Post by scrammel on Jul 21, 2014 18:58:59 GMT -4
Hiya I'm Badger's friend, we used to play online together a while back. He's emotionally blackmailed me into coming back and having another crack at it. So I suspect you'll probably want a CS.
Name: Arcturis "Arty" Bagley Nature: Caregiver Generation: 11
Player:Scrammel Demeanor: Director Haven:
Chron.: Clan: Tremere Concept:Undead alfred
ATTRIBUTES
Physical Social Mental
Strength: 3 Charisma: 2 Perception: 4
Dexterity: 4 Manipulation: 3 Intelligence: 4
Stamina: 3 Appearance: 2 Wits: 3
ABILITIES
Talents Skills Knowledges
Acting : 1 Animal Ken : 2 Clan Lore : 3
Alertness : 3 Body craft : 2 Gargoyle Lore : 2
Athletics : 2 Etiquette : 2 Finance : 2
Brawl : 1 Firearms : 3 Investigation : 4
Dodge : 3 Melee : 0 Law : 1
Empathy : 3 Music : 1 Linguistics : 4
Intimidation : 2 Repair : 0 Medicine : 3
Leadership : 0 Security : 4 Occult (defencive rituals): 5
Streetwise : 0 Stealth : 2 Politics : 2
Subterfuge : 2 Survival : 3 Science : 4
ADVANTAGES
Disciplines Backgrounds Virtues
Auspex : 3 Generation : 2 Conscience : 2
Dominate : 3 Clan Status : 1
Thaumaturgy : 5 Age : 2 Self-Control : 4
Countermagic : 5 Resources : 2
Vicissitude : 2 Mentor : 1 Courage : 4
Thaum Paths Merits & Flaws
Mortal Shell : 5 Humanity : 4 Natural Vicissitude (5pt Merit)
Technomancy : 1 Willpower : 8 Infertile Vitae (5pt. Flaw)
Vine of Dionysus : 5 Concentration (1pt. Merit)
The Hearth Path : 3 Blood Pool : 12 Shy (1pt. Flaw)
Hands of Destruction: 3 Former Ghoul (1pt. Merit)
Equipment
Blood Phylactery. This is arty's self proclaimed "genius idea".
It's a rather well loved piece of Star trek memrobelia, a limited edition silver plated hip flask with the symbol of the Klingon
Empire embossed in enamel on the front. This is where it's normallacy ends.
The hip flask is Arty's Blood Phylactery. It also has a Bloodstone rattling around in the bottom of it. Some judiscious welding
was used to cut away and reattach the bottom of the flask to get it in there. It also has a ward against kindred engraved into
the back plate. Arty is somewhat understandably protective of it and has Contortion (Mastery of the mortal shell 2) causing those
who trigger it to form a vice like grip on the flask, then the second one triggers Marionette (mastery of the mortal shell 5)
(allowing arty to possess them and walk it back to him safely) suspended on it, via the ritual Suspension of incantation.
Seven,
In Arty's somewhat subserviant life to his sires cause, he's never been the most martial of Tremere, and has often needed a
bodyguard or something of the like, His sire Ethan Falconer has in his time crafted him minor gargoyles to act as bodyguards
(they can be found on pg 138 of Blood magic:secrets of thaumaturgy) specifically the stone hounds. Seven is unsuprisingly the
seventh stone hound created for Arty.
Its stats are as follows.
Strength 4 Dex 3 Stamina 4
Willpower 3 Health levels ok -1 -1 -2 -2 -3 -5
Abilities
Alertness 3
Athletics 3
Brawl 3
Dodge 3
Intimidation 3
Stealth 2
Blood pool 3
Potence 1
Fortitude 1
Protean 1 (eyes of the beast)
Rituals -
Dedicate the Chantry (Ritual 1)
Tremere chantries typically house arcane books, special resources, servants and other major assets. It's no wonder they're so
closely guarded. One common practice includes the casting of various wards over a chantry site, to prevent unauthorized entry and
to make the place difficult to locate. Dedicate the Chantry expedites this process, making it easier to place subsequent
enchantments over the area.
