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Author Topic: Heldric Haikans  (Read 7126 times)

Forge

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Heldric Haikans
« on: January 10, 2015, 02:38:24 pm »

Health

BRUISED [ * ] |INJURED (-1)[ O ] | CRIPPLED (-5) [ O ]
BRUISED [ * ] |INJURED (-1)[ O ] |INCAPACITATED [ O ]
HURT (-1) [ * ] |WOUNDED (-2) [ O ]
HURT (-1) [ X ] |MAULED (-2) [ O ]

Willpower
Permanent: 7
Temporary: 7/7

Virtues
Courage: 4
Conviction: 2
Instinct: 4

Blood Pool

2/20

4 per turn

Path of the Beast

6/10

EXP:

48/57 (Potence 1-3, Protean 1-2 and Brawl 4)

Base Initiative

10

Penalties

Any contact with humans spreads a terrible weakening disease that will, unless the mortal scores 3 successes on an extended stamina roll (difficulty 9) over a week, lead to serious complications and maybe even death. Should Heldric have a human ghoul, their temporarily increased vitality will let them serve him as long as needed, but if not fed vitae they will eventually be overcome by the disease. Until then, they andany other blood-bound servants are carriers of Heldric's plague.

Must spend a point of willpower to be able to feed on the young (those younger than 16 years of age).

Absolutely no sense of smell or taste - Incapable of rolling to sense things by smell or taste.

Cannot improve Appearance with Experience Points. Most Social actions based on first impressions, except intimidation and the like, fail automatically.

Benefits

Absolutely no sense of smell or taste - Incapable of suffering penalties or damage from sensory overload or attacks that rely on smell or taste.

-2 to difficulty of rolls involving the use of voice to Persuade, Charm, or Command.

Blood does not taste like blood.

Does not suffer daytime penalties and is able to stay awake during the day.

Heldric gains a working understanding Tremere hierarchy and magic. His understanding is riddled with some holes due to Epistatia's amnesia, however.

Iron Will

Specialties:
-1 to difficulty to stay silent
-1 to difficulty to not seem like you're following someone.
-1 to difficulty to taking advantage of surprise with fist attacks.
+2 to initiative
-1 to difficulty in using special maneuvers involving brute strength
-1 to difficulty of acts that require strong grips.
-1 to difficulty in using submissions/Hold manoeuvres

Iron Will
Aura: +1 to intimidation.

+2 to Strength
+2 to Dexterity
« Last Edit: December 15, 2018, 05:50:24 pm by Drakilian »
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Re: Heldric Haikans
« Reply #1 on: January 10, 2015, 02:38:50 pm »

Name: Heldric Haikans

Player: Forge the bearer of the awesomesause

Chronicle: Transylvanian Chronicles

Nature: Survivor

Sire: Malachite

Demeanor:Architect

Clan: Nosferatu

Generation 6th

Concept: Outsider

Coterie:

Attributes

Physical

Strength: 5 (8); Dexterity: 2 (5); Stamina: 3

Social

Charisma: 3 Manipulation: 2 Appearance: 0

Mental

Perception: 2; Intelligence: 2; Wits: 4

Abilities

Talents

Alertness: 2 ; Awareness: 1 ; Athletics: 3; Brawl: 4; Dodge: 0; Empathy: 0; Expression: 0; Intimidation: 3; Leadership: 0; Streetwise: 0; Subterfuge: 1

Skills

Animal Ken: 2; Crafts: 0; Riding/Drive: 0; Etiquette: 0; Firearms: 0; Melee: 0; Performance: 1; Security: 1; Stealth: 5; Survival: 2

Knowledge

Academics: 0; Politics: 0; Finance: 0; Investigation: 1; Linguistics: 3; Medicine: 0; Occult: 2; Science: 0; Law: 0

Disciplines

Obfuscate: 5

Potence: 3

Animalism: 2

Protean: 2

Auspex: 1

Thaumaturgy: 2 (Spirit manipulation primary).

Virtues

Courage: 4

Conscience/Conviction: 2

Self-control/Instinct: 4

Advantages

Backgrounds

Beneficial

Allies: 8; Influence: 0; Mentor: 0; Resources: 4; Contacts: 2; Generation: 5; Herd: 0; Retainers: 3; Status: 3

Adversarial

(Leave this section of your character sheet blank. This part is here purely for my use. If you gain any enemies or adverse backgrounds during your in-game time, they will show up here.)

Humanity/Path
Path of the Beast

Merits and Flaws.

[ 2 ]   Enchanting Voice 
There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thundering, soothing, persuading, or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two.

Merit: Light Sleeper Type:

Iron Will
Nothing can break you. Monsters and sorcerers can throw their mojo in your face, but nothing sticks for long. Sooner or later, you can break almost any charm or compulsion laid against you. When you do, heads will roll....
This Merit allows you to spend a Willpower point to shake off the effects of the vampiric Dominate Discipline, as well as Mind-based charm and possession spells (as opposed to Spirit-based ones). In addition, you receive three extra dice to resist any mind-altering magic, spell or Thaumaturgy path, as well as any type of brainwashing. Each turn you spend actively resisting the spell's effects costs you one point of Willpower, though, so your resistance is only as strong as your determination. This Merit has no effect against spirit-or Spirit-magic-based possessions, or against any emotional-based charms or appeals (such as Presence). Even the toughest badass can have a Silly-Putty heart.

