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Author Topic: Anton Petrov Veranin  (Read 11049 times)

Not Aman

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Anton Petrov Veranin
« on: January 17, 2015, 06:32:38 pm »

Health

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

Willpower
Permanent: 8
Temporary: 8/8

Virtues
Courage: 5
Conviction: 3
Instinct: 2

Blood Pool

30/30
5 per turn

Via Noctis

7/10

EXP:

65/65

(Obtenebration 4, Dominate 1-2, Heart that Beats in Silence, Wings of the Fallen, Willpower 8)

Base Initiative

10

Penalties

Your reflection appears as what you would look like were you not kept young by the curse of vampirism.

You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. Churches and other places of worship are barred to you as well.

Must make a willpower roll (difficulty 9) whenever confronted by a cross, unless the vampire achieves at least 1 success they will be forced to flee. If they botch then not only do they flee, but if they are touched with a cross they will suffer a level of unsoakable aggravated damage.

With this Flaw, every natural animal you encounter is automatically and severely upset by your presence. This is much more severe than the unease that almost all Cainites cause in animals: Creatures panic and flee, and some rare few attack. You cannot calm the creatures down with Animal Ken. It requires either use of Animalism or a taste of vampire blood (which makes the creature a ghoul) to settle the beast down.

Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice.

Difficulty of all dice rolls relating to social interactions with mortals are increased by 2 (not including intimidation).

Benefits

You can choose to invert the effects of light and darkness on yourself. Spend one turn in concentration to turn Night Sight on or off, plus one per each health level of injury you currently suffer. While Night Sight is active, pitch-black darkness seems brightly and uniformly lit to you, while any light brighter than a hundred-watt bulb creates a zone of pure darkness. The penalties for partial darkness apply to weak illumination instead. This merit doesn't allow you to see through Obtenebration-created darkness, which glows with pure white light that obscures all details. When a vampire uses Darksight obtained from Pierce the murk, her pupils appear to grow in an inky stain that envelopes iris and white in pure black.

Your player must roll your Obtenebration rating against the soak difficulty of any mundane flame within two yards of you. This roll is reflexive and mandatory, and success extinguishes the flame.

Your unnatural radiance reduces the difficulty of all Intimidation rolls by 3, to a minimum difficulty of 4.

Your character is immune to all Mind effects that work on the emotions, the power of vampiric Presence, and similar effects. He can still be swayed by attempts at direct mind control, such as possession, mental illusions, vampiric Dominate, and the like, and extremely potent powers (with six or more dots) may overwhelm his defenses. Your character can be calm but weak-willed, after all.

Manipulation; Force Confession, Inspire Terror
Intelligence: Knowledge of the Abyss, Catholic Rites
Wits: Combat reflexes

-1 to difficulty when trying to get someone to admit something they've done
-1 to scaring enemies through force of presence.
-1 to difficulty rolls involving knowledge of the Abyss
-1 to difficulty rolls involving Catholic rites
+2 to Initiative

Aura: + 1 to eliciting confessions.

4 Dark Steel tendrils

3 shrouds worth of shadows invested

5 nightshades worth of shadows invested

Dark Steel tendril stats:

Strength: 9, Dexterity: 6, Stamina: 6

Damage: 2-L + Strength

Length: 6 feet

Health: OK, OK, OK, OK, OK, OK
« Last Edit: June 13, 2016, 04:44:00 pm by Aman »
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Re: Anton Petrov Veranin
« Reply #1 on: January 17, 2015, 06:32:46 pm »

Name: Anton Petrov Veranin

Player: Aman

Chronicle: Transylvanian Chronicles

Nature: Visionary

Sire: Basilio

Demeanor: Monster

Clan: Lasombra

Generation: 6 [Via Diablerie]

Concept: Shadow Horseman

Coterie: The Squamous Thugs of Brutal Doomosity and Some Random Tzimisce Who Keeps Following Them Around All The Time

Attributes

Physical 3

Strength: 4 (7); Dexterity: 3 (4); Stamina: 2 (0)

Social 5

Charisma: 2 Manipulation: 5 Appearance: 1

Mental 7

Perception: 2; Intelligence: 5; Wits: 4

Abilities 5

Talents 13

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

Skills 5

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

Knowledge 9

Academics: 0; Politics: 0; Finance: 0; Investigation: 0; Linguistics: 3; Medicine: 0; Occult: 3; Science: 0; Law: 0 Religion (Catholicism): (3)

