Campaign:CityofRoses/Poole: Difference between revisions
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'''Clan:''' Ventrue<br/> | '''Clan:''' Ventrue<br/> | ||
'''Bloodline:''' Sotoha<br/> | '''Bloodline:''' Sotoha<br/> | ||
'''Weaknesses:''' -2 to Humanity to resist derangements, frenzies do not end naturally</ | '''Weaknesses:''' -2 to Humanity to resist derangements, frenzies do not end naturally<br/> | ||
'''Covenant:''' Ordo Dracul<br/> | '''Covenant:''' Ordo Dracul<br/> | ||
'''Coterie:''' None<br/> | '''Coterie:''' None<br/> | ||
Line 79: | Line 79: | ||
::'''Roll:''' Manipulation+Expression+Kamen | ::'''Roll:''' Manipulation+Expression+Kamen | ||
::* Mundane attempts to assess what the Kindred is feeling always conclude that the facade he is projecting is wholly genuine. Supernatural attempts may also be fooled, unless they can overcome the Discipline in an opposed roll. In addition, the Kindred must attempt to keep the deception up. Actions that clearly break the image also end the effect of the power. Thus, a Kindred faking interest in a lecture would not continue to appear interested if he started reading a book instead. However, the power of the Discipline does mean that the Kindred does not need to make a great effort to maintain the façade. The Kindred using this power need not be faking his displayed emotion. Even when a Kindred is sincere, it may be to his advantage to definitely appear so. If a supernatural attempt to pierce the Discipline succeeds, the user knows that it has, even if the emotion revealed is the same as the one the Discipline was displaying. Exceptional Success: Can switch masks at will. | ::* Mundane attempts to assess what the Kindred is feeling always conclude that the facade he is projecting is wholly genuine. Supernatural attempts may also be fooled, unless they can overcome the Discipline in an opposed roll. In addition, the Kindred must attempt to keep the deception up. Actions that clearly break the image also end the effect of the power. Thus, a Kindred faking interest in a lecture would not continue to appear interested if he started reading a book instead. However, the power of the Discipline does mean that the Kindred does not need to make a great effort to maintain the façade. The Kindred using this power need not be faking his displayed emotion. Even when a Kindred is sincere, it may be to his advantage to definitely appear so. If a supernatural attempt to pierce the Discipline succeeds, the user knows that it has, even if the emotion revealed is the same as the one the Discipline was displaying. Exceptional Success: Can switch masks at will. | ||
;<u>Kamen</u> ●● | |||
:'''The Fitting Time''' (pp. 200-201 Invictus) | |||
::'''Cost:''' None | |||
::'''Roll:''' Resolve+Composure+Kamen | |||
::* The first stage of control over the Beast allows a Kindred to delay entering a frenzy. Ideally, this gives her enough time to get somewhere out of sight of others before relinquishing control, but low levels of success may grant her merely a moment to take some action to lessen the likely impact. For example, a Kindred who delays a hunger frenzy might run from her friends, so that she does not feed on them. | |||
:::Dramatic Failure: The frenzy starts immediately, and is less amenable to control than even a normal failure. The Kindred may not spend Willpower to direct the frenzy in any way. | |||
:::Failure: The frenzy starts immediately, as normal. | |||
:::Success: The Kindred can delay entering the frenzy for a certain period of time determined by the successes rolled. She may choose to enter frenzy at any point within that time, but if she has not done so earlier, she automatically goes into frenzy when the time period expires. | |||
:::Exceptional Success: No benefit beyond being able to delay the frenzy until the following night, as indicated on the table below. | |||
:::1 success One turns | |||
:::2 successes Five turns | |||
:::3–4 successes One scene | |||
:::5+ successes One night. | |||
:::If the Kindred does not enter frenzy before laying down to sleep at dawn, she wakes in frenzy the following evening. When the Kindred does enter frenzy, it is the same as any other involuntary frenzy | |||
== Attacks == | == Attacks == | ||
Line 94: | Line 109: | ||
;10 EXP from humanity droppage | ;10 EXP from humanity droppage | ||
;5/10 EXP for Kamen 1 | ;5/10 EXP for Kamen 1 | ||
;3 EXP from first session: 8/13 | |||
;4 EXP from second session: 12/17 | |||
;10 EXP to get Kamen 2, 2/17 | |||
== Description and Background == | == Description and Background == |
Latest revision as of 15:03, 25 June 2023
Name: Poole
Concept: Unflappable Valet
Clan: Ventrue
Bloodline: Sotoha
