Difference between revisions of "Petruccio::Sheet"
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<table ><tr><th colspan=8><big>Attributes</th> | <table ><tr><th colspan=8><big>Attributes</th> | ||
| − | <tr><th>Intelligence</th><td><div class="stat">OOOOO</div></td><td></td><th>Strength</th><td><div class="stat">O</div></td><td></td><th>Presence</th><td><div class="stat">OOOO</div></td> | + | <tr><th>Intelligence</th><td><div class="stat">OOOOO</div></td><td></td><th>Strength</th><td><div class="stat">O<span style="color:blue">OOOOO</span></div></td><td></td><th>Presence</th><td><div class="stat">OOOO</div></td> |
<tr><th>Wits</th><td><div class="stat">OOO</div></td><td></td><th>Dexterity</th><td><div class="stat">OOO</div></td><td></td><th>Manipulation</th><td><div class="stat">OOOO</div></td> | <tr><th>Wits</th><td><div class="stat">OOO</div></td><td></td><th>Dexterity</th><td><div class="stat">OOO</div></td><td></td><th>Manipulation</th><td><div class="stat">OOOO</div></td> | ||
| − | <tr><th>Resolve</th><td><div class="stat">OOOO</div></td><td></td><th>Stamina</th><td><div class="stat">OO</div></td><td></td><th>Composure</th><td><div class="stat">OOOO</div></td> | + | <tr><th>Resolve</th><td><div class="stat">OOOO</div></td><td></td><th>Stamina</th><td><div class="stat">OO<span style="color:blue">OOO</span></div></td><td></td><th>Composure</th><td><div class="stat">OOOO</div></td> |
<tr><th colspan=3><big>Skills</th><th colspan=2 width="200px"><big>Disciplines</th><td width="50px"></td><th align=left><big>Health</th> | <tr><th colspan=3><big>Skills</th><th colspan=2 width="200px"><big>Disciplines</th><td width="50px"></td><th align=left><big>Health</th> | ||
| − | <tr><td>-3 unskilled</td><th>'''Mental'''</th> <th>Specialties</th><td></td><td></td><td width="50px"> | + | <tr><td>-3 unskilled</td><th>'''Mental'''</th> <th>Specialties</th><td></td><td></td><td width="50px">10</td> <td><div class="stat"><table> |
| − | <tr class="status"><td></td><td></td><td></td><td></td><td></td><td></td><td></td> | + | <tr class="status"><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td> |
| − | <tr> <td colspan= | + | <tr> <td colspan=7></td><td><small>-1</small></td><td><small>-2</small></td><td><small>-3</small></td></table> |
</div></td> <th>Stam + Size</td> | </div></td> <th>Stam + Size</td> | ||
<tr><th>Academics</th><td><div class="stat">OO</div></td><td> </td><th>Animalism</th><td>n/a</td> | <tr><th>Academics</th><td><div class="stat">OO</div></td><td> </td><th>Animalism</th><td>n/a</td> | ||
<tr><th>Computer</th><td><div class="stat">OOOOO</div></td><td>Hacking*, Programming<br />8-again </td> <td></td><td></td><td></td><th align=left><big>Willpower</th><td> Res + Comp | <tr><th>Computer</th><td><div class="stat">OOOOO</div></td><td>Hacking*, Programming<br />8-again </td> <td></td><td></td><td></td><th align=left><big>Willpower</th><td> Res + Comp | ||
<tr><th>Crafts</th><td><div class="stat">OOO</div></td><td>Forgery</td> <th>Dominate</th><td><div class="stat">OOO</div></td> <td align=right>8</td><td><div class="stat">OOOOOOOO</div></td> | <tr><th>Crafts</th><td><div class="stat">OOO</div></td><td>Forgery</td> <th>Dominate</th><td><div class="stat">OOO</div></td> <td align=right>8</td><td><div class="stat">OOOOOOOO</div></td> | ||
| − | <tr><th> Investigation</th><td><div class="stat">O</div></td> | + | <tr><th>Investigation</th><td><div class="stat">O</div></td> |
| − | <tr><th>Medicine</th><td></td><td></td> <th>Resilience</td> <td> | + | <tr><th>Medicine</th><td></td><td></td> <th>Resilience</td> <td> <div class="stat">OOO</div> </td> <td></td><th colspan=2 align=left><big>Blood Potency</td> |
<tr><th>Occult</th><td><div class="stat">O</div></td><td></td><td></td><td></td> <td align=right>2<td><div class="stat">OO</div></td> | <tr><th>Occult</th><td><div class="stat">O</div></td><td></td><td></td><td></td> <td align=right>2<td><div class="stat">OO</div></td> | ||
<tr><th>Politics</th> <td><div class="stat">OOO</div></td> <td>Vampires</td> | <tr><th>Politics</th> <td><div class="stat">OOO</div></td> <td>Vampires</td> | ||
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<tr><td colspan=5></td><td align=right>10 total</td><td><div class="stat">OOOOOOOOOO</div></td> | <tr><td colspan=5></td><td align=right>10 total</td><td><div class="stat">OOOOOOOOOO</div></td> | ||