Merit: Reptile buddy Type: Large African crocodile pet(will post stats below) Cost: 3
Yes, those legends about albino alligators in the sewers really are true. You've been nursing a few of them with your vitae in the local spawning pool for years. Your careful breeding and vigilant training has produced a reptilian slave of exceptional intelligence. It has a mind as sharp as that as a five-year-old child and teeth as keen as butcher knives. The beast understands your native language perfectly and can even follow complex directions. Faster and deadlier than any human ghoul, it is a highly efficient killing machine fully capable of patrolling your domain with ruthless efficiency. Reptile buddies also love to play "fetch" with human limbs (whether attached or severed).
Ghouled Reptile Buddy

Physical: Strength 6, Dexterity 2, Stamina 6
Social: Charisma 0, Manipulation 0, Appearance 0
Mental: Perception 3, Intelligence 1, Wits 3
Disciplines: Fortitude 2, Potence 2
Blood Pool: 5
Willpower: 5
Attacks: Bite (7 dice), Tail Slap (6 dice)

Merit: Wraith, Scilian
It is complicated but he is strong and helps out

Flaw Phobia (Severe, Goratrix).
He is a very scary bad guy

Flaw: "forgetful".
Once every chapter Heldric will forget one vital thing and not realize it until he needs it, as per the GM's desires. This can be anything from ritual components to a weapon Heldric thought he brought along with him.

Flaw: Linked to House Tremere
Any time Heldric tries to act against House or Clan Tremere, he must score three successes on a willpower roll of varying difficulty.

Flaw; Haunted
Epistatia's past victims begin to haunt him as they had haunted her.

Flaw: Nightmares
Memories of Goratrix and past torture

Flaw: Amnosmia Type: No sense of smell or taste Cost: 2
You have no sense of smell or taste. The vilest odors and flavors imaginable cannot affect you; in fact, you do not even recognize their presence. You cannot attempt a Perception roll that involves either of these senses. However, any supernatural attack involving horrific odors and tastes does nothing to you. Granted, Nosferatu who have surrounded themselves with unseemly funk long enough become immune to just about any foul odor, but you simply do not recognize smells at all.
You may not take the Merits Acute Sense: Smell or Acute Sense: Taste with this flaw. Also, attempting to use Heightened Senses for taste or smell will have no effect.


Flaw: Contagious Type: touching others causes transfere of virulent disease Cost: 5
Dead bodies contain all sorts of infectious bacteria, fungi and spores. There's a reason coroners wear gloves when handling corpses. Thanks to a rather virulent version of Nosferatu's curse, a few doomed varieties of Nosferatu retain these infections after their Embrace. Contagious Nosferatu can never interact with mortals without the possibility of spreading sickness and disease. A mortal who touches a Contagious Nosferatu must make a Stamina roll (difficulty 9) or fall prey to illness for the next week. At the end of each week, the victim must make another roll; if he succeeds, he recovers from the illness.
While this may seem like a rather crippling Flaw, it does force players to think of new ways of interacting with the human world (many of which are detailed in this chapter). To maintain a sense of game balance, most other supernatural creatures have ways of dealing with the Contagious Sewer Rat's disease: Werewolves regenerate very quickly, mages can mystically remove the infection from themselves or other mages, wraiths just don't give a damn because they're incorporeal, and so on.
Heldric's personal contagion is a form of Cryptococcosis. This is normally a fungal infection which can infect the lungs and meninges around the brain of people with already weakened immune systems, however, the nosferatu curse has given it greatly increased virulence and contagious abilities. It now spreads easily by touch or fluid transfer (like a mortal being fed blood) and has the following symptoms:
Dependent on the infectious syndrome, symptoms include fever, fatigue, dry cough, headache, blurred vision, and confusion. Symptom onset is often subacute, progressively worsened over several days. The two most common presentations are meningitis (an infection in and around the brain) and pulmonary (lung) infection. A strong immune response in mortals CAN fight off the illness however repeated failed immune responses over a few weeks leads to death.

Flaw: feeding aversion Type: the young, specifically those not counted yet as adults (Shall we say below 16?) Cost: 3
Must burn a will point to be able to feed off the young

Derangements

Very occasionally hears Epistatia's voice in his head. she is mostly bound though...
A mild and disturbing sexual attraction toward dead bodies

Languages

Greek
Romanian
German
Hungarian

Combat

Weapon/Attack: Spiked gloves; Difficulty: 0; Damage: 6-L; Range: Hand-to-Hand; Rate: 1/action; Clip: Infinite Stabby-fistings; Conceal: Yes

Armor
Class: light Rating: 1 Penalty: 0
Description: padded leather armour of good quality, he wanted heavier armour but it reduced his movement and affected his stealth so padded leather with a leather cowl and cloak over the top to conceal his visage was the best current choice for him.

Possessions

Gear (Carried): leather armor, cloak

Equipment (Owned): Armour, Spiked gloves, A thick cloak, A few minor decorative bits of furniture in his cave, a nice solid coffin with all the appropriate safeguards against the sun

Vehicles: None

Feeding grounds: The surrounding villages and nearby city. His bite often leads to the death of his targets so he varies his feeding grounds as much as possible

Blood bonds/Vinculi

Bound to: Malachite (Rating: 2)

Bound to: Radu (Rating: 1)

Bound to: Gutka (Rating: 1)

Has bound to him: Andreas (Rating 3)

Havens

Location: Cave under a riverbank out in the middle of nowhere (Transylvania)

Description: Damp, cold and nasty, the cave is enjoyed by the crocodile (and no one else).

History

His story till now:

After leading a happy life of meaninglessness in a small village he was turned at the same time as a second young man from a nearby village. The little he was able to find out about his secretive sires choices was that he picked two young men who had succeed in  their village life to compete to be his successor. He does not know why the Elder decided that it was time, or why he thought the competition was a good plan.
The competition was not a good plan, or the other choice of candidate was not a good one. It did work out well for Heldric, who having lost his looks, pursued the traditional path of the Nosferatu (Secrecy and Obsfucate) His opponent however appeared to wish he was a Gangrel and after a series of bad choices Heldric ended with his competitor being a mute blood bound servant.

Since then he has treated his bound vassal well along with carefully raising and breeding imported crocodiles which he acquired from dark skinned merchants on a trip South. He has raised the best of them to be a very intelligent ghoul reptile of impressive strength and loyalty.