Disciplines

Animalism [1], Celerity [1], Dominate [2], Fortitude [1] Obtentration [4], Potence [3], Vicissitude [1],

Virtues

Courage: 5

Conviction: 3

Instinct: 2

Advantages

Backgrounds

Beneficial

Allies: 1; Influence: 0; Mentor: 2; Resources: 3; Contacts: XX; Generation: 5; Herd: 0; Retainers: 3; Status: 3; Influence (Religious): 3

Adversarial

Fariq: An Assamite assassin holding a grudge for the death of Husayn Al Fatin

Merits and Flaws

Merit: Harbinger of the Abyss; Type: Supernatural; Cost: 3
Merit: Judge's Wisdom; Type: Mental; Cost:4
Merit: Darksight Type: Supernatural; Cost: 2

Flaw: Death's Reflection Type: Supernatural Cost: 3
Flaw: Beacon of the Unholy Type: Supernatural Cost: 2
Flaw: Repulsive to Animals Type: Supernatural Cost: 2
Flaw: Repelled by Crosses Type: Supernatural Cost: 3
Flaw: Nightmares Type: Supernatural Cost:1
Flaw: Short Temper Type: Mental Cost: 2
Flaw: Angry At Basilio Type: Gabor's Fault Cost: Y

Derangements

Hears Gabor's voice every once in a while.

Languages

Latin, Slavonic, Arabic, German, Hungarian

Combat

Weapon/Attack: Light Lance Difficulty: +2 Damage: +6-L Range: far Rate: 1/stabbing Clip: 1 Conceal: No (single use)
Weapon/Attack: Saber Difficulty 0 (+1 on land) Damage: +4-L Range: Swing rate: 1/swing Clip: 1 Conceal: No

Armor

Class: Heavy Armor Rating: 3 Penalty: -1 to Dex and Perception

Description:  Heavily reinforced leathers, usually worn with a helmet like a metal cap, with proper quilted padding underneath. The face remains exposed, and sometimes the neck and hands are also vulnerable. This is worn by men-at-arms and impoverished noblemen when they are expecting a fight. It weighs at least 50 pounds, so it is only worn when danger is thought to be near.

Class: Cavalry Shield Rating: +3 diff on horse, +2 on land Penalty: N.A on horse.

Possessions

Gear (Carried): His pale gre cloak, underwhich lies his 'white' (polished) armor and undergarments fitting the time. He carries his saber with him at all times, under his cloak.
Gear (horse): His lance, as well as 'dark' (unpolished) armor for the horse. Polished cavalry shield
Equipment (Owned): Anton keeps in his study multiple books describing the Abyss, as well as a bible. He fears the book, but on some days, his will is strong, and he returns to read of who he is returning sinners to. His sire, Basillio

Vehicles: Fantoma

Feeding grounds: Wherever the wicked are.

Blood bonds/Vinculi

Bound to: Basillio (Rating: 2)

Havens

Location: Sofia

Description: Simple building with a small study.

Location: Krondast

Description: Hidden floor underneath the Church

History

His story till now: The final child of Peter Ivanov Veranin, leader of the Vitosha province, Anton was destined for priesthood. His sisters were getting married, his eldest brother was preparing for leadership, his second brother was off, his third training to be a soldier, and the custom was to have the fourth son learn the ways of God. When he was ten, Olag, his eldest brother died, and Kiril the second was sent back from the empire, replacing the third son. Anton did not mind. His brothers didn't matter nearly as much as the true lord did, and even when Kiril tried to connect with him, he was rebuffed. Anton Petrov Veranin was not meant for human socialization, he was meant to save men from themselves.

When he was sent off to become a priest, much of his family cheered, but Anton did not mind. They were instruments for Christ to test him and his mettle, and he thanked them for it, as Joseph did for his brothers.

Anton's determination and intellect were beyond reasonable for a person of his age, and his zeal forced him to over extend his mind to absord as much wisdom as he could. Anton's zealous nature as a young child, and his hard work displayed to the priests that he was not suited as a pastor, but rather as a true servant, and they sent him off to a templar of the previous crusade, who took Anton's hand and showed him what being a servant of Christ meant.

The Crusader quickly taught Anton what he needed to know about his Lord and Savior, and taught him his ways. He found a natural tendecy for horsemanship, and struggled to learn the art of sword combat. This was Anton's life, a knight for Christ. While he never participated in true crusades, he fought against brigands, pagans, and sometimes Jews, trying to reveal to them the glory of Christ.  After a few years, Anton had heard that his family was holding a wedding of his sister's daughter. To him, this was his chance to return, and show them all that the truth of christ, but fate had different plans.