<tr><td>-1 unskilled</td><th><big>Physical</th> <th><big>Specialties </td> <th colspan=2><big>Merits</th><td></td><td colspan=2> 2 per turn</td> | <tr><td>-1 unskilled</td><th><big>Physical</th> <th><big>Specialties </td> <th colspan=2><big>Merits</th><td></td><td colspan=2> 2 per turn</td> | ||
| − | <tr><th>Athletics</th><td><div class="stat">O</div></td> <td | + | <tr><th>Athletics</th><td><div class="stat">O</div></td><td></td><th>Origin (S. Elite)</th><td><div class="stat">OOOOO</div></td> <td></td><th><big> Integrity/Humanity</td> |
| − | <tr><th>Brawl</th><td></td><td></td><th> Invictus Status</th><td><div class="stat"> | + | <tr><th>Brawl</th><td><div class="stat">OOOOO</div></td><td></td><th>Invictus Status</th><td><div class="stat">OOO</div></td> <td align=right> 7</td><td><div class="stat">OOOOOOO</div></td> |
<tr><th>Drive</th><td><div class="stat">O</div></td> <td></td><th>Ventrue Status</th><td><div class="stat">OO</div></td> | <tr><th>Drive</th><td><div class="stat">O</div></td> <td></td><th>Ventrue Status</th><td><div class="stat">OO</div></td> | ||
| − | <tr><th>Firearms</th><td></td><td></td><th> Resources </th> <td><div class="stat">OOOOO</div></td> <td align=right>5</td> <td> Size </td> | + | <tr><th></th><td></td><td></td><th>Ordo Dracul Status</td><td><div class="stat">O</div></td> |
| + | <tr><th>Firearms</th><td><div class="stat">OOO</div></td><td></td><th> Resources </th> <td><div class="stat">OOOOO</div></td> <td align=right>5</td> <td align=center> <b>Size<b> </td> | ||
<tr><th>Larceny</th><td></td><td></td><th> Allies (Elites)</td><td><div class="stat">OOO</div></td> <td align=right> 9</td> <th> Speed </th> <td> Str + Dex + 5</td> | <tr><th>Larceny</th><td></td><td></td><th> Allies (Elites)</td><td><div class="stat">OOO</div></td> <td align=right> 9</td> <th> Speed </th> <td> Str + Dex + 5</td> | ||
<tr><th>Stealth</th> <td><div class="stat">OO</div></td> <td></td> <th> Contacts (Hackers)</th><td><div class="stat">OOO</div></td> <td align=right>4</td><th> Defense</th><td> (Lower of Dex or Wits) + Athl </td> | <tr><th>Stealth</th> <td><div class="stat">OO</div></td> <td></td> <th> Contacts (Hackers)</th><td><div class="stat">OOO</div></td> <td align=right>4</td><th> Defense</th><td> (Lower of Dex or Wits) + Athl </td> | ||
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<tr><th>Weaponry</th><td></td><td></td><th> Haven </td> <td><div class="stat">OOO</div></td> <td align=right> 7</td> <th> Initiative Modifier </th><td>Dex + Comp</td> | <tr><th>Weaponry</th><td></td><td></td><th> Haven </td> <td><div class="stat">OOO</div></td> <td align=right> 7</td> <th> Initiative Modifier </th><td>Dex + Comp</td> | ||
| − | <tr><td></td><td></td><td></td><th | + | <tr><td></td><td></td><td></td><th>Interdiciplinary Skill spec: Hacking</th><td><div class="stat">O</div></td> |
| − | <tr><td>-1 unskilled </td> <th> Social </th><th> Specialties </th> | + | <tr><td>-1 unskilled </td> <th> Social </th><th> Specialties </th><th>Plugins:</th> |
| − | <tr><th>Animal Ken </th> <td><div class="stat">O</div></td> <td></td>< | + | <tr><th>Animal Ken </th> <td><div class="stat">O</div></td> <td></td><th>Data Coprocessor</th><td><div class="stat">OOO</div></td><td align=right>5</td><th> Downtimes </th><td> (Resolve +1)</td> |
| − | <tr><th> Empathy </th><td><div class="stat">OO</div></td><td | + | |
| + | <tr><th> Empathy </th><td><div class="stat">OO</div></td><td</td><td></td><th>Cybernetically Implanted Device</th><td><div class="stat">OOO</div></td> | ||
<tr><th> Expression </th> <td> <div class="stat">OO</div></td> | <tr><th> Expression </th> <td> <div class="stat">OO</div></td> | ||
| − | <tr><th>Intimidation</th><td><div class="stat">O</div></td> | + | <tr><th>Intimidation</th><td><div class="stat">O</div></td><td></td><th colspan=2 align=center><big>Coils</big></th> |
| − | <tr><th>Persuasion</th><td><div class="stat">OOO</div></td> | + | <tr><th>Persuasion</th><td><div class="stat">OOO</div></td><td></td><th>Coil of the Ascendant</th><td><div class="stat">OOO</div></td> |
<tr><th>Socialize</th><td><div class="stat">O</div></td> | <tr><th>Socialize</th><td><div class="stat">O</div></td> | ||