He made his own small haven in a cave under the riverbank where he wont be disturbed by mortal eyes and his retainers can live in peace from disturbance. It is however just a cave and he wishes for a better haven soon, he has plans for a great underground cathedral and labyrinth but this is a long way from being realized. He also uses the occasional crypt when needed.

He has spent the last several years looking for a way to get a ghoul servant or two to handle daytime matters without his contagion killing them, he thinks if he finds one resilient enough that they may eventually develop an immunity to it. His other plan is to ghoul something like a Garou or human mage who can purge the disease from themselves, he has also made little progress on this front.

A lot of his spare time is spend being invisible to all on rooftops and shadowy alleyways gathering information and pretending to still be a part of the mortals life.

Why he is willing to join the cotterie (besides sire's request): He still likes people, despite his deformity and this appears to be a good way of forcing people to interact with him. He knows he can be a grumpy ass but this way people wont just get annoyed and leave.

Description

Age: 73

Apparent Age: not really definable

Date of Birth: 1163

Death: 1183

Hair: brown-ish with grey throughout, hairline receded half way back over the skull

Eyes: inky black with hints of red

Race: Mixed from the various invaders over the past 1000 years

Nationality: Says Transylvanian...

Height: 5.8

Weight: 135

Sex: male

Physical description: Heldric was once a tall, good-looking male of minor repute in his village. He had good prospects with several local girls and thought about heading to a bigger city for a good job too. Sadly he was embraced by a Nosferatu, he wasn't attractive enough for it to be a vindictive embrace however he was attractive enough to find the transformation into a monster very mentally taxing. Due to this he holds a minor disdain of attractive people, luckily this is not a full grudge and he can ignore it easily when he wants, resorting to snide comments rather than real action.
Now he is a monster whose flesh seems too tight for its body, stretched thin in unseemly ways over his face, his nose flattened and pulled up to show the nostrils as pits underneath which also served to rob him of all sense of smell and taste. He has no facial hair at all giving his eyes an even more disturbing look than their strange coloring already had. his fangs permanently show and his ears are deformed versions of bat ears. the skin over all of his body appears discolored with a disturbing green hue that gives viewers the impression of gangrene whenever they see it, which is an advantage as his skin does harbor a contagious infection. His hands, while strong and perfectly dexterous appear claw-like.
« Last Edit: June 15, 2016, 05:07:12 pm by Forge »
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Re: Heldric Haikans
« Reply #2 on: January 10, 2015, 02:39:01 pm »

Expanded Backgrounds

Retainer/Allies:

Andreas Drakovich

Heldric and Andreas were embraced on the same day, by the same sire - an influential Nosferatu named Malachite of Constantinople. Andreas and Heldric were intended to compete for their sire's attention - the competition was supposed to make them strive to each be more effective childer.

In truth, the result was far from what the sire expected - while Heldric stuck to the typical path of discretion followed by most Nosferatu, Andreas made absolutely no attempt whatsoever to conceal his nature. Consumed by the incredible strength that he gained and trained so lovingly, Andreas tormented the people of the city, angering the city's Prince - Michael the Patriarch. As one of the ancient Methuselah's most devoted followers, Malachite was absolutely furious at the shame his childer had brought down upon him.

Rather than killing his childe, Andreas' sire ripped open his skull and bit off his tongue, rendering him mute. He forced Andreas to take a Blood Oath to Heldric, and, as he was so fond of being a profoundly aggravating and indiscreet ass, he was to never learn any of the arts of Obfuscate. The discipline is unavailable to him, even should Heldric command him to attempt to learn it, as Heldric's sire placed Dominating commands within his mind to stop him from training the power so inherent to the Nosferatu.

Andreas has since taken up conversation with animal companions, finding them to be the only ones he can reliably communicate with. He speaks through them to other Kindred with Animalism.

Andreas also has an epic mastery of Potence, capable of amazing feats of strength.

Due to years of continuously taking Heldric's sickly blood and being in close proximity to the Nosferatu, he has also inherited his Domitor's Contagiousness.

He is notably unstealthy.

Marla

A greek girl, one of Malachite's ghouls, gifted to Heldric.

Scilian

Wraith buddy

Resources:

A small number of belongings, gathered over the few years after his death and kept in a cave. His coffin was donated by his sire. The leather armor and spiked gloves he purchased with savings. He makes a very small income running jobs for his sire and occasionally stealing from the dead or overly affluent.
« Last Edit: June 07, 2016, 12:45:00 am by Forge »
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Re: Heldric Haikans
« Reply #3 on: January 10, 2015, 02:39:14 pm »

Disciplines

Obfuscate

[ 1 ] Cloak of Shadows

At this level, the vampire must rely on nearby shadows and cover to assist in hiding his presence. He steps into an out-of-the way, shadowed place and eases himself from normal sight. The vampire remains unnoticed as long as he stays silent, still, under some degree of cover (curtain, bush, door frame, lamppost, alley) and out of direct lighting. The immortal's concealment vanishes if he moves, attacks or falls under direct light. Furthermore, the vampire's deception cannot stand concentrated observation without fading.

System:
No roll is required as long as the character fulfills the criteria described above. So long as he remains quiet and motionless, virtually no one but another Kindred with a high Auspex rating will see him.

[ 2 ] Unseen Presence

With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and others automatically avert their gaze as he passes by. People move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself.
Since the vampire fully retains his physical substance, he must be careful to avoid contact with anything that may disclose his presence (knocking over a vase, bumping into someone). Even a whispered word or the scuffing of a shoe against the floor can be enough to disrupt the power.

System:
No roll is necessary to use this power unless the character speaks, attacks or otherwise draws attention to himself. The Storyteller should call for a Wits + Stealth roll under any circumstances that might cause the character to reveal himself. The difficulty of the roll depends on the situation; stepping on a squeaky floorboard might be a 5, while walking through a pool of water may require a 9. Other acts may require a certain number of successes; speaking quietly without giving away one's position, for instance, demands at least three successes.

