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Author Topic: Daniel Cebanu - Retired  (Read 7560 times)

Prince

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Daniel Cebanu - Retired
« on: January 30, 2015, 09:33:17 pm »

Health

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

Willpower
Permanent: 8
Temporary: 8/8

Virtues
Courage: 4
Conviction: 1
Instinct: 5

Blood Pool
4/20
4 per turn

Path of the Grey Hunter
6/10

EXP:

38/38

(+3 Fortitude & +1 Koldunic Sorcery[Way of the Spirit])

Base Initiative

13

Penalties

With this Flaw, every natural animal you encounter is automatically and severely upset by her 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.

Your personality and outlook have relatively little unintentional effect on others. You may well be a master of Presence and other forms of manipulation, but that is all planned. Your road aura is very weak, nanifesting only if you are a true exemplar or reprobate of your belief system. Your aura modifier is as follows:

9-10 = +1

3-8 = 0

1 - 2 = -1

Daniel must make all Frenzy checks at +2 around lame people or amputees. If he frenzies he always attacks them first.

Benefits

Has Koldunic Sorcery as a Clan Discipline.

Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change. The difficulty to use any Vicissitude power on you is 2 less than normal, and you may activate Vicissitude powers reflexively at your full dice pool while taking other actions. Powers that require multiple turns to activate still require the usual duration — the change simply occurs without conscious direction. As a final benefit, you need no physical sculpting to use the first three levels of Vicissitude on yourself, as your flesh undulates and extrudes to its desired shape.

-1 to difficulty of all Vicissitude rolls.

Specialties:
Warm Smile (-1 to Appearance Rolls when Smiling)
Innocent Eyes (-1 to Appearance Rolls when Making Eye Contact)
Inviting Stance (-1 to Appearance Rolls when Addressing a Specific Person)
Steady Hands (-1 to Surgery rolls)
Combat Reflexes (+2 to Initiative)

Bear: +3 Stamina +2 Strength

Blood Boost: +1 to all physical stats
« Last Edit: December 06, 2018, 07:59:01 pm by Drakilian »
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Prince

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Re: Daniel Cebanu
« Reply #1 on: January 30, 2015, 09:33:53 pm »

Name: Daniel Cebanu

Player: Prince

Chronicle: Transylvanian Chronicles

Nature: Monster

Sire: Arnulf, Bestial force of Nature

Demeanor: Comrade

Clan: Gangrel

Generation: 7th

Concept: Killer

Coterie: The Squamous Thugs of Brutal Doomosity, and the random Tzimisce that follows them around all the time.

Attributes

Physical - 7

Strength: 3 (10); Dexterity: 4; Stamina: 3

Social - 3

Charisma: 3; Manipulation: 2; Appearance: 6

Mental - 5

Perception: 2; Intelligence: 2; Wits: 4

Abilities

Talents - 13

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

Skills - 9

Animal Ken: 3; BodyCrafts: 3; Riding/Drive: 0; Etiquette: 0; Firearms: 0; Melee: 3; Performance: 0; Security: 0; Stealth: 0; Survival: 0

Knowledge - 5

Academics: 0; Politics: 0; Finance: 0; Investigation: 1; Linguistics: 1; Medicine: 0; Occult (Koldunism): 3; Science: 0; Law: 0;

Disciplines

Fortitude: 3; Protean: 4; Animalism: 0; Vicissitude: 3; Koldunic Sorcery[Way of the Spirit]: 1

Advantages

Backgrounds
 
Beneficial

Allies: 1; Influence[Political]: 2; Mentor: 0; Resources: 2; Contacts: 0; Generation: 5; Herd: 0; Retainers: 2; Status: 3

Adversarial

Merits and Flaws

Merit: Promethean Clay Type: Supernatural Cost: 5

Merit: Additional Clan Discipline (Koldunic Sorcery) Type: Supernatural Cost: 5

Flaw: Repulsive to animals; Type: Supernatural; Cost: 2

Flaw: Weak Aura; Type: Supernatural; Cost: 2

Flaw: Fierce Bigot; Type: Menta; Cost: 2

Derangements

None… Yet.