<tr><th>Streetwise</th> | <tr><th>Streetwise</th> | ||
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* Unconquered Estate/Invictus pg 38, Requiem | * Unconquered Estate/Invictus pg 38, Requiem | ||
| + | ===Touchstones=== | ||
| + | * 7: Pets of the crew | ||
| + | * 6: The Karve Tourism Crew | ||
| + | * 5: Principle: Freedom of sentients, including supernats | ||
| + | |||
| + | ==Merits== | ||
| + | <pre> | ||
| + | <b>Riding the Wave (Style, • to •••••)</b> (vtr2: 118) | ||
| + | Prerequisites: Composure •••, Resolve ••• | ||
| + | Effect: Your character runs with her Beast, and knows how to | ||
| + | use it to her advantage. She’s turned riding the wave into a raw, | ||
| + | primal art. These maneuvers may only be used while riding the | ||
| + | wave. They cannot be used in a normal frenzy, or outside of frenzy. | ||
| + | Ravage (•): Due to your character’s connection to her Beast, | ||
| + | her fangs become horrendous weapons. They look no different, | ||
| + | but her Beast knows how to use them with the utmost efficiency. | ||
| + | While riding the wave, they become 1L weapons when used | ||
| + | in a bite attack. | ||
| + | Primal Strength (••): Your character’s Beast blasts outward | ||
| + | in short bursts, in order to accomplish quick feats of strength. | ||
| + | When lifting, jumping, or destroying objects as an instant | ||
| + | action, double the Strength bonus aquired while in frenzy. | ||
| + | In the Zone (•••): When attempting to leash the Beast and | ||
| + | ride the wave, your character still operates at peak efficiency. | ||
| + | She still has to spend Willpower points in order to make rolls | ||
| + | to ride the wave, but those Willpower points also give a +3 die | ||
| + | bonus to any action taken in the turn. | ||
| + | Unyielding (••••): Your character rides the wave frequently; | ||
| + | it ceases to be taxing on her mental reserves. After a scene where | ||
| + | she successfully rides the wave, she recovers any Willpower spent | ||
| + | to initiate the ride. | ||
| + | </pre> | ||
| + | |||
<table><tr><th colspan=7>Disciplines | <table><tr><th colspan=7>Disciplines | ||
<tr><th>Category</th><th> Action </th><th>Name</th><th> Page</th><th> Pool</th><th> Calculation</th><th> Cost </th> | <tr><th>Category</th><th> Action </th><th>Name</th><th> Page</th><th> Pool</th><th> Calculation</th><th> Cost </th> | ||
| Line 65: | Line 100: | ||
<tr><th>Dominate 2</th><td> Instant </td><td> Iron Edict </td><td>131</td><td> 0</td><td> 0 </td><td>Mesmerize first + 1 Vitae</td> | <tr><th>Dominate 2</th><td> Instant </td><td> Iron Edict </td><td>131</td><td> 0</td><td> 0 </td><td>Mesmerize first + 1 Vitae</td> | ||
<tr><th>Dominate 3 </th><td> Instant </td><td> Entombed Command </td><td>132</td><td> 11 </td><td> Int + Sub + Dom, minus Victims's Resolve + Power </td><td>Mesmerize first + 0 Vitae</td> | <tr><th>Dominate 3 </th><td> Instant </td><td> Entombed Command </td><td>132</td><td> 11 </td><td> Int + Sub + Dom, minus Victims's Resolve + Power </td><td>Mesmerize first + 0 Vitae</td> | ||
| − | </table> | + | <tr><th>Resilience 3</th><td> None/Reflex</td><td>Resilience </td> <td>141</td><td>n/a</td><td>Stamina = Stamina + DOTS/armor = DOTS</td><td>passive/1 Vitae</td></table> |
| − | + | <tr><th>Vigor 5</th><td>None/Reflex</td><td>Vigor</td><td>Strength = Strength + DOTS, can jump / | |
==Conservator's Union== | ==Conservator's Union== | ||
* Primary benefit: Once per game, a Conservator can reach out to the Union’s influence network to gain the Connected, Networked, or Informed condition. | * Primary benefit: Once per game, a Conservator can reach out to the Union’s influence network to gain the Connected, Networked, or Informed condition. | ||
| Line 119: | Line 154: | ||
* Roll Results | * Roll Results | ||