Some things are beyond the power of Unseen Presence to conceal. Although the character is cloaked from view while he smashes through a window, yells out or throws someone across the room, the vampire becomes visible to all in the aftermath. Bystanders snap out of the subtle fugue in which Obfuscate put them. Worse still, each viewer can make a Wits + Alertness roll (difficulty 7); if successful, the mental haze clears completely, so those individuals recall every move the character made up until then as if he were visible the entire time.

[ 3 ] Mask of a Thousand Faces

The vampire can influence the perception of others, causing them to see someone different from the immortal himself. Although the Kindred's physical form does not change, any observer who cannot sense the truth sees whomever the vampire wishes her to see.
The vampire must have a firm idea of the visage he wishes to project. The primary decision is whether to create an imaginary face or to superimpose the features of another person. Manufactured features are often more difficult to compose in believable proportions, but such a disguise is easier to maintain than having to impersonate someone else. Of course, things get simpler if the Kindred borrows the face but doesn't bother with the personality.

System:
The player rolls Manipulation + Performance (difficulty 7) to determine how well the disguise works. If the character tries to impersonate someone, he must get a good look at the subject before putting on the mask. The Storyteller may raise the difficulty if the character catches only a glimpse. The chart below lists the degrees of success in manufacturing another appearance.
Actually posing as someone else carries its own problems. The character should know at least basic information about the individual; especially difficult deceptions (fooling a lover or close friend) require at least some familiarity with the target in order to succeed.

1 success   The vampire retains the same height and build, with a few slight alterations to his basic features. Nosferatu can appear as normal, albeit ugly, mortals.
2 successes   He looks unlike himself; people don't easily recognize him or agree about his appearance.
3 successes   He looks the way he wants to appear.
4 successes   Complete transformation, including gestures, mannerisms, appearance and voice.
5 successes   Profound alteration (appear as the opposite sex, a vastly different age, extreme change of size).

[ 4 ] Vanish from the Mind's Eye

This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly before someone. While the disappearance itself is quietly subtle, its impact on those who see it is anything but. Most kine panic and flee in the aftermath. Especially weak-willed individuals wipe the memory of the Kindred from their minds. Although vampires are not shaken so easily, even Kindred may be momentarily surprised by a sudden vanishing.

System:
The player rolls Charisma + Stealth; the difficulty equals the target's Wits + Alertness (use the highest total in the group if the character disappears in front of a crowd). With three or fewer successes, the character fades but does not vanish, becoming an indistinct, ghostlike figure. With more than three, he disappears completely. If the player scores more successes than an observer's Willpower rating, that person forgets that the vampire was there in the first place.

Tracking the character accurately while he appears ghost-like requires a Perception + Alertness roll (difficulty 8). A successful roll means the individual can interact normally with the vampire (although the immortal looks like a profoundly disturbing ghostly shape). A failed roll results in +2 difficulties (maximum 10) when attempting to act upon, or interact with, the vampire. The Storyteller may call for new observation checks if the vampire moves to an environment in which he's difficult to see (heads into shadows, crosses behind an obstacle, proceeds through a crowd). When fully invisible, the vampire is handled as described under Unseen Presence, above.

A person subject to the vanishing makes a Wits + Courage roll (mortals at difficulty 9, immortals at difficulty 5). A successful roll means the individual reacts immediately (although after the vampire performs his action for that turn); failure means the person stands uncomprehending for two turns while her mind tries to make sense of what she just experienced.

[ 5 ] Cloak the Gathering

At this degree of power, the vampire may extend his concealing abilities to cover an area. The immortal may use any Obfuscate power upon those nearby as well as upon himself, if he wishes.

Any protected person who compromises the cloak exposes himself to view. Further, if the one who invokes the power gives himself away, the cloak falls from everyone. This power is particularly useful if the vampire needs to bring his retinue through a secure location without drawing the notice of others.

System:
The character may conceal one extra individual for each dot of Stealth he possesses. He may bestow any single Obfuscate power at a given time to the group. While the power applies to everyone under the character's cloak, his player need only make a single roll. Each individual must follow the requirements described under the relevant Obfuscate power to remain under its effect; any person who fails to do so loses the cloak's protection, but doesn't expose the others. Only if the vampire himself errs does the endowment drop for everyone.

Animalism

[ 1 ] Feral Whispers

This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn't necessary to actually "speak" in chirps, hisses or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it's broken, the Kindred must look into the beast's eyes once again to regain contact.

Since Feral Whispers requires eye contact, animals that cannot see are not affected. Further, the simpler the creature, the more difficult it becomes to connect with the animal's Beast. Mammals, predatory birds and larger reptiles are relatively easy to communicate with. Insects, invertebrates and most fish (with the possible exception of larger ones like sharks) are just too simple, their Beasts too weak, to connect with.

Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can probably cow smaller beasts into heeding commands, but he's better off couching orders for large predators in terms of requests.

If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and may affect it for some time.

System:
No roll is necessary to talk with an animal, but the character must establish eye contact first. Issuing commands requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: Predatory mammals (wolves, cats, insectivorous/vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, other birds and reptiles (pigeons, snakes) are difficulty 8. This difficulty is reduced by one if the character speaks to the animal in its "native tongue," and can be adjusted further by circumstances and roleplaying skill (we highly recommend that all communication between characters and animals be roleplayed).

The number of successes the player achieves dictates how strongly the character's command affects the animal. One success is sufficient to have a cat follow someone and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and five successes ensure that a grizzly ferociously guards the entrance to the character's wilderness haven for some months.

The character's Nature plays a large part in how he approaches these conversations. The character might try intimidation, teasing, cajoling, rationality or emotional pleading. The player should understand that he does not simply play his character in these situations, but the Beast Within as well.

[ 2 ] Beckoning

The vampire's connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal - howling like a wolf, cawing like a raven, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning works for only a single species at a time.

All such animals within earshot are summoned, but may choose individually whether or not to respond. While the vampire has no control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to listen to the Kindred's request.

System:

The player rolls Charisma + Survival (difficulty 6) to determine the response to the character's call; consult the table below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot, the summons goes unanswered.