Languages

Hungarian, Romanian

Combat

Weapon/Attack: Dagger Difficulty: 0 Damage: 5-L Range: None Rate: 1/turn Clip: None Conceal: Yes

Armor

None

Possessions

Gear (Carried): Dagger and Clothing off of Back.

Equipment (Owned): None

Vehicles: Enclosed wagon given by Sire for trip

Feeding grounds: Vince and Wilhelm’s necks.

Blood bonds/Vinculi

Bound to: Sire (Rating: 1)
Bound to me: Vince (Rating: 3)
Bound to me: Wilhelm (Rating: 3)

Havens

Location: Balgrad, Transylvania

Description: He can live in a room with Vince and Wilhelm but he Earthmelds most of the time.

History

His story till now: He grew up with his brothers as a very closely knit unit. As a family of five in a less the profitable neighborhood, money was short which landed this family in unpleasant areas to live in. For the children, this led to some very inhospitable situations with other youths who happened to be very unfriendly. Fortunately, this family of brothers was a team.

To the middle child, Vince, violence was always a good time. Daniel made sure to encourage Vince's angry outbursts towards others and to couch him in what and what not to do. Needless to say, Vince has been a hard-headed and loyal grunt since day one; never sure of a decision to make unless Daniel gives the "Okay".

Wilhelm is completely different from Vince. He is the youngest brother and, by far, the smallest. Wilhelm always had an air of gentleness to him but had a fierce (and currently illegal in this era) curiosity for everything there is to know in the world. Fortunately, Daniel supported Wilhelm's thirst for knowledge by supplying him with books and having him learn to read as the years went along. He always encouraged Wilhelm to burn ants with glass instead of hoarding them.

Upon growing up enough, the trio immediately separated from their parents and unwittingly moved about the towns of Eastern Hungary in search of a new home. What else aimlessly wanders? Gangrel. A particular gangrel called Arnulf. Without a second thought, Daniel was sired after he fed his new sire and was left to be tended to by his brothers.

Thankfully (Or not?), he never saw his sire again and came out of that situation stronger than before because... Well, vampirism! He immediately tried to sire his brother by feeding them his blood many times but only turned them into ghouls. He made this mistake because he had no sire to educate him. However, he prefers them as ghouls anyways.

Goals/Destiny: Daniel aspires to make a Vozhd that is shaped like a walrus. The Walrus-Vozhd is to be made of the flesh of all the ghouls in Balgrad after he turns the population of Balgrad into ghouls, of course. It must have William’s mind in the end; he wants this so that William can be strong.

Why he is willing to join the coterie (besides sire's request): Daniel recognizes that moving around and doing things will grant opportunities to become more powerful.

Connection to other characters: None.

Description

Age: 46 years

Apparent Age: 26 years

Date of Birth: December 22nd, 1152

Death: December 22nd, 1178

Hair: Light Brown

Eyes: Blue-Green

Race: Caucasian

Nationality: Hungarian

Height: 5’11”

Weight: 160lbs

Sex: Male

Physical description: He is a slim gentleman with a perfectly average frame but seems to be bigger than other average people around him. His eyes twinkle with light (Even in the dark! It might be the Protean though...), his smile is warm and inviting, his overall expression is simply that of an adorable puppy's and in the end, he just looks like someone you want to hug.

When he moves about, he always stands with his back straight to prevent slouching like a lazy sack. He always has a smile on his face unless an unpleasant topic is being discussed. He always maintains a comfortable amount of eye contact with those he speaks with, he faces them with his body and always makes sure to smile nicely as well to them.

He speaks in an exquisitely warm tone. He's not very educated but he's always understood that if you sound nice, people will treat you nicely in return. He has a deep voice but talks about light-hearted things a lot. This would seem like an odd mix but is actually very charismatic when you think about it (Still, no bonus from this). He likes to use big words too. Big words are useful since he fancies himself a bit of a philosopher.