There, he was confronted by a western man named Basilio. The man had taken an interest in Anton, and wished to discuss the gospels with the priest. There was more to the meeting then just that, however, and Anton was swiftly embraced by Basilio, along with his brother Kiril.

When Anton awoke from the embrace, and his sire explained what happened, Anton cried from anguish. It could not be, that he, a holy warrior for christ, could become a being cursed by God! However, a light shone in the darkness, so too speak, as the young Lasombra cast a reflection, as opposed to the regular clan. Anton took this to be a blessing, a sign from God that he was not abandoned. But even this was a lie, for after a few weeks, his reflection began to deteriorate, as it's flesh began to rot.

Feeling himself abandoned by his lord, Anton was a bitter worthless childer. His only solace was in learning and absorbing knowledge, and when learning, his sobbing and depression left him. His sire, annoyed by this fit of hopelessness, brought the new  to an abyss mystic in an attempt to teach him of the truth, and to give him some form of reason. The mystic gazed at the young Lasombra, and introduced him to the abyss, pushing him deep Into the Chasm. Anton was tortured for the hour spent inside, seeing shadows that should not exist, and dizzying shapes. In desperation, he called out to shadows to return him home. Upon returning to his sire's palace from shadows, the shadows all began to rattle in his view, and his sire instantly recognized it as the sign of the Harbringer. Anton had been chosen by the abyss.

With this revalation, Anton understood his true purpose. He was a servant of God when he was mortal, and even now, he was still a servant of the true lord. As a creature of the abyss, Anton must now act for God. His role is the same as it was as a mortal, to bring others to God, even if he himself is damned. And with this new understanding, his absolute hopelessness left him, and he had a goal, and a dream. He would become a monster to make his mortals return to the good life, and the Lord would be happy.

His sire granted him his horse after leaving his depression, named Fantoma, gladdened that his embrace was not for waste.

Goals/Destiny: Anton is a fanatic, and truly believes in his path. Many of the lasombra have foolishly clung to a sham, still believing themselves not damned. But he know better, he knows of his kind's true nature, and he understands their role. But a single man can not accomplish anything by himself, no matter how strong wield. For this reason, Anton considers it his goal to achieve recognition in the clan, and establish a subset of Lasombra focused on redeeming the mortals through the abyss. By achieving that, he would be able to do the most good, he would be able to raise hundreds of redeemers, and manipulate the clan into serving his ideals. It's a lofty goal, but Anton has the ambition found in most Lasombra, and it will not be quenched.

Why he is willing to join the cotterie (besides sire's request): Krondast is his now. The glory of christ shall soon blaze like the temple of god. But a single city is a petty goal. Transylvania must be fixed. God must return to this pagan land, and to do that, Anton needs allies.

Connection to other characters: Seth's character's brother.

Description

Age: 34

Apparent Age: Early 30's

Date of Birth: 1164

Death: 1191

Hair: Dark brown

Eyes: Black

Race: Vampire

Nationality: Bulgarian

Height: 5"8

Weight: 130

Sex: Male

Physical description:
Of average height and weight, Anton's intimidating nature comes from his conviction, and the source of his power, the abyss. Marked by it's shadows, Anton is seen always with shadows swirling, moving ever so slightly. He wears a long greyed cloak, which lies over his armor.
« Last Edit: May 03, 2016, 01:47:23 am by Aman »
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Re: Anton Petrov Veranin
« Reply #2 on: January 17, 2015, 06:32:53 pm »

Expanded backgrounds

Ally/Retainer: His ghoul horse, Fantoma (who prolly gained a few points into Obfuscate seeing how I always forget about her.
Brother Joseph, a murderous templar keeping a pact of no violence. Anton finds this silly.

Contacts: None, anymore.

Resources: Resources gleaned from Princehood.

Mentor: Desidrio, an Abyss Mystic interested only in furthering the path. Hates leadership.
« Last Edit: March 13, 2016, 02:42:55 pm by Aman »
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Re: Anton Petrov Veranin
« Reply #3 on: January 17, 2015, 06:32:59 pm »

Magic

Paths

None

Rituals

[ 1 ] Pierce the Murk

It is a simple fact that understand flows from perception and darkness thwarts perception. Most individuals incorrectly assume no answers are to be found in the dark, but that is simply because they do not know how or where to look. This ritual resolves the first paradox, attuning a mystic's eyes to the primordial darkness even as they forsake light.