The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby, or for only the albino bat with the notched ear he saw the other night.

1 success   A single animal responds.
2 successes   One-quarter of the animals within earshot respond.
3 successes   Half of the animals respond.
4 successes   Most of the animals respond.
5 successes   All of the animals respond

Potence

System: Each dot that the vampire has in Potence adds one die to all Strength-related dice rolls. Further, the player can spend one blood point and change his Potence dice into an equal number of automatic successes to all Strength-related rolls for the turn. In melee and brawling combat, successes from Potence (either rolled or automatic) are applied to the damage roll results.

While flesh and blood have their limits, undead sinews and vitae have a bit more latitude when it comes to feats of strength. Vampires who are close to Caine in descent are sometimes capable of strength-based maneuvers that awe even other vampires. A product of blood and will as much as of muscle and bone, mastery of Potence gives a vampire the ability to do far more than just lift progressively heavier objects -- if the vampire himself is willing to learn an alternate way.

Advanced Potence powers can be purchased in the same fashion as advanced Celerity or Fortitude powers: A character can choose to learn an alternate power instead of advancing along the Discipline's normal progression, and can later go back and re-purchase what he's missed.

Protean

[ 1 ]   Eyes Of The Beast   ( Vampire: The Masquerade 20th Anniversary Edition -- Page 199 )

The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave. The vampire's Beast is evident in his red glowing eyes, a sight sure to disturb most mortals.

System: The character must declare his desire to call forth the Eyes. No roll is necessary, but the change requires a full turn to complete. While manifesting the Eyes, the character suffers a +1 difficulty to all Social rolls with mortals unless he takes steps to shield his eyes (sunglasses are the simplest solution). (A vampire without this power who is immersed in total darkness suffers blind-fighting penalties).



[ 2 ]   Feral Claws   ( Vampire: The Masquerade 20th Anniversary Edition -- Page 199 )

The vampire's nails transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble. The Beast is prominent in the claws as well, making them fearsome weapons against other immortals. It's rumored that some Gangrel have modified this power to change their vampiric fangs into vicious tusks.

System: The claws grow automatically in response to the character's desire, and can grow from both hands and feet. The transformation requires the expenditure of a blood point, takes a single turn to complete, and lasts for a scene. The character attacks normally in combat, but the claws inflict Strength + 1 aggravated damage. Other supernaturals cannot normally soak this damage, although a power such as Fortitude may be used. Additionally, the difficulties of all climbing rolls are reduced by two.

Auspex

[1] Heightened Senses

This power sharpens all of the vampire's senses, effectively doubling the clarity and range of sight, hearing and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more acute; the vampire could taste the hint of liquor in a victim's blood, or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires. At the Storyteller's option, this may make hunting easier.

Occasionally, this talent provides extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy.

Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction mentioned above, an especially sudden stimulus - like the glare of a spotlight or a clap of thunder - can blind or deafen the Kindred for an hour or more.
System

This power doesn't normally require the use of dice, instead being defined through the Storyteller's descriptions and the player's imagination. In certain circumstances, use of this power requires a die roll: for a normal Perception roll (the Storyteller may reduce the difficulty by the character's Auspex rating), to notice a subject using Obfuscate, or to perceive a threat (the Storyteller privately rolls the character's unmodified Auspex rating, applying whatever difficulty he feels best suits the circumstances). For example, in the last instance, sensing that a pistol is pointed at the back of the character's head may require a 5, while the sudden realization that a rival for primogen is planning her assassination may require a 9.
This power does not let characters see in pitch darkness, as does Eyes of the Beast but it does reduce difficulty penalties to act in pitch darkness from +2 to +1, and the character may make ranged attacks in pitch darkness if she can hear, smell or otherwise detect her foe.

Magic

Thaumaturgy 2 (Spirit manipulation primary).

Spirit manipulation 2

Path of the Levinbolt 1

Path of Blood 1

Neptune's might 1

Lure of Flames 1
« Last Edit: June 15, 2016, 05:11:36 pm by Forge »
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Re: Heldric Haikans
« Reply #4 on: January 10, 2015, 02:39:56 pm »

Combination Disciplines

Name: Wolf’s Lament

Disciplines Required: Animalism 1, Obfuscate 2

Description:

In ancient times, the wolf’s howl echoed across the forests and mountains, communicating with its far-flung brethren. The Nosferatu and Gangrel living among the wilds of northern Europe learned how to do the same, resulting in Wolf’s Lament. This gift enables the vampire to howl a message out into the open, where it carries for miles. Additionally, any wolf hearing the wail supports it using its own voice. If done properly, a chain of wolves can sustain the lament across dozens even hundreds of miles.
Anyone listening merely hears an eerie keening that pierces the air and settles across the land. Those with Feral Speech, however, hear a voice carried within the howl. The content is brief, but it imparts emotional imperative and a general missive. It can warn of danger, summon a specific individual, grieve for someone’s death or carry any other quick and simple messages. Wolf’s Lament can vocalize roughly two simple sentences.

System:

To use this Discipline the player relates the simple message and the Storyteller judges whether or not it is too complex (saying it in one breath is a good rule of thumb). The player then rolls Manipulation + Animal Ken (difficulty 6) and the vampire sends out his instructions in a howl; the successes indicate the distance the message travels on the voices of wolves (see below). A failure simply means there are no packs in the area (or they fail to pick up the message), while a botch indicates that the caller attracts unwanted attention.

Success      Distance
1                Five Miles
2                10 miles
3                50 Miles
4                100 Miles
5                250 Miles

Name: Suck it Up

Disciplines Required:
Animalism 1/Protean 2

Description:
Anarchs are no strangers to spilled blood, whether their own or that of those they tangle with. However, spilled blood, regardless of how it got there, tends to attract a lot of unwanted attention. No matter who wins the fight, some anarchs have come up with an ingenious way to hide their conflicts and “clean up” the wasted blood, whether from a pool on the sidewalk or an incriminating stain on a carpet. The last thing a vampire wants is to be seen voraciously licking the sidewalk like an ice cream cone or looming over the body of a fallen comrade drinking the remains of her vitae. Kindred are advised to employ Suck It Up discreetly, as use of this Discipline is obviously not normal or natural.