He wears whatever is available (Beggars can't be choosers) but he does try to look good. Even though this won't count as a bonus, he has an excellent sense of fashion and for what colors go well together. He wears: scuffed leather boots, simple but undamaged pants, a long-sleeve dress shirt with holes in the sleeves, a red bow-tie (Bow-ties a cool) and a weathered long-coat to block rain and cover the holes on his sleeves.
« Last Edit: December 05, 2015, 03:21:04 pm by Drakilian »
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Prince

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Re: Daniel Cebanu
« Reply #2 on: January 30, 2015, 09:34:02 pm »

Expanded Backgrounds

Retainers:

Daniel has two retainers; they’re both his younger brothers. Vince is four years younger than him and Wilhelm is nine years younger. Both are very happy being ghouls since they know it’s how they can remain closest to Daniel. They are both also Daniel’s main feeding sources with other kine are unavailable.

Vince was always abnormally large growing up; he was barrel-chested after all. With a mat of curly hair and a sickeningly large set of muscles, he loved beating up the other kids as a child. Only Daniel was ever able to keep in line. Upon becoming a vampire, Daniel just had to take Vince with him. Just as in their youth, Vincent is still Daniel’s bodyguard. As a strongly bound ghoul, he is incredibly hard-headed and loyal to Daniel but he is unfortunately a simpleton. Daniel encourages Vince’s brutal nature; Vince reciprocates by happily complying. Vince works in a tavern and lives in a room upstairs for free with Wilhelm. Vince is a good six feet tall now and easily two-hundred pounds. He has dark brown eyes and chocolate-colored curly hair that is always cut very short. He's not one for social interactions since he's even intelligent enough to form a sentence with proper grammar. He hits hard though!

Wilhelm has always been an outsider. The only place he ever found acceptance has been with Daniel. Where Vince would mock him and other people would look down on him, Daniel encouraged his curiosity. Daniel always pushed Wilhelm to burn the ants instead of just leading them around. In the end, Wilhelm is fiercely intelligent and incredibly wise. Daniel always tries to bring out the evil in Wilhelm’s timid nature; Wilhelm reciprocates by thinking of Daniel as his role model. While maintaining a frail body, his mind is simply outstanding. (To those reading, have you ever seen the "Imitation Game"? He would solve a cross-puzzle in five minutes too!)
« Last Edit: February 01, 2015, 10:31:27 am by Prince »
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Re: Daniel Cebanu
« Reply #3 on: January 30, 2015, 09:34:10 pm »

Disciplines

Fortitude

All vampires possess a preternatural constitution that makes most normal damage inconsequential. Fortitude bestows a resilience and vigor far beyond even normal vampiric toughness. Kindred with this power ignore the mightiest punches and barely feel hails of bullets. This Discipline allows for continued survival, protecting against the claws of a Gangrel, the teeth of a Lupine, the envenomed blades of Assamite assassins, fire, or even sunlight.

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 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.

[ 2 ]   Fleshcraft   [ Vampire: The Masquerade (Revised) -- Page 186 ]

This power is similar to Malleable Visage, but allows the vampire to perform drastic, grotesque alterations on other creatures. Tzimisce often use this power to transform their servitors into monstrous guards, the better to frighten foes. Only flesh (skin, muscle, fat, and cartilage, but not bone) may be transformed.

System: The vampire must grapple the intended victim, while her player makes a successful Dexterity + Body Crafts roll (difficulty variable: 5 for a crude yank-and-tuck, up to 9 for precise transformations). A vampire who wishes to increase another's Appearance Trait does so as described under Malleable Visage; reducing the Attribute is considerably easier (difficulty 5), though truly inspired disfigurement may dictate a higher difficulty. In either case, each success increases/reduces the Attribute by one.

A vampire may use this power to move clumps of skin, fat, and muscle tissue, thus providing additional padding where needed. For each success scored on a Dexterity + Body Crafts roll (difficulty 8), the vampire may increase the subject's soak dice pool by one, at the expense of either a point of Strength or a health level (vampire's choice).

[ 3 ]   Bonecraft   [ Vampire: The Masquerade (Revised) -- Page 186 ]

This terrible power allows a vampire to manipulate bone in the same manner that flesh is shaped. In conjunction with Fleshcraft, this power enables a Vicissitude practitioner to deform a victim (or herself) beyond recognition. This power should be used in conjunction with the flesh-shaping arts, unless the vampire wants to inflict injury on the victim.