System: The mystic invokes the Obtenebration power Shadow Play and concentrates, focusing the manipulated shadows to gather into a sphere. She holds this intangible sphere in one hand and gazes into its depths, while her player rolls Perception + Occult (difficulty 8). Success means the vampire permanently gains the Merit Darksight, while a botch results in the mystic permanently gaining Darksight as a Flaw. A failure means the Cainite fails to comprehend the lesson and must try again another night.

Side Effect: When a vampire uses Darksight obtained from this ritual, her pupils appear to grow in an inky stain that envelopes iris and white in pure black. Those who botch this ritual obtained blackened eyes for the rest of their unlife along with their warped perceptions.

[2] The Heart that Beats in Silence

This ritual summons the smallest beings that dwell in the Abyss and grants them brief existence in the material world as servitors of the mystics who invoke them. Such entities are not demons or ghosts or true spirits, but rather something else that defies comprehension or classification. All that is certain is that they hate light, hunger for life and bear a malign cognition that would shatter the sanity of any who truly understood it. Although the creatures summoned with this ritual are harmless, they make excellent spies and are so called the Eyes of Ahriman.

System: The vampire crushes and extinguishes a candle in his fist, suffering one level of aggravated damage and prompting an immediate check for Rötschreck (difficulty 4). If the vampire can maintain control, his player rolls Intelligence + Occult (difficulty 6). Botching this roll results in a further level of unsoakable aggravated damage. If successful, however, the vampire tightens his fist until blood drips from his fingers. The blood blackens and burns as it falls, undulating and extending horrible tendrils to reclaim the wisps of acrid smoke. When the blood lands, it shrieks in pain and births a momentary gateway to the Abyss. Out of this brief rift emerges a globe of shadow substance the size of a child's hand. As the vampire opens and upturns his burnt and bloody palm, the orb flies to his hand and licks it clean with extruded tentacles. The creature endures one night per success on the casting roll before returning to the Abyss. Until this time, it serves the vampire's spoken will with unquestioning if unimaginative fervor. It can crudely communicate with material beings in images and emotional impressions, but only while in physical contact.
A level-two version of this ritual exists, known as The Heart That Beats in Silence. This ritual follows the same rules and process, save that the summoned being is twice as large and possesses greater mastery of Obtenebration, allowing it to attack its caster's foes physically. A vampire may not summon more beings through castings of The Shadow of Hands That Serve and/or The Heart That Beats in Silence than his Occult rating.


[4] Wings of the Fallen:

Within the depths of the Abyss ancient creatures long forgotten by man and Cainite alike lie imprisonned, their torment has long filled the dark realm. Yet the incalculable powers of these beings is nothing to the Abyss, and the mystics know the strength they hold over them. Thus they take the wings of the Fallen as their own, and in the world of man their prey know terror as only the demons of old could inspire it.

System:

The Cainite uses the Obtenebration power Nightshades to summon two shadows from the Abyss that will form into identical wings on his back. He then uses the Obtenebration power Nocturne to summon a shroud to give his wings substance. Then calling on the dark power of the Abyss, the Mystic spends a willpower point to have the wings take on a semi-solid consistency that will allow the vampire to fly as if they had the Flight discipline (Rank 5).

The wings are always black and feathered, when flying they produce no sound and when attacked any weapon will simply pass through (except for fire, which will burn the wings and destroy them within 3 rounds) and sunlight (which destroys the wings instantly as per any normal Obtenebration effect - the merit Strength of Shadows does not apply here, though Fortify against Ahura Mazda works normally).

The power lasts for a number of hours equal to the user's Obtenebration rating, and can be stopped at any time before it's duration runs out.

Side Effects:

While under the effects of the ritual, the Cainite gains the Harbinger of the Abyss, Hand of Hades, Light Sensitive and Animate Shadow flaws. In addition, whenever seen in a mirror the cainite appears as a withered husk with broken, skeletal wings (as per Death's Reflection, with the winged caveat

Disciplines

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 a 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 larger predators in terms of requests.

If the vampire successfully used the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand 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 receives 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.

Obtenebration

The signature power of the Lasombra, Obtenebration grants the vampire power over darkness itself. The nature of the darkness invoked by Obtenebration is a matter of intense debate among Kindred. Some believe it to be merely shadows, while others feel that the power gives control over the stuff of the vampire's soul, coaxing it tangibly outward.