To Dedicate the Chantry, the caster must walk a counterclockwise circle around the entire grounds and sprinkle stagnant water as
he travels. Once the ring is complete, the thaumaturge must return to the (rough) center and anoint his hands with stale water,
then the lowest level of the floor.
System
A dedication functions over a single building, so a complex of homes or an estate and grounds may require several castings. Once
dedicated, the chantry is open to more defenses; any site ritual cast over the chantry, from a ward to potent magics like Deny
the Intruder, has its casting difficulty lowered by one.
Level 1 • Defense of the Sacred Haven
This ritual takes an hour to perform, and uses up one blood point. The vampire may put a drop of her blood on each window in an
area, up to twenty feet away from the ritual site. All sunlight that would go in through these windows is instead reflected by
them. This ritual lasts as long as the vampire is in the area.
Level 1 • Rite of Introduction
This ritual involves reciting a half-hour incantation, and then speaking into water vapor. The vampire may contact the Regent of
the nearest Tremere Chantry first, and then others, descending the hierarchy. By tradition, only the Regent is bound to answer,
and a brief dialogue with each person is possible. Used often to announce one’s presence, or to call for help.
Level 2 • Craft Bloodstone (Sabbat)
This ritual involves allowing a stone to soak for three nights in three points of one’s own vitae. By the third night, the result
will be a bloodstone sitting in clear fluid. The vampire will always know the exact location of a bloodstone created with her own
vitae.
Level 2 • Blood Walk
Roll: Perception + Empathy, difficulty 6
This ritual involves a point of the target’s vitae, which is tasted, and three hours of meditation. The vampire will learn the
true name of the target, her personality, any and all blood bonds, etc. Each success reveals the next step of the vampire’s
lineage.
Level 2 • Donning the Mask of Shadows
Roll: Willpower, difficulty 6
Resist: Intelligence + Alertness, difficulty Wits + Stealth
This ritual takes twenty minutes to cast. The vampire may make herself unnoticeable to others, for one hour per success. Those
with Auspex make the resistance roll above with a difficulty reduced by three. Animals will automatically sense the vampire.
Level 2 • Principle Focus of Vitae Infusion
This four-hour ritual requires an object that can be held in both hands. A blood point belonging to the vampire may be stored in
this object, and if the enchantment is dispelled, the object will disintegrate, releasing the blood. This ritual may be done for
another vampire, but the blood must still belong to the caster.
Level 3 • Fire in the Blood (Sabbat)
The vampire may heat a target’s blood. The result is not only painful, but unless vampire makes a Wits + Medicine roll of
difficulty 7 first, every action she takes requiring a physical attribute roll causes an aggravated wound.
Level 3 • Illusion of Peaceful Death (Milwaukee by Night)
This ritual involves dusting a corpse with a white feather, and has the effect of hiding all signs of unnatural death on a
corpse, making the deceased appear to have died of natural causes. This will not hide exsanguination; only obvious signs.
Level 3 • Pavis of Foul Presence
This ritual requires a blue silk cord, tied around the neck. All powers of Presence used on the vampire are instead turned on the
user. Lasts one night, as long as the cord remains tied
Level 3 • Ward Versus Lupines
This ten-hour ritual requires some silver dust, in addition to the object being made into a ward. If this ward is placed on a
door or an unbroken circle, the lupine will be unable to pass it. If a bullet is warded, then five successes are required on the
appropriate Firearms roll to leave the bullet in the body where it will continue doing damage. (This only works on smaller
calibers.) This object, when touching a lupine, does three dice of damage, difficulty Stamina + Survival of the lupine, and the
lupine must spend a willpower point to touch it again.
4 • Suspension of Incantation
This ritual binds one spell inside itself with conditions for release, effectively creating a triggered enchantment. Suspension
of Incantation can easily create cunning traps or displays of effortless power to impress or intimidate later onlookers.