System: The vampire's player makes a Strength + Body Crafts roll (difficulties as above). Bonecraft may be used without the flesh-shaping arts, as an offensive weapon. Each success scored on the Strength + Body Crafts roll (difficulty 7) inflicts one health level of lethal damage on the victim, as his bones rip, puncture, and slice their way out of his skin.

The vampire may utilize this power (on herself or others) to form spikes or talons of bone, either on the knuckles as an offensive weapon or all over the body as defensive "quills." If bone spikes are used, the vampire or victim takes one health level of lethal damage (the vampire's comes from having the very sharp bone pierce through his skin -- this weaponry doesn't come cheaply). In the case of quills, the subject takes a number of health levels equal to five minus the number of successes (a botch kills the subject or sends the vampire into torpor). These health levels may be healed normally. Knuckle spikes inflict Strength + 1 lethal damage, while defensive quills inflict a hand-to-hand attacker's Strength in lethal damage unless the attacker scores three or more successes on the attack roll (the defender still takes damage normally). Quills also enable the vampire or altered subject to add two to all damage inflicted via holds, clinches, or tackles.

A vampire who scored five or more successes on the Strength + Body Crafts roll may cause a rival vampire's rib cage to curve inward and pierce the heart While this does not send a vampire into torpor, it does cause the affected vampire to lose half his blood points, as the seat of his vitae ruptures in a shower of gore.

Protean

[ 1 ] Witness of Darkness

The vampire with this ability can see normally in ordinary darkness - even a cloudy, moonless night is as bright as overcast day to the character. However, the Discipline does cause the character's eyes to glow a visible red, which unnerves most mortals who see it.

System: Activating the Discipline is a free action, but it takes a full turn to take effect. While Witness of Darkness is in effect, the character suffers no dice pool penalties based on ordinary darkness. It is impossible to disguise one's inhuman nature while using this ability. However, while the Discipline is active, the player adds one die to Intimidation dice pools against mortals who are not acquainted with the supernatural.

[ 2 ] Talons of the Beast

A Cainite with Talons of the Beast can extrude wicked claws a few inches long from each fingertip. Despite the power's name, the claws are far more dangerous than those of a mere wolf or bear. They can tear through chain armor and still dig deep into flesh. Wounds inflicted upon mortals by the Talons of the Beast never quite heal; Cainites find that vitae alone is insufficient to heal them. Some vampires exhibit other minor changes when activating this power. Eyes might turn a chalky white, blood might seep from the palms, or the character might be unable to keep his fangs retracted.

System: Activating the Discipline is a free action, but it takes a full turn to take effect, and the player must spend one blood point. Wounds inflicted by the Talons of the Beast do Strength +1 dice of aggravated damage.

The user of such talons to tear through hard materials given enough time: They possess the supernatural resilience of the vampire who wields them, and can even eventually tear through stone and steel.

[ 3 ] Interred in the Earth

Many Gangrel claim to be descended from an ancient warrior-goddess called Ennoia, and some even purport to be pagan subterranean gods themselves. This ability is one of the reasons they can do such a thing. The vampire using it takes advantage of the Cainite affinity for the grave by sliding his body into the earth itself, as though stepping into a tomb for the day.

The Gangrel cannot move around once he is entombed in the earth; in fact, she cannot even be dug up. She is immaterial and merged with the soil around her. An attempt to dig her up will eventually fail, as the roughly man-sized blob of earth the vampire inhabits cannot be moved or pierced without powerful magic. However, the ground above her resting place is disturbed and overturned, as though a mortal were considering planting a garden there, so those who are knowledgeable in such things can uncover the place of entombment.

The vampire must have direct contact with the ground itself in order to use this power. A wooden or stone floor blocks her melding into the dirt. She also cannot use this power while standing on a large piece of rock. She can inter herself in earth, not stone. The power provides perfect protection against the sun's rays and the heat of ordinary fire above. The character can be considered to be six feet under the earth for such purposes. The Animal may choose to remain conscious while interred, though when the sun rises this becomes more difficult, as always.