Regardless, the effects of Obtenebration are terrifying, as waves of darkness roil out from the Cainite, enveloping those in their path like an infernal wave. As Obtenebration is mostly known as a Sabbat Discipline, any Camarilla vampire caught using the power had better have a damned good explanation.

Note: Vampires using Obtenebration can see through the darkness they control, though other vampires (even those that also have Obtenebration) cannot. Dreadful tales of rival Lasombra struggling to blind and smother each other with the same wisps of darkness circulate among young members of the Clan, though no elders have come forth to substantiate these claims.

[ 1 ]   Shadow Play 

This power grants the vampire limited control over shadows and other ambient darkness. Though the vampire cannot truly "create" darkness, she can overlap and stretch existing shadows, creating patches of gloom. This power also allows Kindred to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not there. Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims. Certain callous Lasombra claim to have choked mortals to death with their own shadows.

System: This power requires no roll, but a blood point must be spent to activate it. Shadow Play lasts for one scene and requires no active concentration. Kindred cloaking themselves in shadow gain an extra die in their Stealth dice pools and add one to the difficulties of ranged weapon attacks against them. Vampires who use the darkness to make themselves more terrifying add one die to Intimidation dice pools. Opponents plagued by flapping shadows and strangling darkness subtract one die from all Stamina dice pools (including soak). Mortals, ghouls, and other air-breathers reduced to zero Stamina by strangling shadows begin to asphyxiate; vampires lose all appropriate dice but are otherwise unaffected. Only one target or subject may be affected by this power at any given time, though some modicum of concealment is offered to a relatively motionless group. The unnatural appearance of this power proves extremely disconcerting to mortals and animals (and, at the Storyteller's discretion, Kindred who have never seen it before). Whenever this power is invoked within a mortal's vicinity, that individual must make a Courage roll (difficulty 8) or suffer a one-die penalty to all dice pools for the remainder of the scene, due to fear of the monstrous shadows.

[ 2 ]   Shroud Of Night 

The vampire can create a cloud of inky blackness. The cloud completely obscures light and even sound to some extent. Those who have been trapped within it (and survived) describe the cloud as viscous and unnerving. This physical manifestation lends credence to those Lasombra who claim that their darkness is something other than mere shadow. The tenebrous cloud may even move, if the creating Kindred wishes, though this requires complete concentration.

System: The player rolls Manipulation + Occult (difficulty 7). Success on the roll generates darkness roughly 10 feet (three meters) in diameter, though the amorphous cloud constantly shifts and undulates, sometimes even extending shadowy tendrils. Each additional success doubles the diameter of the cloud (though the vampire may voluntarily reduce the area she wishes to cover). The cloud may be invoked at a distance of up to 50 yards/meters, though creating darkness outside the vampire's line of sight adds two to the difficulty of the roll and requires a blood point's expenditure. The tarry mass actually extinguishes light sources it engulfs (with the exception of fire), and muffles sounds until they are indistinguishable. Those within the cloud lose all sense of sight and feel as though they've been immersed in pitch. Sound also warps and distorts within the cloud, making it nearly impossible to accomplish anything (+2 difficulty, as per Blind Fighting). Even those possessed of Heightened Senses, Eyes of the Beast, Tongue of the Asp, and similar powers suffer the penalty for blindness due to the unnatural darkness. Additionally, being surrounded by the Shroud of Night reduces Stamina-based dice pools by two dice, as the murk smothers and agitates the victims. This effect is not cumulative with Shadow Play, although targets asphyxiate as per Shadow Play if they reach 0 Stamina; more than one unfortunate mortal has "drowned" in darkness. Mortals and animals surrounded by the Shroud of Night must make Courage rolls per Shadow Play, above, or panic and flee.

[ 3 ]   Arms Of The Abyss 

Refining his control over darkness, the Kindred can create prehensile tentacles that emerge from patches of dim lighting. These tentacles may grasp, restrain, and constrict foes.