** Dramatic Failure: The vampire’s attempt to set up a trigger backfires. The victim loses his Mesmerized Condition. For the next week, when he encounters one trigger that the vampire attempted to set he instead gains the Steadfast Condition (p. 306). Failure: The attempt to set triggers in the victim’s mind doesn’t take. Is he fighting back, or is there another reason? Success: The vampire can implant a number of subconscious triggers equal to the number of successes rolled to trigger specific effects of other Dominate powers. She must pay any Vitae cost for these powers as normal. These triggers remain in place for one week per success, or one month per success if the victim is in any stage of Vinculum towards the vampire. During that time, the effects of the trigger emerge each time the victim encounters the stimulus. | ** Dramatic Failure: The vampire’s attempt to set up a trigger backfires. The victim loses his Mesmerized Condition. For the next week, when he encounters one trigger that the vampire attempted to set he instead gains the Steadfast Condition (p. 306). Failure: The attempt to set triggers in the victim’s mind doesn’t take. Is he fighting back, or is there another reason? Success: The vampire can implant a number of subconscious triggers equal to the number of successes rolled to trigger specific effects of other Dominate powers. She must pay any Vitae cost for these powers as normal. These triggers remain in place for one week per success, or one month per success if the victim is in any stage of Vinculum towards the vampire. During that time, the effects of the trigger emerge each time the victim encounters the stimulus. | ||
| + | |||
| + | ==Dominate (3)== | ||
| + | |||
| + | Passsive: +3 to Stamina (this can bring Stamina above the maximum and is added to the "normal" Stamina, and up to 3 aggrivated damage are reduced to Lethal (actually Bashing, because of Ascended coil). Active [one Vitae]: Either: Subtract 3 from a non-Bane source of damage (the damage still shows visually but is superficial, and can be healed completely the next time the Vampire slumbers), or reduce up to 3 Fire [or other non-Sunlight bane] damage. Again the reduced damage still shows, but doesn't look worse than it would for a human who took that damage. | ||
| + | |||
| + | ===Resilience=== | ||
| + | |||
| + | * Duration: Permanent (for persistent effects) or one turn (for | ||
| + | active effects) | ||
| + | * Persistent: Add the vampire’s dots in Resilience to his | ||
| + | Stamina. This may raise a character’s Stamina above the normal limits imposed by his Blood Potency. Whenever he is dealt | ||
| + | aggravated damage, for each dot of Resilience he possesses, | ||
| + | downgrade one point of aggravated damage to lethal. This | ||
| + | applies to damage from fire and all acquired banes, but not | ||
| + | sunlight. Resilience offers no reprieve from the sun’s blazing eye. | ||
| + | * Active: By spending Vitae a vampire can dismiss grievous | ||
| + | wounds, even those from banes. For each point of Vitae spent, | ||
| + | choose one effect from the following list. A vampire may spend | ||
| + | additional Vitae to invoke multiple effects simultaneously, but | ||
| + | no effect of Resilience may be used more than once per turn. | ||
| + | • Subtract his Resilience dots plus one from all non-bane | ||
| + | sources of damage. Mechanically this is similar to armor, | ||
| + | but does nothing to reduce the visual and superficial signs | ||
| + | of injury. Removed damage appears to be dealt, but resisted | ||
| + | wounds do not inhibit the vampire physically in any way, | ||
| + | though in a social context they likely create some difficulties. | ||
| + | All superficial wounds may be healed completely for one Vitae | ||
| + | whenever he next slumbers. | ||
| + | |||
| + | ===Vigor=== | ||
| + | * Duration: Permanent (for persistent effects) or one turn (for | ||
| + | active effects). | ||
| + | * Persistent: Add the vampire’s dots in Vigor to her Strength. | ||
| + | This can raise her Strength above the normal limits imposed | ||
| + | by her Blood Potency. Additionally, the vampire may make a | ||
| + | Strength + Athletics roll to jump. The yards (meters) jumped | ||
| + | are equal to (successes) * (Vigor dots + 1). | ||
| + | * Active: By spending Vitae a vampire can energize her dead muscles, | ||
| + | giving her a brief but substantial burst of strength. For each point of | ||
| + | Vitae spent choose one effect from the following list. A vampire may | ||
| + | spend additional Vitae to invoke multiple effects simultaneously, but | ||
| + | no effect of Vigor may be used more than once per turn. | ||
| + | * Add her dots in Vigor as a weapon bonus to all Athletics, | ||