System:
The Kindred touches a quantity of spilled blood and adds it to her blood pool. The ST must make a judgment call as to how much blood can be taken. (Remember that one blood point is literally a tenth of the blood in the human body, about half a liter.) This power doesn’t “strip the ground clean,” either, and some small amount is likely to stain the ground afterward.

Pulse of Undeath

●○○○○ Auspex
●●●○○ Potence

By focusing her heightened awareness and physical prowess, a Kindred can "feel" for which of the physical gifts of Caine another Kindred may have learned. Potence manifests as a vibration of the muscles, Fortitude generates a cold rigidity in the body and Celerity causes a brief feeling of vertigo.
System

This power enables a character to know which, if any, of the three physical Disciplines (Celerity, Fortitude, Potence) another character possesses and at what level. The player rolls Perception + Empathy (difficulty 6). Each success indicates that the character learns the nature and level of one of the other character's physical Disciplines.

In some cases, particularly if the subject has a higher rating in a given Discipline than the character using this power, the results may be imprecise. A character may feel the telltale dizziness that indicates Celerity, but might well be unsure of the subject's potential with it.

Rituals

'Communicate with Kindred Sire'

'Bind the Accusing tongue'

'Blood Mastery'

'Whispers of the Ghost'
« Last Edit: June 15, 2016, 05:14:29 pm by Forge »
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Re: Heldric Haikans
« Reply #5 on: April 28, 2015, 02:32:07 pm »

This is not final, still deciding:

Obs 6: 25 points
Protean 1: 10 points
Will 7: 6 points.  Or Potence 1.  Or a couple of points into political stuff...

Or just obs 6 for now then save up to get obs 7 and enter the dream...

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Re: Heldric Haikans
« Reply #6 on: April 28, 2015, 02:54:56 pm »

Need to be 6th generation to buy anything up to 7th dot.
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Re: Heldric Haikans
« Reply #7 on: April 28, 2015, 03:18:57 pm »

Steeples sire mentioned me eating him...
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Re: Heldric Haikans
« Reply #8 on: April 28, 2015, 03:22:34 pm »

*not counting willpower/path rating, I mean abilities, attributes and disciplines.

Wut? XD
« Last Edit: April 28, 2015, 03:31:04 pm by Drakilian »
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Re: Heldric Haikans
« Reply #9 on: April 28, 2015, 03:43:04 pm »

Ok other points:
Status gets the 3

Backgrounds:
2 into allies as Heldric would ensure effort of getting the people of his city on side.
1 into contacts, the Nosferatu know to keep a hand in the underground and keep tight reign on who controls the rumours - more aiming this as a spy network to protect Heldric and the city rather than a rule by fear.
1 into retainers, a council to help rule known as the guild council who keep an eye on things and help rule, specifically in merchantile, police and political areas Heldric is weaker in. (Top ones get ghouled hehe)
1 into resources, you need wealth to further the dream and a prosperous city is a happy one.

Basically his overall plan would be to appear like a benevolent ruler. He has a council as his daytime face, he can appear during the day too (light sleeper). He has allies in the city and gets the people onside not just by increasing the cities wealth and prosperity. His council, allies and contacts work in unison to continue being the solid driving force of control in the city, each doing their bit to ensure the others and the city are not disrupted.

The council 'rules' to the benefit of the city, the allies ensure support for the council and good feeling etc. and the contacts ensure that the people working against Heldric have a hard time or vanish quietly while keeping the council and Heldric informed of the rumours and status of the cities inhabitants.

Edit. Removed resources as I noticed you said I would get them rathern than improving the towns merchantile standing.
Edit 2: put resources back in. Spreading the points out a lot he but as a survivor Heldric will be all about a really secure base covering all his options rather that leaping for one thing.
« Last Edit: April 28, 2015, 04:59:23 pm by Forge »
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Re: Heldric Haikans
« Reply #10 on: April 28, 2015, 04:53:52 pm »

It would improve the town's merchantile standing - i'm assuming that you take a little off the top; as you bring business to your town your own personal wealth also grows larger.
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Re: Heldric Haikans
« Reply #11 on: April 28, 2015, 09:49:10 pm »

Note that Allies doesn't mean people but vampires - most all cities have some vampire population, your job as Prince is to maintain order among them. Allies will be vampires in your city who support you and your claim.

Anything on exp expenditure?
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Re: Heldric Haikans
« Reply #12 on: April 29, 2015, 12:33:41 am »

Yeh the allies are for the vamps to be happy meaning I get to stay in power, the retainers is the human front along with resources to help beep the general human population happy.

Exp I will have posted soon...
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Re: Heldric Haikans
« Reply #13 on: April 29, 2015, 12:50:41 am »

Ok Xp

Protean 1 + 2 = 17
Potence 1 + 2 = 15
Brawl 4 = 6

Saving the rest (this correct?)
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Re: Heldric Haikans
« Reply #14 on: April 30, 2015, 07:16:15 pm »

Yep. You can edit it in yourself, if you'd like.
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Re: Heldric Haikans
« Reply #15 on: May 01, 2015, 11:21:02 am »

Yep. You can edit it in yourself, if you'd like.

Will do now that IPad has charge again, it died and didn't have charger with me lol

Those backgrounds I chose, do I add them in too?