System: The caster carefully chants a long series of binding wards and activation clauses and her player rolls Wits + Occult
(difficulty 6) The difficulty increases by one for every spell the thaumaturge currently has suspended with prior castings of
this ritual, to a maximum difficulty of 10. If successful the caster must immediately invoke one power of any thaumaturgy path
she knows. Her player spends blood and rolls Willpower normally to determine the success of the effect, but the magic does not
manifest until the stated conditions are met. If the conditions never take place, the magic dissipates after a number of months
equal to the initial successes rolled on the Wits + Occult Roll. Path effects can only be bound to specific inanimate objects or
locations. Trigger clauses may be as simple or as complicated as desired, so long as any observed conditions take place within
sight of the rituals focus. For example a caster could use Movement of mind to enchant a door to throw a spear at anyone who
opened it without speaking the correct password.
Level 4 • Mirror Walk (Sabbat)
This ritual requires a ring with an emerald in it. The vampire may use any sufficiently large mirror as a portal to the nearest
other sufficiently large mirror, and may take one person with her. The mirror ripples, and the emerald glows, as this ritual is
performed. Once the mirror stops rippling, the vampire can not be followed. If the mirror stops rippling with a pursuer halfway
in, she is cut in two, though she may be allowed to escape with a roll of Dexterity + Dodge, difficulty 7
Level 4 • Ward Versus Kindred
This ten-hour ritual requires a point of vampire blood, in addition to the object being made into a ward. This object, when
touching a vampire, will do three dice of damage, difficulty Stamina + Fortitude of the vampire, and the vampire must spend a
willpower point to touch it again. If this ward is placed on a door or an unbroken circle, the vampire will be unable to pass it.
If a bullet is warded, then five successes are required on the appropriate Firearms roll to leave the bullet in the body where it
will continue doing damage. (This only works on smaller calibers.)
Level 5
Blood Phylactery -Binds a portion of the character's soul into an object. So long as the character holds or wears his Blood
Phylactery, it grants the following advantages: Hostile magic directed at the caster is more difficult to perform. Character's
ritual and path castings and Willpower rolls are easier to perform, especially his primary path. However, if the phylactery falls
into someone else's hands, it becomes drastically easier to cast magic on the character, especially if the phylactery is used as
a focus. Every full night the caster does not touch his phylactery, he loses one point of Willpower. However, he is always aware
of where his phylactery is. (Players Guide to Low Clans, pg. 175)
EXP: 6
Name: Arcturis "Arty" Bagley Nature: Caregiver Generation: 11
Player:Scrammel Demeanor: Director Haven:
Chron.: Clan: Tremere Concept:Undead alfred
ATTRIBUTES
Physical Social Mental
Strength: 3 Charisma: 2 Perception: 4
Dexterity: 4 Manipulation: 3 Intelligence: 4
Stamina: 3 Appearance: 2 Wits: 3
ABILITIES
Talents Skills Knowledges
Acting : 1 Animal Ken : 2 Clan Lore : 3
Alertness : 3 Body craft : 2 Gargoyle Lore : 2
Athletics : 2 Etiquette : 2 Finance : 2
Brawl : 1 Firearms : 3 Investigation : 4
Dodge : 3 Melee : 0 Law : 1
Empathy : 3 Music : 1 Linguistics : 4
Intimidation : 2 Repair : 0 Medicine : 3
Leadership : 0 Security : 4 Occult (defencive rituals): 5
Streetwise : 0 Stealth : 2 Politics : 2
Subterfuge : 2 Survival : 3 Science : 4
ADVANTAGES
Disciplines Backgrounds Virtues
Auspex : 3 Generation : 2 Conscience : 2
Dominate : 3 Clan Status : 1
Thaumaturgy : 5 Age : 2 Self-Control : 4
Countermagic : 5 Resources : 2
Vicissitude : 2 Mentor : 1 Courage : 4
Thaum Paths Merits & Flaws
Mortal Shell : 5 Humanity : 4 Natural Vicissitude (5pt Merit)
Technomancy : 1 Willpower : 8 Infertile Vitae (5pt. Flaw)
Vine of Dionysus : 5 Concentration (1pt. Merit)
The Hearth Path : 3 Blood Pool : 12 Shy (1pt. Flaw)
Hands of Destruction: 3 Former Ghoul (1pt. Merit)
Equipment
Blood Phylactery. This is arty's self proclaimed "genius idea".