| + | Brawl, and Weaponry attacks made this turn. This puts | ||
| + | enormous strain on weapons, especially those not intended for | ||
| + | heavy hitting. Improvised weapons take one point of damage | ||
| + | for every dot of Vigor over that tool’s durability whenever they | ||
| + | are used in this manner. | ||
| + | |||
| + | ==Coils== | ||
| + | |||
| + | ===Coil of the Ascendant=== | ||
| + | |||
| + | ====Surmounting the Daysleep [vtr 155]==== | ||
| + | |||
| + | A Dragon will not be held down by the distant rays of the | ||
| + | dawning sun, nor made weak by its celestial body. So long as | ||
| + | she benefits from the blush of life (p. 90) the Dragon need not | ||
| + | roll to resist her daily slumber, nor will she gain the Lethargic | ||
| + | Condition (p. 305) for remaining active during the day. | ||
| + | |||
| + | ====The Warm Face [vtr 156]==== | ||
| + | |||
| + | Before she can overcome the sun a Dragon must first make | ||
| + | herself as she was when she walked beneath it. The blush of life | ||
| + | now lasts 24 hours, instead of just one scene. | ||
| + | |||
| + | ====Conquer the Red Fear [vtr 156]==== | ||
| + | |||
| + | The uninitiated may fear the light, but the Dragon does not. | ||
| + | A Dragon who has learned this Coil no longer risks frenzy from | ||
| + | exposure to fire or sunlight (p. 103). She may stand next to a | ||
| + | blazing bonfire or stare into the rising sun and retain total self control | ||
| + | (though the latter will still be quite painful). | ||
| + | |||
| + | ====Peace with the Flame [vtr 156] ==== | ||
| + | |||
| + | To conquer the bane of fire is one of the most significant | ||
| + | victories a Dragon can achieve on her path to ascension. So long | ||
| + | as she benefits from the blush of life she takes only lethal damage | ||
| + | from fire, not aggravated. If she also has dots in the Resilience | ||
| + | Discipline (p. 141) it further magnifies her endurance, with each | ||
| + | dot reducing one point of fire damage from lethal to bashing | ||
| + | |||
| + | ==Oaths== | ||
| + | |||
| + | (invictus merits) | ||
| + | |||
| + | * Oath of Fealty: This most basic Oath establishes a foundation of trust | ||
| + | within the Invictus. The vassal may draw a number of Vitae | ||
| + | from his liege equal to his Invictus Status in a given week. This | ||
| + | Vitae transfers mystically over any distance, and replenishes the | ||
| + | vassal’s pool without risk of Vitae addiction or blood bond. The | ||
| + | liege always knows if the vassal lies to her, in voice or in writing | ||
==Origin: Sheltered Elite (Rosalind)== | ==Origin: Sheltered Elite (Rosalind)== | ||
* Networking (•) The character still knows people from back home, and sometimes they are willing to pass on information. The character gains a dot of Contacts pertaining to their Origin. | * Networking (•) The character still knows people from back home, and sometimes they are willing to pass on information. The character gains a dot of Contacts pertaining to their Origin. | ||
| − | Survival Skills (• •) The character learned more than a little growing up. How to find food, how to talk tough, maybe even how to shoot guns. They gain a free Specialty in both of their Origin’s Focus Skills. (Computers(Programming), Subterfuge(Misdirection) | + | * Survival Skills (• •) The character learned more than a little growing up. How to find food, how to talk tough, maybe even how to shoot guns. They gain a free Specialty in both of their Origin’s Focus Skills. (Computers(Programming), Subterfuge(Misdirection) |
* Relic of the Past (• • •) The character has access to a family heirloom, award of service, photograph, or other item representing their home, family, or friends left behind. Once per session, by concentrating on this item in reflection for five minutes, the character feels refreshed and regains a lost Willpower point. | * Relic of the Past (• • •) The character has access to a family heirloom, award of service, photograph, or other item representing their home, family, or friends left behind. Once per session, by concentrating on this item in reflection for five minutes, the character feels refreshed and regains a lost Willpower point. | ||