The very existence of this power sets paranoid Cainites to thinking. If powerful vampires remain in torpor for centuries, and many of the eldest Cainites are assumed to be able to inter themselves, then there could be hundreds of elders buried in the earth, and they could emerge from torpor nearly anywhere at any time. Surely the emergence of a multitude of such creatures would be a harbinger of Gehenna. The ancient masters of the Roman nights are said to have known a ritual to lock such slumbering ancients in their earthly prisons. The secret apparently involved salting the earth with a special mixture of alchemical powders. It was used to greatest effect after the destruction of Carthage, when Brujah and other elders were locked under the soil of North Africa.

System: The player spends one blood point, and the character concentrates for a full turn, taking no other action. Once activated, the character is essentially immune to all attacks. The character can use Auspex and other purely mental abilities while interred, but he may not activate any Discipline with a physical effect.

[ 4 ] Shape of the Beast

This version of Shape of the Beast applies only to vampires of Clan Gangrel. The Gangrel may transform into a "fight" form and a "flight" form; these forms are chosen when the power is acquired and may not be changed. The vampire keeps her own personality, memories, and skills and can use the natural abilities of the animal form -- these are increased Physical Attributes in the "fight" form, and escape abilities in the "flight" form. Both animal forms grant improved senses; the Gangrel may choose to reduce the difficulty of Perception rolls in one appropriate sense group -- sight, hearing, or smell/taste -- by two in her animal forms (the sense group may be different in the two forms).

System: The character spends one Blood Point to assume either animal form. The transformation requires three turns to complete (spending additional Blood Points reduces the transformation time by one turn per Blood Points spend, to a minimum of one). The Gangrel remains in her beast form until the next dawn, unless she wishes to change back sooner. Clothing and small personal possessions transform with the Gangrel.

The Gangrel's "fight" form grants a total of five additional Attribute points split among the vampire's Physical Attributes. For the standard wolf form, these are allotted as +1 Strength, +2 Dexterity, and +2 Stamina. A bear form may increase the Gangrel's Strength by +3 and Stamina by +2. These points must be allocated when the "fight" animal form is chosen and may not be thereafter rearranged. In addition, the Gangrel's bite inflicts Strength aggravated damage (these damage values may be adjusted by the Storyteller as necessary to reflect the animal's primary mode of attack -- an alligator form may allow a greater bite bonus, but no claw damage). Running speed is usually doubled, unless an alternate method of locomotion like swimming is available.

The Gangrel's "flight" form reduces the vampire's Strength to 1, but allows her to fly at a speed equal to her running movement rate (Gangrel whose "flight" forms do not fly take a +2 bonus to Dexterity). In addition, attacks made against the "flight" form are made at +2 difficulty due to the animal's small size (those Gangrel who take large forms like the eagle may keep their full Strength by sacrificing this size bonus). While in animal's shape, the vampire can use any Discipline she possesses except Necromancy, Serpentis, Thaumaturgy, or Vicissitude. The vampire loses all of her hands and all facility of speech -- the vampire must use the Animalism Discipline ability Feral Whispers speak to animals. All Attributes and Abilities granted by animal forms are subject to the Storyteller's approval and modification at the time of definition.

Animal features acquired by a Gangrel after a frenzy do not necessarily conform to those of her beast forms. Most Gangrel seem to be patchworks of feral features rather than changing to resemble one specific animal.

It is often difficult to predict what forms a Gangrel will assume when she learns Shape of the Beast. Three factors play an important roll in the die process: The vampire's personality, his sire's animal forms, and the local environment at the time of the vampire's Embrace.

The vampire's personality and beliefs are perhaps the most important factor -- after all, the animal forms assumed using Shape of the beast are an expression of the Beast Within. Vampires with strong personality traits often transform into the animal most often attributed that trait by superstition; wolves with cunning, lions with courage, reptiles with callousness, ravens with curiosity, etc. These superstitions are culturally based, and their interpretations will naturally change between cultures. Individuals who felt a strong affinity with a particular animal when alive, who considered the animal to be a totem or protective spirit, will usually transform into that animal upon learning Shape of the Beast.