System: The player spends a blood point and makes a simple (never extended) Manipulation + Occult roll (difficulty 7); each success enables the creation of a single tentacle. Each tentacle is six feet [≈ average height of a human] (two meters) long and possesses Strength and Dexterity ratings equal to the invoking vampire's Obtenebration Trait -- Potence and Celerity dots are added to these Strength and Dexterity ratings, respectively. If the vampire chooses, she may spend a blood point either to increase a single tentacle's Strength or Dexterity by one or to extend its length by another six feet or two meters. Each tentacle has four health levels, is affected by fire and sunlight as if it were a vampire, and soaks bashing and lethal damage using the vampire's Stamina + Fortitude. Aggravated damage may not be soaked. Tentacles may constrict foes, inflicting (Strength +1) lethal damage per turn. Breaking the grasp of a tentacle requires the victim to win a resisted Strength roll against the tentacle (difficulty 6 for each). However, tentacles cannot be used for any kind of manipulation, such as typing or driving. All tentacles need not emanate from the same source -- so long as there are multiple patches of suitable darkness, there are sources for the Arms of the Abyss. Controlling the tentacles does not require complete concentration; if the Kindred is not incapacitated or in torpor, she may control tentacles while carrying out other actions.

[4] NightShades

The Lasombra may create illusions crafted from shadow, perhaps summoning dark spirits or reflections of Ahriman. Although the images are only made of inky blackness, and therefore would not be realistic in the light of day, vampires rarely work in such environments anyway, so they can easily craft illusions that are quire believable under a night sky. The illusions are typically human-size and shaped, but with sufficient with skill, one might make larger illusions or a whirling nightmare of shadows and chaos.

System: The player rolls Wits + Occult (difficulty 7). Each success lets the vampire create one human-sized illusion; multiple successes can be combined to make a single illusion that is much larger than a human. Victims of these illusions must make Perception + Alertness rolls (difficulty 9) to deduce that they are not real.
The vampire can also use Nightshades to fill an area with a cloud of shadowy madness, a reflection of the dark half itself. The players of those in the area who don't have Obtenebration reduce their Initiative scores by three and take a two-dice penalty to all dice pools. The vampire can fill an area up to 10 yards in diameter per success with Nightshades in this fashion.

Potence [3]

Kindred endowed with Potence possess unnatural strength. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike opponents with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. More powerful Kindred can leap so far that they appear to be flying, toss cars like soda cans, and punch through walls like cardboard. While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right.

The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone who can teach them the awesome power of Potence.

System: Each dot that the vampire has in Potence adds an automatic success to all strength related rolls. In melee and brawling combat, successes from Potence 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.

Celerity: [1]
Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity-related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire's regular action still takes place per her initiative roll).

Normally, a character without Celerity must divide their dice if she wants to take multiple actions in a single turn. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions, however.

Fortitude: [1]

A character's rating in Fortitude adds to his Stamina for the purposes of soaking normal damage (bashing and lethal). A character with this Discipline may also use his dots in Fortitude to soak aggravated damage, though Kindred cannot normally soak things like vampire bites, werewolf claws, magical effects, fire, sunlight, or massive physical trauma.

Dominate:

[1] Command

The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly. The order must be clear and straightforward - run, cough, fall, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective.
The command may be included in a sentence, thereby concealing the power's use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander - or even the victim - may notice the emphasis; still, unless she's conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action as bizarre coincidence.

System: The player rolls Manipulation + Intimidation (difficulty of the target's permanent Willpower). More successes force the subject to act with greater vigor or for a longer duration (continue running for a number of turns, go off on a laughing jag, sneeze uncontrollably).

[2] Mesmerize

With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject's subconscious mind. Both Kindred and target must be free from distraction, since Mesmerize requires intense concentration and precise wording to he effective. The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later. The victim must be able to understand the vampire, although the two need to maintain eye contact only as long as it takes to implant the idea.
Mesmerize allows for anything from simple, precise directives (handing over an item) to complex, highly involved ones (taking notes of someone's habits and relaying that information at an appointed time). A subject can have only one suggestion implanted at any time.

System: The player rolls Manipulation + Leadership (difficulty equal to the target's permanent Willpower). The number of successes determines how well the suggestion takes hold in the victim's subconscious. If the vampire scores one or two successes, the subject cannot be forced to do anything that seems strange to her (she might walk outside, but is unlikely to act like a chicken). At three or four successes, the command is effective unless following it endangers the subject. At five successes or greater, the vampire can implant nearly any sort of command.
No matter how strong the Kindred's will, his command cannot force the subject to harm herself directly or defy her innate Nature. So, while a vampire who scored five successes could make a 98-pound weakling attack a 300-pound bouncer, he could not make the mortal shoot herself in the head.
If a vampire tries to Mesmerize a subject before the target fulfills a previously implanted directive, compare the successes rolled to those gained during the implanting of the first suggestion. Whichever roll had the greater number of successes is the command that now lodges in the target's subconscious; the other suggestion is wiped clean. If the successes rolled are equal, the newer command supplants the old one.