| − | ** | + | ** House Rosalind pin sized for a child, well worn; contains usually powered, but inactive remote that can project a virtual avatar for an AI or similar entity. |
* Trained Investment (• • • •) The character took their formative lessons to heart, and trained themselves in ways that were seen as valuable to their community. The character gains a free Skill Dot in both of their Origin’s Focus Skills. | * Trained Investment (• • • •) The character took their formative lessons to heart, and trained themselves in ways that were seen as valuable to their community. The character gains a free Skill Dot in both of their Origin’s Focus Skills. | ||
| + | |||
* Lifer (• • • • •) The character has become the embodiment of what their Origin represents. Utilization of skills learned back home become second nature. The character gains the benefit of the 8-again rule on rolls involving their Focus Skills. | * Lifer (• • • • •) The character has become the embodiment of what their Origin represents. Utilization of skills learned back home become second nature. The character gains the benefit of the 8-again rule on rolls involving their Focus Skills. | ||
| + | ==Merit Details== | ||
| + | |||
| + | * Plugin: Cybernetically Implanted Device: High end computer, can be activated by thought, -2 pentalty on mundane discovery | ||
| + | * Plugin: Data Coprocessor: They gain a +3 modifier on all mundane extended challenges, such as Crafting, Surgery, Hacking, etc. They also receive an additional dice roll on an Extended Challenge, above their Attribute + Skill pool. | ||
| + | * Interdisciplenary Skill Specialty (Hacking): Can apply this specialty to any appropriate skill. (additionally this bonus is a +2 from a background detail) | ||
| + | * Untouchable: Because of methodical planning, rolls to investigate this character suffer the Incomplete Clue tag (COD 80) unless they achieve an exceptional success. [CoD 56] | ||
| + | ==Basic Vampire Stuff (reminders)== | ||
| + | ===Vampire Senses (vtr 90)=== | ||
| + | Kindred do not suffer normal vision penalties for being in the | ||
| + | dark, and can compensate with hearing. In full darkness, they | ||
| + | only suffer a –2 die penalty to rolls that require vision. If they | ||
| + | encounter traces of blood, even if dried or hidden (in a carpet, | ||
| + | for example), they immediately see even very small quantities. | ||
| + | |||
| + | Vampire hearing becomes similarly enhanced. They can hear | ||
| + | heartbeats at three yards or meters per dot of Blood Potency. Upon | ||
| + | Embrace, a vampire’s sense of smell attunes to the scent of blood. | ||
| − | ==Favors https://docs.google.com/document/d/1iysY9YeVJYSFe5UY6QxNNvX_06aOMDTJTZ8iWgqMPL4/edit# (Favors system document) == | + | A vampire can smell the presence of blood from about ten yards |
| − | * Universal 0 Personal Owed by me Owed to me Debt Fulfilled Coined y/n | + | or meters per dot of Blood Potency without rolling. Multiply this |
| − | Quickstart Guide: https://docs.google.com/document/d/1iKakNkmip8vvex0nmuIU47QPCGjhZboFL5DA0dTbhRM/edit# | + | range by her Auspex dots. If she’s tasted a particular human’s blood, |
| + | she can add her Blood Potency to any rolls to track him by scent. | ||
| + | |||
| + | Kindred blood does not offer this advantage, since it’s mostly old, | ||
| + | dead, and its smell is a blend of all the vampire’s recent victims. | ||
| + | If any of her Kindred senses apply, add her Blood Potency to | ||
| + | any rolls to detect hidden people or details by the traces of blood | ||
| + | |||
| + | ===Humanity/Breaking Points (vtr 107)=== | ||
| + | Gain +2 dice if you have an Anchor | ||
| + | |||
| + | Check page for specifics. | ||
| + | ==Favors [https://docs.google.com/document/d/1iysY9YeVJYSFe5UY6QxNNvX_06aOMDTJTZ8iWgqMPL4/edit#] (Favors system document) == | ||
| + | * Universal 0 | ||
| + | *Personal | ||
| + | ** Owed by me | ||
| + | ** Owed to me | ||
| + | ** Debt Fulfilled | ||
| + | *Coined y/n | ||
| + | |||
| + | ==Quickstart Guide: [https://docs.google.com/document/d/1iKakNkmip8vvex0nmuIU47QPCGjhZboFL5DA0dTbhRM/edit#]== | ||
* Creation Dots: Templates | * Creation Dots: Templates | ||
* Attributes Mental - 5 MtA p.82 5, 4, & 3 Phys - 3 | * Attributes Mental - 5 MtA p.82 5, 4, & 3 Phys - 3 | ||