It's a rather well loved piece of Star trek memrobelia, a limited edition silver plated hip flask with the symbol of the Klingon
Empire embossed in enamel on the front. This is where it's normallacy ends.
The hip flask is Arty's Blood Phylactery. It also has a Bloodstone rattling around in the bottom of it. Some judiscious welding
was used to cut away and reattach the bottom of the flask to get it in there. It also has a ward against kindred engraved into
the back plate. Arty is somewhat understandably protective of it and has Contortion (Mastery of the mortal shell 2) causing those
who trigger it to form a vice like grip on the flask, then the second one triggers Marionette (mastery of the mortal shell 5)
(allowing arty to possess them and walk it back to him safely) suspended on it, via the ritual Suspension of incantation.
Seven,
In Arty's somewhat subserviant life to his sires cause, he's never been the most martial of Tremere, and has often needed a
bodyguard or something of the like, His sire Ethan Falconer has in his time crafted him minor gargoyles to act as bodyguards
(they can be found on pg 138 of Blood magic:secrets of thaumaturgy) specifically the stone hounds. Seven is unsuprisingly the
seventh stone hound created for Arty.
Its stats are as follows.
Strength 4 Dex 3 Stamina 4
Willpower 3 Health levels ok -1 -1 -2 -2 -3 -5
Abilities
Alertness 3
Athletics 3
Brawl 3
Dodge 3
Intimidation 3
Stealth 2
Blood pool 3
Potence 1
Fortitude 1
Protean 1 (eyes of the beast)
Rituals -
Dedicate the Chantry (Ritual 1)
Tremere chantries typically house arcane books, special resources, servants and other major assets. It's no wonder they're so
closely guarded. One common practice includes the casting of various wards over a chantry site, to prevent unauthorized entry and
to make the place difficult to locate. Dedicate the Chantry expedites this process, making it easier to place subsequent
enchantments over the area.
To Dedicate the Chantry, the caster must walk a counterclockwise circle around the entire grounds and sprinkle stagnant water as
he travels. Once the ring is complete, the thaumaturge must return to the (rough) center and anoint his hands with stale water,
then the lowest level of the floor.
System
A dedication functions over a single building, so a complex of homes or an estate and grounds may require several castings. Once
dedicated, the chantry is open to more defenses; any site ritual cast over the chantry, from a ward to potent magics like Deny
the Intruder, has its casting difficulty lowered by one.
Level 1 • Defense of the Sacred Haven
This ritual takes an hour to perform, and uses up one blood point. The vampire may put a drop of her blood on each window in an
area, up to twenty feet away from the ritual site. All sunlight that would go in through these windows is instead reflected by
them. This ritual lasts as long as the vampire is in the area.
Level 1 • Rite of Introduction
This ritual involves reciting a half-hour incantation, and then speaking into water vapor. The vampire may contact the Regent of
the nearest Tremere Chantry first, and then others, descending the hierarchy. By tradition, only the Regent is bound to answer,
and a brief dialogue with each person is possible. Used often to announce one’s presence, or to call for help.
Level 2 • Craft Bloodstone (Sabbat)
This ritual involves allowing a stone to soak for three nights in three points of one’s own vitae. By the third night, the result
will be a bloodstone sitting in clear fluid. The vampire will always know the exact location of a bloodstone created with her own
vitae.
Level 2 • Blood Walk
Roll: Perception + Empathy, difficulty 6
This ritual involves a point of the target’s vitae, which is tasted, and three hours of meditation. The vampire will learn the
true name of the target, her personality, any and all blood bonds, etc. Each success reveals the next step of the vampire’s
lineage.
Level 2 • Donning the Mask of Shadows
Roll: Willpower, difficulty 6
Resist: Intelligence + Alertness, difficulty Wits + Stealth
This ritual takes twenty minutes to cast. The vampire may make herself unnoticeable to others, for one hour per success. Those
with Auspex make the resistance roll above with a difficulty reduced by three. Animals will automatically sense the vampire.