The role of the Sire is a matter of dispute among Gangrel researchers. It is possible that the Sire's influence affects the childe's expectations; if the childe sees her sire transform into a tiger, she may assume that she will do the same so completely that her assumption becomes reality. The Discipline exhibits lines of descent, however, in which grandsire, sire, and childe all share the same animal forms. Given the tenacity of the Gangrel blood, elders interested in such matters do not consider it to be out of the question that such preferences are a factor of blood.

The influence of the local environment can perhaps be credited with the popularity of the wolf and bat forms even among the Gangrel - wolves and bats of varying species populate the globe. The vampire's beast, in the absence of overriding personality or blood-related factors, provides the vampire with the most survivable form available in the surrounds; a form that provides not only hunting or escape, but also camouflage, offers an undeniable advantage. It is unlikely that a vampire raised and Embraced in the Great Plains will transform into a tiger or a shark. The forms of wolf and hawk, in this instance, are both useful and safe. They are native creatures suited to the environment.

Koldunic Sorcery [Way of the Spirit]

The element of Spirit binds and transcends the four elements of the material world. Spirit is life in all its purest and most debased forms. It flows sluggishly in the blood of vampires and dances in the currents of wind and water. It burns in every flame and shakes the foundations of the earth. Ancient koldun learned to extend the spirit of their blood into the world around them, joining and dominating the ambient living essence for a brief time. Unto itself, the Way of Spirit grants preternatural awareness over a wide area. The true power of the art, however, lies in channeling other manifestations of koldunic Sorcery. A master koldun may whisper his thoughts to the edge of his domain and strike down intruders with tempest, fire and devouring earth. His mystical will is law unto the very edge of his bloated spirit.

To activate the Way of Spirit, the player spends one Willpower point and rolls Charisma + Occult (difficulty 4 + the rating of the intended area of effect; see below). Characters may not attempt a range greater than their current mastery of the way permits. A failure has no effect apart from wasting Willpower. On a botch, the earth itself rejects the koldun and bars any further use of the way until the sun next sets. Success grants sensory omniscience in the area of effect, lasting one hour per success. Within this territory, the koldun sees, hears, smells and even tastes everything at once. His touch flows through the dominion as on a breeze or a ripple in the soil, invisible and so capable of perceiving the invisible and spiritual realm. While such wide-reaching senses can immediately detect the presence and rough locations of intruders and spirits, the koldun must concentrate to focus on specific objects or individuals. This requires a Wits + Alertness roll (difficulty determined by the Storyteller). As with Auspex, the mystical senses conferred by the Way of Spirit may confound Obfuscate and other forms of illusion or concealment.

Once a koldun extends his senses with this path, he may evoke powers of other koldunic Sorcery paths anywhere within the territory. Apart from their extended range, such powers operate as normal. No power may be used that has a level exceeding the vampire’s rating in the Way of Spirit. For example, it is not possible to create earthquakes many miles distant without a rating of 5 in both the Way of Earth and the Way of Spirit.

[1] 50 feet

Koldunic Rituals

[1] Level One

Deflection of Wooden Doom

This ritual protects the Tremere from being staked, whether or not she is resting or active. While this ritual is in effect, the first stake that would pierce the Tremere's heart disintegrates in the attacker's hand. A stake merely held near the Tremere is unaffected; for this ritual to work, the stake must actively be used in an attempt to impale the vampire.

The thaumaturge must surround herself with a circle of wood for a full hour. Any wood will work: furniture, sawdust, raw timber, 2' x 4's, whatever. The circle must remain unbroken, however. At the end of the hour, the vampire places a wooden splinter under her tongue. If this splinter is removed, the ritual is nullified. This ritual lasts until the following dawn or dusk.
« Last Edit: May 02, 2015, 02:30:46 pm by Prince »
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Don't blink. Blink and you're dead. I'm fast. Faster than you can believe. Don't turn your back. Don't look away. And don't blink. Good luck and let the hunt begin.

