bravery. Once per night she may ignore a botched Courage roll.
Fury's Focus (2-pt Merit)
Whether they accept the truth of it or not, susceptibility to frenzy is a distinguished characteristic of the Brujah. Certain brethren of the clan, through their devotion to Entelechy, have more fully integrated their awareness of Beast and Self. While unable to resist the call of the Beast any more than their less disciplined brothers, these Brujah can for a brief time control he direction their frenzies take, A player with this Merit must spend a Willpower point and roll her Self-Control or Instincts at a difficulty one higher than the original difficulty to resist frenzy. For each success achieved the character may control her actions for one turn.
Saulot's Geas (4 pt flaw)
The Salubri is driven to continue her progenitor's work in hunting down and slaying infernal kindred. While she may be able to ignore this geas for a few nights to pursue other things, she always finds herself back on the quest as soon as possible. When presented with evidence - or even rumor - of infernal activity, the Salubri must succeed on a willpower roll (difficulty 8) or drop everything to pursue it.
Eye of unforgiving heaven (Auspex 4 Valeren 4)
Advanced Discipline Explinations
Embrace the Searing Flames (Valeren 6)
At this level of mastery, the Salubri is no longer harmed by fire. Her skin may take on a slightly iridescent sheen as it becomes immune to this bane of vampiric existence. Rötschreck check are not required in the presence of flames. Note that the character is still vulnerable to sunlight.
The character is immune to the damaging effects of fire. A blow with a lit torch or red-hot branding iron still inflicts bludgeoning damage, but the damage is solely from the object itself and not from the fire.
Sword of the Righteous (Valeren 7)
Not by the rightness of spirit and rigorous training alone where the warriors of Samiel's band able to put the Baali to flight. The most talented were also able to call upon this power, which made their swords blaze with cleansing fire of righteousness.
By running his hand along the blade of his weapon coating it with his own blood (coincidentally taking a health level of damage), a Salubri can make his sword blaze with heavenly fire. After the blood has been applied, the player rolls Strength + Occult, difficulty 7. If he succeeds, the sword blazes into light with golden flames that last until the end of the scene.
The flames are not merely decorative. They cannot be smothered with powers of shadow of a lesser level of expertise, and anyone attacking a Salubri using this power is at a +1 difficulty on all rolls because of the brightness of the flames. Furthermore, the sword now does an additional two dice of aggravated damage.
Shadow of Taint (Valeren 8)
This extension of Purification was preserved from ancient times by Salubri scholars. It was known as one of the Warrior path's most formidable weapons. The Salubri Warrior may use the Purification power to remove the taint from one subject and project it onto another.
After Purification is performed (as per the rules), the Salubri's player spends a second Willpower point. The vampire thrusts the evil spirit into a nearly object, animal or person. Timing is critical; if the would-be vessel is too far away (outside physical reach), the demon either goes free or finds another vessel to inhabit (most likely the Salubri herself). If the Salubri does "bottle" the demon in an object, her Humanity or Path is unlikely to drop. If she places it in an animal or other living host, however, the player must succeed at a Humanity or Path roll (difficulty 8) if the Storyteller believes that this is contrary to the vampire's morality; a botch results in the automatic loss of a Humanity or Path point, and the demon in question may break free.
Crocodile's Tongue (auspex 6)
A character with this power instinctively understands what one other person in a conversation (living or undead) wants to hear. If he can find a way to phrase what he wants so that it sounds like what the person wants to hear, this may help him get his point across. This also gives him a way to ingratiate himself with people or accumulate favors. This differs from Telepathy in that the subject need not be actively thinking about what she wants to hear - a disinterested club patron may find out that this brash suitor offers her some secret desire, while a lonely student might have found his "soulmate" who shares his same dreams.
The character must spend at least a minute speaking with the subject, and the player must make a successful Perception + Empathy roll (difficulty 6). For the character to phrase his own idea in terms to which the target will respond favorably, assuming, for whatever reason that the Storyteller chooses not to roleplay such a situation, she may allow the player to roll Manipulation or Charisma + Expression (difficulty 6). Such reliance on mechanics should only be used as a last resort, however - the very nature of this power is social, and should rarely be dictated by dice instead of roleplaying.
Stealing the Mind's Eye (Auspex 7)
Cainites who have been banished by others of their kind developed this power to spy on their rivals. The vampire links her mind with that of a mortal slave or ghoul servant, and passively views what the person sees, and hears what he hears. Although seemingly helpless to the whims of the "host," the vampire retains limited access to her disciplines.
Most Cainites do not like the feeling of helplessness that comes with this mental link, and engage other Disciplines, such as Dominate or Presence, to command the comings and goings of the host.
The vampire must see her chosen target. The player rolls Perception + Subterfuge (difficulty equals the target's Willpower) for the character to access the mortal's senses. If the target accepts the character willingly, reduce the difficulty by two. The connection lasts as long as the vampire concentrates. Successes indicate how many other mental Disciplines the vampire may utilize while within the mortal's mind
1 success No Disciplines may be used.
2 successes The vampire may use other Auspex powers
3 successes The vampire may also use Presence
4 successes The vampire may also use Dominate and Dementation
5 successes The vampire may also use Thaumaturgy and Chimerstry
Stand Against All Foes (Fortitude 6)
With this power, a vampire may plant her feet solidly on the ground and ensure that she cannot be moved by anything weaker than herself. Even being hit by the charge of a fully armored knight or being pounced upon by an enraged Lupine will not move or knock down the user. This power was first made well known by the Ventrue knight Johann Kriegsmeister, a warrior in the service of Lord Jürgen, who often found himself carried away from his coterie by the ebb and flow of battle. Now he stands firm, often acting as a bodyguard.
In order to use this power, the character must be on relatively stable ground — a solid plank floor, a tamped earth basement or even the forest floor is acceptable; a crumbling castle parapet or a soggy marsh is not. The player spends a blood point. Until the user decides to end this power, she is almost impossible to move by normal means. In any roll to avoid being moved or knocked down, the player gains a number of automatic successes equal to the character’s Fortitude rating.