Vicissitude:

[1] Malleable Visage

A vampire with this power may alter her own bodily parameters: Height, build, voice, facial features, and skin tone, among other things. Such changes are cosmetic and minor in scope -- no more than a foot (30 cm) of height gained or lost, for example. She must physically mold the alteration, literally shaping her flesh into the desired result.

System: The player must spend a blood point for each body part to be changed, then roll Intelligence + Body Crafts (difficulty 6). To duplicate another person or voice requires a Perception + Body Crafts roll (difficulty 8), and five successes are required for a flawless copy; fewer successes leave minute, or not-so-minute flaws. Increasing one's Appearance Trait is difficulty 10, thus usually requiring Willpower expenditure for even minimal success, and a botch permanently reduces the Attribute by one.
« Last Edit: May 08, 2016, 09:56:13 am by Aman »
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Re: Anton Petrov Veranin
« Reply #4 on: April 28, 2015, 06:17:47 am »

Combo Disciplines:

Dark Steel

Obtenebration 3, Potence 3

Where Arms of Ahriman normally allows a Lasombra to summon forth a tentacle of pure shadow to assault his foes, this bastardized power grants those psuedopods of darkness greater strength and endurance. Cainites used to dealing with the normal manifestation of this power may find themselves fatally suprised by the use of Dark Steel instead.

SYSTEM: Using Dark Steel requires a Manipulation + Occult roll (diff 7) and the expenditure of two Blood points. Each success summons forth one tentacle, which then appears from a nearby shadow (under a piece of furniture, from within the summoning vampire's cloak, etc.). The tentacles are all eight feet long and have Strength and Dexterity ratings equivalent to twice the vampire's Obtenebration rating. Furthermore, the vampire can expend a Blood Point, "feeding" it to the tentacles; for each point thus spent, the tentacle' ratings increase by one. A Dark Steel tentacle does Strength +2 crushing damage, has six Health Levels, and takes damage from fire and sunlight in addition to normal attacks. It costs 18 experience points to learn this power.

Echo of the Subtke Vizier
Dominate 2, Obtentration 2;

A Lasombra with this power may silently whisper commands to a target’s shadow without ever making a sound. The commands remain silent until the desired duration passes, at which time the victim finally hears the vampire’s words and faces the Dominate power employed in the command.

System:The player spends one blood point and rolls Manipulation + Empathy (difficulty of the target’s Willpower). Each success allows the vampire to suspend a Dominate power for up to one hour. This power must be immediately activated, with all necessary expenditures and rolls. The target resists as appropriate. Regardless of the results, the target does not remember the brief exchange and nothing actually happens until the duration of suspension passes. One of the more cunning uses of this power is to suspend The Forgetful Mind so that it retroactively erases all memories during the time the power was suspended. The vampire then issues commands with immediate uses of Dominate, knowing the servant will remember none of his actions later.

Armory of the Abyss
Potence 3, Obtentration 3.

Once of the few arts created by Abyss mystics that has spread throughout the Magisters, Armory of the Abyss allows a vampire to fashion weapons and armor from shadows. Summoned items extrude from every orifice and pore, quickly hardening from darkened phantasm to black crystal even as they assume the desired form.

System: The player spends one blood point and rolls Manipulation + Crafts (difficulty 6). Characters without the appropriate Crafts Field of Expertise to make the weapon or armor with mundane skill (i.e., armory, blacksmithing, woodworking, etc.) may only roll their Manipulation. The item takes one full turn of concentration to form and solidify. If the vampire is disturbed during this period, his player reflexively rolls the same pool at difficulty 6. Any failure or botch abruptly ends the power and dissipates the half-formed shadow creation. A disturbance may include any violent physical contact, sudden loud noise or similar stimulus. At the end of the turn, the weapon or armor completely hardens. Weapons appear in their owner's grasp, while armor forms around its creator. Weapons may take any form and cannot add more dice to their bearer's Strength for purposes of delivering damage than their creator's Obtenebration rating. Shadow armor adds the character's Obtenebration rating in soak dice but provides no protection against sunlight or fire. Objects created with this power last until the end of the scene or an hour has passed, whichever is longer. Characters who learn the Fortitude-only variant can produce only armor, while those with exclusive Potence can fashion only weapons. Vampires with Fortitude 3, Potence 3 and Obtenebration 3 may learn a version that can provide attack and defense. Every use of this power requires a separate activation.
« Last Edit: April 30, 2015, 10:07:38 pm by Aman »
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Re: Anton Petrov Veranin
« Reply #5 on: March 31, 2016, 12:11:06 am »

With thanks to the_quillier;
« Last Edit: March 31, 2016, 12:17:49 am by Aman »
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Re: Anton Petrov Veranin
« Reply #6 on: May 01, 2016, 10:18:01 pm »

Gabor, the fallen Ashen Knight of Sofia

For diablerizing Gabor, Anton gains a working understanding of Tzimisce hierarchy and culture.