Prince

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Re: Daniel Cebanu
« Reply #4 on: January 30, 2015, 09:34:17 pm »

Combination Disciplines

Name: Body Armory

Disciplines Required:

Vicissitude 3, Protean 3

Description:

This power enables the vampire to form weapons from the very stuff of her body. Each weapon costs two Blood Points.
Any sort of hand-to-hand weapon can be created, though two-handed ones (polearms, great axes and the like) cost double the normal Blood Point expenditure. These weapons inflict damage per their type, but this damage is aggravated.

Name: Pater Szlachta

Disciplines Required:

Protean 4, Vicissitude 3

Description:

Some Tzimisce combine the Protean power to turn into an animal with the possibilities of Vicissitude. Forces of chaotic change surge through the Fiend’s body, forces he must direct while experiencing bone-breaking pain. When the Tzimisce can bear the strain no longer, the body settles into the Pater Szlachta or bogatyri form—so names by Tzimisce anarchs to insult either their servants or the “elder valiant champions” who served the anarchs’ sires. In the modern nights, this power is still known to a few Tzimisce, who sometimes use it in contests of improvisational fleshcrafting.

System:

Spend two blood points and roll Stamina + Medicine (dif 7). The change takes (5 – the number of successes) turns to complete, during which the Tzimisce can only howl, drool vitae, and writhe. The character can rearrange his Physical Attributes (one dot per success), but no Attribute can exceed the limit imposed by generation. The player can describe what sort of alterations he wants to make, but the process is difficult to control. In the end, the ST is the final arbiter, choosing one physical state for the character in bogatyri form of or certain Vicissitude modifications such as bone spikes, spine-saws, etc. botches earn whatever physical Flaws the ST chooses, maybe permanent ones. The change lasts for one scene.

Name: Sculpt the Flowing Wound

Disciplines Required:

Fortitude 3, Vicissitude 2

Description:

A Tzimisce with this power may vastly accelerate her healing by concentrating and willing flesh to mold back to its original form.

System:

The player spends one blood point and rolls Wits + Body Crafts (difficulty 8 ). Each success heals one level of lethal or bashing damage. This power cannot heal more health levels per turn than the vampire's generational limit for blood expenditure. Any healing beyond this limit extends into subsequent turns until complete.

Name: Sanguinary Expulsion

Disciplines Required:

Fortitude 2, Protean 3

Description:

Developed by elder archons as a counter against the terrors (true and imagined) of the Vaulderie, this power allows a vampire to ingest small amounts of blood without absorbing them into her system. This not only prevents the formation of blood bonds and Vinculum, but also protects against blood-borne poisons, drugs and diseases. The unpleasant aftereffects of this power make most archons reluctant to utilize it, but it beats letting the Sabbat or some arrogant elder compromise your loyalties.

System:

The player rolls Stamina + Fortitude, (difficulty 5 + the number of blood points consumed, maximum 9). If she fails, the blood is consumed normally and all effects occur as normal. If the roll succeeds, the character is able to hold the blood internally without absorbing it, and may vomit it back up later. This prevents any blood bonds, Vinculi, poisons or other abnormal properties of the blood from affecting the character. On the other hand, the character may not spend even a single blood point until the tainted blood is regurgitated; if she does so for any reason (including waking up in the evening), the power ends instantly and the blood is absorbed as normal. Although it doesn't cost a blood point to activate the power, an additional blood point (above and beyond the number consumed) is vomited back up and lost when the tainted blood is purged.

Name: Shape of all Beasts

Disciplines Required:

Protean 4/Vicissitude 3

Description:

Cainites with the Protean power of Shape of the Beast can take their choice of two animal forms in a matter of seconds. Cainites with Vicissitude can reshape their bodies into the form of any animal of the same mass, given time and enough vitae to power the Discipline. A Cainite with both—and some knowledge of zoology and comparative anatomy—can learn to take the form of any animal between the size of a tiger and a rabbit. They can also force other beings into animal form.

As with Shape of the Beast, the transformed Cainite retains her psyche but can use the natural abilities of her animal form: keener senses, flight, rapid swimming or even venom (but no more lethal than would be normal for the species).