Weaknesses: -2 to Humanity to resist derangements, frenzies do not end naturally
Covenant: Ordo Dracul
Coterie: None
Chronicle: The City of Roses
Attributes[edit]
- Mental Attributes
- Intelligence: ●●
- Wits: ●●
- Resolve: ●●●●● (Favored)
- Physical Attributes
- Strength: ●●
- Dexterity: ●●
- Stamina: ●●
- Social Attributes
- Presence: ●
- Manipulation: ●●
- Composure: ●●●●●
Skills[edit]
- Mental Skills
- Occult: ●●●
- Politics: ●●●● [Power Plays]
- Physical Skills
- Drive: ●
- Firearms: ●
- Weaponry: ●● [Sword-Cane]
- Social Skills
- Expression: ●●●●
- Persuasion: ●●
- Socialize: ●●● [Elysium]
- Subterfuge: ●●
Merits[edit]
- Mentor ●●●● [Regent of Industrial District]
- Status ●●● [Ordo Dracul]
Advantages[edit]
Willpower: ●●●●●●●●●●
Virtue: Prudence
Vice: Wrath
Initiative: 7
Defense: 2
Speed: 9
Humanity 5
Blood Potency: ●
Vitae/per turn: 10/1 (out of 10)
Health: □□□□□ □□
Disciplines[edit]
- Coil of the Beast ●●
- Chastise the Beast (p. 149, Vampire Core)
- Cost: 1 Willpower [see below]
- Roll: None
- The player spends a Willpower point for his character to resist a frenzy of any kind automatically. The player may choose to roll Resolve + Composure as usual for his character to resist frenzy, spending the Willpower only if the roll fails.
- Lure the Beast (p. 150, Vampire Core)
- Cost: None
- Roll: Resolve+Composure [see below]
- “Riding the wave” does not cost a Willpower point, and itrequires a base of only three successes, not five.
- Coil of the Soul ●
- Enliven the Face (p. 175 Ordo Dracul)
- Cost: None
- Roll: None
- Humanity no longer acts as a cap for dice pools involving interactions with mortals. The Kindred has retrained her body to mimic the nonverbal cues of being alive, and it responds almost naturally to the cues of others. She must still expend Vitae to activate the “blush of life,” however.
- Kamen ●
- Tatemae (pp. 199-200 Invictus)
- Cost: None
- Roll: Manipulation+Expression+Kamen
- Mundane attempts to assess what the Kindred is feeling always conclude that the facade he is projecting is wholly genuine. Supernatural attempts may also be fooled, unless they can overcome the Discipline in an opposed roll. In addition, the Kindred must attempt to keep the deception up. Actions that clearly break the image also end the effect of the power. Thus, a Kindred faking interest in a lecture would not continue to appear interested if he started reading a book instead. However, the power of the Discipline does mean that the Kindred does not need to make a great effort to maintain the façade. The Kindred using this power need not be faking his displayed emotion. Even when a Kindred is sincere, it may be to his advantage to definitely appear so. If a supernatural attempt to pierce the Discipline succeeds, the user knows that it has, even if the emotion revealed is the same as the one the Discipline was displaying. Exceptional Success: Can switch masks at will.
- Kamen ●●
- The Fitting Time (pp. 200-201 Invictus)
- Cost: None
- Roll: Resolve+Composure+Kamen
- The first stage of control over the Beast allows a Kindred to delay entering a frenzy. Ideally, this gives her enough time to get somewhere out of sight of others before relinquishing control, but low levels of success may grant her merely a moment to take some action to lessen the likely impact. For example, a Kindred who delays a hunger frenzy might run from her friends, so that she does not feed on them.
- Dramatic Failure: The frenzy starts immediately, and is less amenable to control than even a normal failure. The Kindred may not spend Willpower to direct the frenzy in any way.
- Failure: The frenzy starts immediately, as normal.
- Success: The Kindred can delay entering the frenzy for a certain period of time determined by the successes rolled. She may choose to enter frenzy at any point within that time, but if she has not done so earlier, she automatically goes into frenzy when the time period expires.
- Exceptional Success: No benefit beyond being able to delay the frenzy until the following night, as indicated on the table below.
- 1 success One turns
- 2 successes Five turns
- 3–4 successes One scene
- 5+ successes One night.
- If the Kindred does not enter frenzy before laying down to sleep at dawn, she wakes in frenzy the following evening. When the Kindred does enter frenzy, it is the same as any other involuntary frenzy
Attacks[edit]
- Sword Cane 7 dice Lethal or Bashing, depending
Possessions[edit]
- Sword Cane
- Impeccably pressed suit
- Pocket watch
XP and Progression[edit]
- 10 EXP from humanity droppage
- 5/10 EXP for Kamen 1
- 3 EXP from first session
- 8/13
- 4 EXP from second session
- 12/17
- 10 EXP to get Kamen 2, 2/17