Level 2 • Principle Focus of Vitae Infusion
This four-hour ritual requires an object that can be held in both hands. A blood point belonging to the vampire may be stored in
this object, and if the enchantment is dispelled, the object will disintegrate, releasing the blood. This ritual may be done for
another vampire, but the blood must still belong to the caster.
Level 3 • Fire in the Blood (Sabbat)
The vampire may heat a target’s blood. The result is not only painful, but unless vampire makes a Wits + Medicine roll of
difficulty 7 first, every action she takes requiring a physical attribute roll causes an aggravated wound.
Level 3 • Illusion of Peaceful Death (Milwaukee by Night)
This ritual involves dusting a corpse with a white feather, and has the effect of hiding all signs of unnatural death on a
corpse, making the deceased appear to have died of natural causes. This will not hide exsanguination; only obvious signs.
Level 3 • Pavis of Foul Presence
This ritual requires a blue silk cord, tied around the neck. All powers of Presence used on the vampire are instead turned on the
user. Lasts one night, as long as the cord remains tied
Level 3 • Ward Versus Lupines
This ten-hour ritual requires some silver dust, in addition to the object being made into a ward. If this ward is placed on a
door or an unbroken circle, the lupine will be unable to pass it. If a bullet is warded, then five successes are required on the
appropriate Firearms roll to leave the bullet in the body where it will continue doing damage. (This only works on smaller
calibers.) This object, when touching a lupine, does three dice of damage, difficulty Stamina + Survival of the lupine, and the
lupine must spend a willpower point to touch it again.
4 • Suspension of Incantation
This ritual binds one spell inside itself with conditions for release, effectively creating a triggered enchantment. Suspension
of Incantation can easily create cunning traps or displays of effortless power to impress or intimidate later onlookers.
System: The caster carefully chants a long series of binding wards and activation clauses and her player rolls Wits + Occult
(difficulty 6) The difficulty increases by one for every spell the thaumaturge currently has suspended with prior castings of
this ritual, to a maximum difficulty of 10. If successful the caster must immediately invoke one power of any thaumaturgy path
she knows. Her player spends blood and rolls Willpower normally to determine the success of the effect, but the magic does not
manifest until the stated conditions are met. If the conditions never take place, the magic dissipates after a number of months
equal to the initial successes rolled on the Wits + Occult Roll. Path effects can only be bound to specific inanimate objects or
locations. Trigger clauses may be as simple or as complicated as desired, so long as any observed conditions take place within
sight of the rituals focus. For example a caster could use Movement of mind to enchant a door to throw a spear at anyone who
opened it without speaking the correct password.
Level 4 • Mirror Walk (Sabbat)
This ritual requires a ring with an emerald in it. The vampire may use any sufficiently large mirror as a portal to the nearest
other sufficiently large mirror, and may take one person with her. The mirror ripples, and the emerald glows, as this ritual is
performed. Once the mirror stops rippling, the vampire can not be followed. If the mirror stops rippling with a pursuer halfway
in, she is cut in two, though she may be allowed to escape with a roll of Dexterity + Dodge, difficulty 7
Level 4 • Ward Versus Kindred
This ten-hour ritual requires a point of vampire blood, in addition to the object being made into a ward. This object, when
touching a vampire, will do three dice of damage, difficulty Stamina + Fortitude of the vampire, and the vampire must spend a
willpower point to touch it again. If this ward is placed on a door or an unbroken circle, the vampire will be unable to pass it.
If a bullet is warded, then five successes are required on the appropriate Firearms roll to leave the bullet in the body where it
will continue doing damage. (This only works on smaller calibers.)
Level 5
Blood Phylactery -Binds a portion of the character's soul into an object. So long as the character holds or wears his Blood
Phylactery, it grants the following advantages: Hostile magic directed at the caster is more difficult to perform. Character's
ritual and path castings and Willpower rolls are easier to perform, especially his primary path. However, if the phylactery falls
into someone else's hands, it becomes drastically easier to cast magic on the character, especially if the phylactery is used as
a focus. Every full night the caster does not touch his phylactery, he loses one point of Willpower. However, he is always aware
of where his phylactery is. (Players Guide to Low Clans, pg. 175)
EXP: 6