| Line 145: | Line 312: | ||
* Merits - 10 dots | * Merits - 10 dots | ||
* Origins Freebies SE | * Origins Freebies SE | ||
| − | * Experience Points | + | * Experience Points 78 |
| − | * Spent: | + | * Spent: 74 |
| − | * Unspent: | + | * Unspent: 4 (plus any unaccounted-for sessions) |
==Experience Log== | ==Experience Log== | ||
| Line 171: | Line 338: | ||
'''25 spent''' | '''25 spent''' | ||
| + | |||
| + | Plugin: Cybernetically Implanted Device (High-end networked computer suitable for hacking, +1 Well-hidden +1 Activated by thought) (3) | ||
| + | * Spent time in play shopping for this plugin. Had it installed by a vendor after Hackfest | ||
| + | Plugin: Data Coprocessor (•••) | ||
| + | * Spent time in play shopping for this plugin, as well. Had it installed at the same time as the device (and wired to same) | ||
| + | |||
| + | '''31 spent''' | ||
| + | Spent 7 on the ship upgrades | ||
| + | * Worked on the ship's new AI and upgraded security for the ship | ||
| + | |||
| + | '''38 spent''' | ||
| + | |||
| + | 3 dots on Alternate Identity (3) | ||
| + | * Backfill: Renewed the 'Blaine Petruccio' Identity to distinguish it from 'B. Roselyn' | ||
| + | |||
| + | '''41 spent''' | ||
| + | |||
| + | 1 dot on Reputation (Ordo Draconius) (Mystery: Ascendant) | ||
| + | * Joined Ordo Dracul as a secondary covenant | ||
| + | 9 dots on 3 Coils (Ascendant): Surmounting the Daysleep, The Worm Face, Conquer the Red Fear [VtS2: 155-156] | ||
| + | * Crash course on Coils prior to going to a dangerous anti-supernat planet | ||
| + | |||
| + | '''51 spent''' | ||
| + | |||
| + | 1 dots on Brawl (2) | ||
| + | * Self-defense training with team Karve | ||
| + | 3 dots of Firearms (6) | ||
| + | * More fight training with team Karve. | ||
| + | * Initiation fights and training for same with Ordo Dracul | ||
| + | * Refreshed memory of self-defense training as a child | ||
| + | 1 dot of Oath of Fealty (grand-sire? Or to someone in between?) (1) | ||
| + | * Required as part of the deal to join Ordo Dracul | ||
| + | 1 dot of Invictus Status (1) [to OOO] | ||
| + | * Karve doing well has some benefits | ||
| + | Untouchable merit (1) | ||
| + | * Took a level in Criminal Mastermind | ||
| + | Three dots of Resilience (9) | ||
| + | * Nursing pain from fight training, spontaneously developed substantial clan Resilience | ||
| + | Fourth Coil of the Ascendant: Place with the Flame (3) | ||
| + | * Perfected one more Coil via self-initiation that was started but not completed on Idun | ||
| + | '''74 spent''' | ||
| + | |||
| + | 4 dots of Brawl (8) | ||
| + | * More training and old memories of early wrestling and self-defense training coming back with the posssbility of imenent death | ||
| + | 5 dots of Potence (20) | ||
| + | * Vampiric strength awakening. This will probably be pretty surprising to Petruccio when they find out. | ||
| + | 4 dots of the Ride the Wave style (4) | ||
| + | * Preparation to control their Beast as part of joining Ordo Dracul, finally starting to kick in | ||
| + | Two touchstones: The struggle for freedom and the Karve Tourism Pets (2) | ||
| + | * What do you mean? They always had these. But also, good times with the gang. | ||
| + | '''108 spent''' | ||
Latest revision as of 17:36, 20 August 2022
Contents
- 1 Petruchio
- 1.1 Touchstones
- 1.2 Merits
- 1.3 Conservator's Union
- 1.4 Mesmerize •
- 1.5 Iron Edict
- 1.6 Entombed Command •••
- 1.7 Dominate (3)
- 1.8 Coils
- 1.9 Oaths
- 1.10 Origin: Sheltered Elite (Rosalind)
- 1.11 Merit Details
- 1.12 Basic Vampire Stuff (reminders)
- 1.13 Favors [1] (Favors system document)
- 1.14 Quickstart Guide: [2]
- 1.15 Experience Log
Petruchio
- Origin: Sheltered Elite (Modified for House Rosalind: Key Skills Subterfuge and Computers)
- Clan Ventrue
- Campaign: Exit to Idun
- Virtue: Prudence
- Covenant: Invictus
- Company: Karve Tourism Ltd
- Vice: Pride
- Space Union: Conservators
| Attributes | |||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Intelligence | OOOOO | Strength | OOOOOO | Presence | OOOO |
||||||||||||||||||||||
| Wits | OOO | Dexterity | OOO | Manipulation | OOOO |
||||||||||||||||||||||
| Resolve | OOOO | Stamina | OOOOO | Composure | OOOO |
||||||||||||||||||||||