And since Brawl went up to 4 I choose another specialty thing right? Was thinking submission holds but that might overlap with the brute strength maneuvers thing, so maybe throws if you don't accept submission holds?

hmm submission holds involve a tight grip, brute strength and submission hold skills. Heldric could get a -3 to difficulty if they stack lol
« Last Edit: May 01, 2015, 11:45:10 am by Forge »
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Re: Heldric Haikans
« Reply #16 on: May 02, 2015, 01:09:14 pm »

Yep, go ahead and add in the background dots.
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Re: Heldric Haikans
« Reply #17 on: May 02, 2015, 01:43:18 pm »

And the brawl ideas?
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Re: Heldric Haikans
« Reply #18 on: May 02, 2015, 01:44:05 pm »

You're basically talking the Clinch or Hold maneuvers, right?
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Re: Heldric Haikans
« Reply #19 on: May 02, 2015, 01:45:50 pm »

You're basically talking the Clinch or Hold maneuvers, right?

Yeh basically Hold/submission manoeuvres yeh so he can actually restrain people properly instead of only being able to punch
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Re: Heldric Haikans
« Reply #20 on: May 02, 2015, 02:03:52 pm »

Specialties won't stack, but i will accept holds and maneuvers being a little easier for Heldric.
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Re: Heldric Haikans
« Reply #21 on: May 02, 2015, 03:05:21 pm »

Specialties won't stack, but i will accept holds and maneuvers being a little easier for Heldric.

Works for me :)
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Re: Heldric Haikans
« Reply #22 on: October 01, 2015, 01:35:33 am »

Hey, didn't Heldric start with a 2 in resources?
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Re: Heldric Haikans
« Reply #23 on: October 01, 2015, 10:38:11 am »

It was lower, honestly no idea what it was before but it wen up with the city stuff
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Re: Heldric Haikans
« Reply #24 on: October 01, 2015, 09:49:21 pm »

But you only spent one point on resources, no?

I'm just wondering how it got to 4.
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Re: Heldric Haikans
« Reply #25 on: October 01, 2015, 10:02:36 pm »

Looking at the last person to edit it, I'd say you did it?
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Re: Heldric Haikans
« Reply #26 on: October 01, 2015, 10:28:05 pm »

Well obviously, but i'm wondering why I put it to 4, haha.
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Re: Heldric Haikans
« Reply #27 on: October 01, 2015, 10:30:43 pm »

Anyway, i'm pretty sure you started with 1 and then moved up to 2, i'll leave it at four and dub that your resource increase from your joint venture with Steeple.
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Re: Heldric Haikans
« Reply #28 on: October 02, 2015, 05:46:32 am »

I thought you bumped everyone's Resources when they received their Princedoms. (But Glad Steeple could help) haha!  ;D
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Re: Heldric Haikans
« Reply #29 on: October 02, 2015, 01:33:18 pm »

I thought you bumped everyone's Resources when they received their Princedoms. (But Glad Steeple could help) haha!  ;D

Nope - everyone got 5 free background points and an automatic 3 in status (except for Steeple, who got a 2 in status and 3 background points).
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Re: Heldric Haikans
« Reply #30 on: October 02, 2015, 02:37:44 pm »

I may be wrong cow my memory is horrible but I thought it was 2 at the start then I put 1 or two from my free 5 into resources. As I said though memory is shot and I can't find the thread where we discussed it
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Re: Heldric Haikans
« Reply #31 on: October 02, 2015, 02:47:02 pm »

We actually discussed it here in this thread. Just Control+F resources and you'll find it easy, you put one point into it.

Anyway, this boosts you to a pretty high rank (above what you can normally get just from abusing vampiric disciplines and into what you need a company or business for). Considering you started out living in a literal hole in the mud, I think this is a nice change eh?
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Re: Heldric Haikans
« Reply #32 on: October 02, 2015, 03:27:27 pm »

It deff is going up in the world lol
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Re: Heldric Haikans
« Reply #33 on: October 02, 2015, 04:36:28 pm »

Heldric now owns 25% of The Steepleton Salt Co.  ;D
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Re: Heldric Haikans
« Reply #34 on: October 10, 2015, 09:24:11 am »

Steeple sends Heldric a letter. It reads:

Gutka? Did you say Gutka? I thought you might have said Gutka. Does this make me an honorary Nosferatu then?

Should I invest in a hump?

I think I might have to bake a pie.