System:

Changing form costs one blood point and takes three turns. Each additional blood point spend reduces the time by one turn, to a minimum of one turn. If the Character uses the power to transform someone else, the transformation takes minutes instead of turns. Additionally, an unwilling character can resist, with the player making a contested Willpower roll (dif 6) against the would-be-flesh-shaper’s Dex + Body Crafts (dif 7). If the potential victim gains more successes, she successfully resists the restructuring of her body.

Unlike Shape of the Beast, the transformation does not assimilate the Cainites’s clothing and small personal possessions. While in animal form, a character can use any of her Disciplines except for Necromancy, Serpentis, Thaumaturgy, or Vicissitude. The ST defines the natural abilities of the various animal forms.

A character with Shape of All Beasts can stay in animal form as long as she wants. She can resume her human form at will, without the need to expend more vitae. So can another character who has Shape of the Beast. Cainites of equal or lower generation than the character can heal back the transformation as if it were five levels of lethal damage. Mortals and Cainites of higher generation than the character cannot reverse the change at all without extensive reshaping by another master of Vicissitude.

Name: Fenrir’s Talons

Disciplines Required:
Fortitude 2, Protean 2

Description:
The einherjar of Scandinavia are known equally for their superlative hunting skills and unmatched savagery in battle. Vampires who master this Discipline technique may choose to grow massive 6- inch talons befitting the Fenris Wolf instead of the lesser claws normally grown with Talons of the Beast (Protean 2). These fearsome talons glisten metallic black, and can rend wood and metal as easily as flesh.

System:
The character may extend great claws using Talong of the Beast (at the same blood point cost). These near-indestructible weapons inflict Strength +3 aggravated damage in combat. Assuming the character has sufficient Strength and/or Potence, he may tear through any object that can be broken with ten or fewer successes of a Feat of Strength without damaging the claws. Due to their bulk, the talons impose a two-dice penalty on all Dexterity tasks involving fine manipulation. Characters with this Discipline technique may grow the smaller claws of Talons of the Beast if they desire, although few einherjar ever do.

Name: Stone Meld

Disciplines Required:
Fortitude 2, Protean 3

Description:
Although most Gangrel are content to seek refuge in the soil, a few have tempered their power with stone-like resilience, allowing them to hide within solid rock. Excavation of such entombed individuals is all but impossible.

System:
This power operates exactly as the Protean 3 power Interred in the Earth, save that it allows a vampire to sink into stone. Such stone can have been shaped and carved by tools, though it must be a single continuous block or slab large enough to contain the vampire’s mass. If the stone containing the vampire is shattered, the vampire is expelled.

Name: Torpid Hibernation

Disciplines Required:
Fortitude 3, Protean 3

Description:
With this power, a vampire may enter controlled torpor without fear of slumbering away the ages. She simply sinks into the earth and rests, knowing she will arise again when the desired time comes.

System:
The vampire melds with the ground using Interred in the Earth (Protean 3), or a similar power such as Tree Meld or Stone Meld; her player spends five blood points and rolls Stamina + Survival (dif 6). If successful, the vampire enters torpor and automatically reawakens after the specified duration. Upon awakening, the character rises to the earth, though her awakening is delayed until dusk if the power ends during the day. Failure means the vampire does not enter torpor, but arises the next evening as normal from her slumber. A botch drives the vampire in to normal torpor, leaving her to slumber and awaken according to her Road rating.
« Last Edit: May 03, 2015, 11:29:23 am by Prince »
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Drakilian

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Re: Daniel Cebanu
« Reply #5 on: May 02, 2015, 01:34:34 pm »

Where did you put your background points again?
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Prince

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Re: Daniel Cebanu
« Reply #6 on: May 02, 2015, 02:35:21 pm »

Two into Resources, Two into Influence and One into Allies.
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Re: Daniel Cebanu
« Reply #7 on: May 02, 2015, 04:53:16 pm »

What influence? there are different types, remember?
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Re: Daniel Cebanu
« Reply #8 on: May 02, 2015, 04:53:35 pm »

I'll assume bureaucratic/political
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Prince

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Re: Daniel Cebanu
« Reply #9 on: May 02, 2015, 06:10:59 pm »

I'll assume bureaucratic/political

Agreed.
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