Anton gains some of Gabor's nearly unmatched martial prowess. Melee +2, Brawl +2

Anton absorbs some of Gabor's physical strength. All physical attributes +1

Anton gains some of Gabor's impressive physical mastery over various disciplines. +1 to to Celerity and Fortitude.

Anton gains a small measure of Gabor's knowledge of Vicissitude. +1 Vicissitude.

Anton's sorely lacking perceptive skills improve ever so slightly. +1 Perception.

Anton gains the Nightmares Flaw

Anton gains the Short Temper flaw

Anton may occasionally hear Gabor's voice as fragments of the Tzimisce's soul survive his Diablerie.

Anton will begin to slowly develop a hatred of Basilio as a result of Gabor's ever-lasting grudge against the Ashen Knight's master. Anton will have to roll for Frenzy every time he is around Basilio at increasing difficulties until he learns to control Gabor efficiently.

Anton is now a 6th generation Cainite, five steps removed from Caine.
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Re: Anton Petrov Veranin
« Reply #7 on: May 25, 2016, 09:51:00 pm »

Update your exp and ritual? Oh, and what was Anton's learning curve from the sidequest?
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Re: Anton Petrov Veranin
« Reply #8 on: May 25, 2016, 09:51:52 pm »

Hes not as awesome as he thinks he is? XD
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Drakilian

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Re: Anton Petrov Veranin
« Reply #9 on: May 25, 2016, 09:54:05 pm »

Real shit Aman
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Re: Anton Petrov Veranin
« Reply #10 on: May 25, 2016, 09:59:25 pm »

Hey that is real shit ha ha. Its just short-hand for real shit.

Anton, both in life and unlife, was pretty much constantly doing good, at least in his worldview. And it's always been a question to him, as to why he was cursed with vampirism. He doesnt subrscribe to Boukephos' beleif. God doesnt let the righteous fall like this. Thatd be silly. So why? And its not like he wasnt a selfless soldier in unlife as well? And nothing really changed for him, from one life to another. So its not like he could point to a character flaw until now.

Now he can. Which is that he beleived himself to be, a) incorupptable and b) better then everyone else. Clearly, he isnt. Yet at least ha ha
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Re: Anton Petrov Veranin
« Reply #11 on: May 28, 2016, 12:52:52 pm »

Whats more important? A 3 in instinct or an 8 in willpowr?
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Re: Anton Petrov Veranin
« Reply #12 on: May 28, 2016, 01:03:28 pm »

Strength: Iron Grip
Melee: Blades
Melee: Stakes
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Re: Anton Petrov Veranin
« Reply #13 on: May 28, 2016, 01:13:29 pm »

Your choice which is more important.

Learning curve still isn't acceptable. Anton can't essentially just learn that humility is a virtue, because that was already a core part of his beliefs. A better learning curve would be Anton realizing that he has never actually been humble, or shown any humility - he has, for the most part, been a self-righteous ass who shits on basically any even partially opposing view, with no exception, and I don't think that's changed at all given the conversation he had with Boukephos, give me something that's ACTUALLY changed in Anton.
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Re: Anton Petrov Veranin
« Reply #14 on: May 28, 2016, 01:50:23 pm »

Oh no, Anton doesnt think his opinion is wrong (or that anyone else has an actually logical pov). And its mot that humility is a virtue. It's that he isn't the biggest bad around, or even close to it. Anton thought that he could take out a elder who was a rival to Basilio with apparent ease.

Its not humility in his beleif but in his abilities ha ha

Or you could say that Anton learnt that he's his own kindred now, as opposed to being Basilio's childer, and needs to act accordingly. His actions arent going to be propped up and defended by his sire(s).
« Last Edit: May 29, 2016, 04:30:23 am by Aman »
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Re: Anton Petrov Veranin
« Reply #15 on: May 29, 2016, 01:38:47 pm »

Alright, I suppose that works. Learning curve accepted
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Re: Anton Petrov Veranin
« Reply #16 on: May 29, 2016, 01:39:21 pm »

Woot
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