Thanks again; If you every need my sword, it is at your call.

~~~Steeple Carson Olaf Trevesky the Fourth, NosferKavian.
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Re: Heldric Haikans
« Reply #35 on: November 23, 2015, 04:44:23 pm »

Hmm how about Light sleeper is replaced by Iron will. A similar kind of situational ability?
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Re: Heldric Haikans
« Reply #36 on: November 23, 2015, 05:42:06 pm »

Ah, if only Heldric had had Iron will when he was ordered to punch Kiril in the face by Roland XD

Accepted, just edit it into your char sheet then.
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Re: Heldric Haikans
« Reply #37 on: March 11, 2016, 11:35:03 am »

For the Diablerie of Epistatia, Childe of Goratrix, ninth vampire turned within House Tremere and notable necromantress of the Order of Hermes:

Heldric absorbs some of Epistatia's epic will, with which she chained her Thousand Souls. +1 Willpower

Heldric gains some of Epistatia's impressive knowledge of thaumaturgy +2 Thaumaturgy (Spirit manipulation primary). +1 Path of the Levinbolt, +1 Path of Blood, +1 Neptune's might, +1 Lure of Flames.

He learns the rituals "Communicate with Kindred Sire", "Bind the Accusing tongue", "Blood Mastery", and "Whispers of the Ghost".

Heldric gains some of Epistatia's powerful sensory abilities. +1 Auspex.

Heldric gains some of Epistatia's impressive knowledge of the Occult. +1 Occult.

Heldric gains a working understanding Tremere hierarchy and magic. His understanding is riddled with some holes due to Epistatia's amnesia, however.

Heldric gains the flaw "forgetful". Once every chapter Heldric will forget one vital thing and not realize it until he needs it, as per the GM's desires. This can be anything from ritual components to a weapon Heldric thought he brought along with him.

Heldric gains the flaw Phobia (Severe, Goratrix).

Any time Heldric tries to act against House or Clan Tremere, he must score three successes on a willpower roll of varying difficulty.

Heldric now possesses a link to House Tremere that can be exploited by any of it's council members and Tremee himself in Epistatia's blood.

Heldric gains control of Sicilan, Epistatia's most powerful wraith, who she had bound to her own soul. As her soul has been joined with Heldric's...

Heldric gains the flaw "Nightmares", as he envisions both Epistatia's actions and what was done to her at Goratrix's hands in his dreams.

Heldric loses a point in his path as Epistatia's detrimental path and beliefs weaken his belief in the path of Survival.

Heldric may occasionally hear Epistatia's voice or intimations in his head - though rarely, as the archmage and Sicilan have bound her soul within his own.

Heldric gains the flaw "Haunted", as Epistatia's past victims begin to haunt him as they had haunted her.

Heldric aquires a mild and disturbing sexual attraction toward dead bodies.

Heldric is now a 6th generation vampire, five steps removed from Caine.
« Last Edit: March 11, 2016, 05:37:41 pm by Drakilian »
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Re: Heldric Haikans
« Reply #38 on: April 18, 2016, 08:45:42 pm »

Heldric gets full exp as soon as he gives me a learning curve.
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Re: Heldric Haikans
« Reply #39 on: April 18, 2016, 11:13:09 pm »

Held roc learned several things, Diablerie is not to be taken lightly if at all. The inherent dangers almost had his mind stripped away. The Tremere are not to be trifled with, he knows to avoid them as best he can, especially Goratrix. He learned about blood magic, yay!

More Esoteric thing is that he learned just how strong some opposition to the dream is, before he assumed some thought it was good, most didn't care but that few would actively try to destroy it. He has learned better now and knows that the dream has very strong enemies who seek its destruction a,ong with those furthering it, so he knows he has powerful enemies now by proxy.
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Re: Heldric Haikans
« Reply #40 on: April 19, 2016, 12:04:16 am »

Alright, accepted, Heldric gets 16 new exps
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Re: Heldric Haikans
« Reply #41 on: April 24, 2016, 03:26:10 pm »

So totalling 19xp right now?

Obsfucate would be 30 to level up correct?

Thinking maybe put Potence up 1 to increase his damage output then save 9 for next time to level obsfucate...
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Re: Heldric Haikans
« Reply #42 on: April 24, 2016, 05:06:41 pm »

Sounds good
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Re: Heldric Haikans
« Reply #43 on: April 24, 2016, 06:48:44 pm »

Yup, let's do that. Shall I add it in?
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Re: Heldric Haikans
« Reply #44 on: April 24, 2016, 07:22:58 pm »

Yes please :3
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Re: Heldric Haikans
« Reply #45 on: May 26, 2016, 06:42:30 am »

Steeple sends Heldric a second letter. It reads:

Heldric! You were lost at the bottom of the list under the retired characters! This I could not abide!

Please accept this bump, as a token of my great esteem for you.

Your friend and ally always,

~~~Steeple Carson Olaf Trevesky the Fourth, NosferKavianTeetZee.

PS - Soon, I move against Sanchez.

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Re: Heldric Haikans
« Reply #46 on: May 29, 2016, 01:49:11 am »

You know, I'd forgotten how many paths I'd learned along with Auspex!

I'll work on editing it all into Heldrics sheet tomorrow and re-reading what it all does if I get time.
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Re: Heldric Haikans
« Reply #47 on: June 07, 2016, 12:25:27 am »

quoting here to keep track of edits, line through means I added it.

For the Diablerie of Epistatia, Childe of Goratrix, ninth vampire turned within House Tremere and notable necromantress of the Order of Hermes:

Heldric absorbs some of Epistatia's epic will, with which she chained her Thousand Souls. +1 Willpower

Heldric gains some of Epistatia's impressive knowledge of thaumaturgy +2 Thaumaturgy (Spirit manipulation primary). +1 Path of the Levinbolt, +1 Path of Blood, +1 Neptune's might, +1 Lure of Flames.

He learns the rituals "Communicate with Kindred Sire", "Bind the Accusing tongue", "Blood Mastery", and "Whispers of the Ghost".

Heldric gains some of Epistatia's powerful sensory abilities. +1 Auspex.

Heldric gains some of Epistatia's impressive knowledge of the Occult. +1 Occult.

Heldric gains a working understanding Tremere hierarchy and magic. His understanding is riddled with some holes due to Epistatia's amnesia, however.

Heldric gains the flaw "forgetful". Once every chapter Heldric will forget one vital thing and not realize it until he needs it, as per the GM's desires. This can be anything from ritual components to a weapon Heldric thought he brought along with him.

Heldric gains the flaw Phobia (Severe, Goratrix).

Any time Heldric tries to act against House or Clan Tremere, he must score three successes on a willpower roll of varying difficulty.


Heldric now possesses a link to House Tremere that can be exploited by any of it's council members and Tremere himself in Epistatia's blood.


Heldric gains control of Sicilan, Epistatia's most powerful wraith, who she had bound to her own soul. As her soul has been joined with Heldric's...

Heldric gains the flaw "Nightmares", as he envisions both Epistatia's actions and what was done to her at Goratrix's hands in his dreams.


Heldric loses a point in his path as Epistatia's detrimental path and beliefs weaken his belief in the path of Survival.

Heldric may occasionally hear Epistatia's voice or intimations in his head - though rarely, as the archmage and Sicilan have bound her soul within his own.

Heldric gains the flaw "Haunted", as Epistatia's past victims begin to haunt him as they had haunted her.


Heldric aquires a mild and disturbing sexual attraction toward dead bodies.

Heldric is now a 6th generation vampire, five steps removed from Caine.
« Last Edit: June 07, 2016, 01:02:08 am by Forge »
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Re: Heldric Haikans
« Reply #48 on: June 07, 2016, 01:03:05 am »

Progress made, I'll try to get all the ritual/path stuff added in tomorrow.

Drak might wanna scan over to make sure I did it right though lol
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