| Skills | Disciplines | Health | |||||||||||||||||||||||||
| -3 unskilled | Mental | Specialties | 10 |
| Stam + Size | ||||||||||||||||||||||
| Academics | OO | Animalism | n/a | ||||||||||||||||||||||||
| Computer | OOOOO | Hacking*, Programming 8-again | Willpower | Res + Comp | |||||||||||||||||||||||
| Crafts | OOO | Forgery | Dominate | OOO | 8 | OOOOOOOO |
|||||||||||||||||||||
| Investigation | O |
||||||||||||||||||||||||||
| Medicine | Resilience | OOO | Blood Potency | ||||||||||||||||||||||||
| Occult | O | 2 | OO |
||||||||||||||||||||||||
| Politics | OOO | Vampires | |||||||||||||||||||||||||
| Science | O | Vitae | |||||||||||||||||||||||||
| 10 total | OOOOOOOOOO |
||||||||||||||||||||||||||
| -1 unskilled | Physical | Specialties | Merits | 2 per turn | |||||||||||||||||||||||
| Athletics | O | Origin (S. Elite) | OOOOO | Integrity/Humanity | |||||||||||||||||||||||
| Brawl | OOOOO | Invictus Status | OOO | 7 | OOOOOOO |
||||||||||||||||||||||
| Drive | O | Ventrue Status | OO |
||||||||||||||||||||||||
| Ordo Dracul Status | O |
||||||||||||||||||||||||||
| Firearms | OOO | Resources | OOOOO | 5 | Size | ||||||||||||||||||||||
| Larceny | Allies (Elites) | OOO | 9 | Speed | Str + Dex + 5 | ||||||||||||||||||||||
| Stealth | OO | Contacts (Hackers) | OOO | 4 | Defense | (Lower of Dex or Wits) + Athl | |||||||||||||||||||||
| Survival | OO | Herd | OOO | Armor | |||||||||||||||||||||||
| Weaponry | Haven | OOO | 7 | Initiative Modifier | Dex + Comp | ||||||||||||||||||||||
| Interdiciplinary Skill spec: Hacking | O |
||||||||||||||||||||||||||
| -1 unskilled | Social | Specialties | Plugins: | ||||||||||||||||||||||||
| Animal Ken | O | Data Coprocessor | OOO | 5 | Downtimes | (Resolve +1) | |||||||||||||||||||||
| Empathy | OO | Cybernetically Implanted Device | OOO |
||||||||||||||||||||||||
| Expression | OO |
||||||||||||||||||||||||||
| Intimidation | O | Coils | |||||||||||||||||||||||||
| Persuasion | OOO | Coil of the Ascendant | OOO |
||||||||||||||||||||||||
| Socialize | O |
||||||||||||||||||||||||||
| Streetwise | |||||||||||||||||||||||||||
| Subterfuge | OOOOO | Lying, Misdirection 8-again |
|||||||||||||||||||||||||
- Magic - Vampire
- Aspirations
- Keep Idun's resources in Idun (Merchant Marine, etc).
- Make the Mayor look as ridiculous to others as you see him.
- Squash any power grabs from Elites or Megacorps.
- Ventrue pg 26, Requiem
- Clan Bane (The Aloof Curse): Excellence breeds contempt. When people are puppets for your will and buildings are play pieces on a grand game board, it is hard not to become distant. It is so very easy for you to become detached from those people, places, and things that keep the Man secure in your breast.
- Favored Attributes: Presence or Resolve
- Disciplines: Animalism, Dominate, Resilience
- Unconquered Estate/Invictus pg 38, Requiem
Touchstones
- 7: Pets of the crew
- 6: The Karve Tourism Crew
- 5: Principle: Freedom of sentients, including supernats
Merits
<b>Riding the Wave (Style, • to •••••)</b> (vtr2: 118) Prerequisites: Composure •••, Resolve ••• Effect: Your character runs with her Beast, and knows how to use it to her advantage. She’s turned riding the wave into a raw, primal art. These maneuvers may only be used while riding the wave. They cannot be used in a normal frenzy, or outside of frenzy. Ravage (•): Due to your character’s connection to her Beast, her fangs become horrendous weapons. They look no different, but her Beast knows how to use them with the utmost efficiency. While riding the wave, they become 1L weapons when used in a bite attack. Primal Strength (••): Your character’s Beast blasts outward in short bursts, in order to accomplish quick feats of strength. When lifting, jumping, or destroying objects as an instant action, double the Strength bonus aquired while in frenzy. In the Zone (•••): When attempting to leash the Beast and ride the wave, your character still operates at peak efficiency. She still has to spend Willpower points in order to make rolls to ride the wave, but those Willpower points also give a +3 die bonus to any action taken in the turn. Unyielding (••••): Your character rides the wave frequently; it ceases to be taxing on her mental reserves. After a scene where she successfully rides the wave, she recovers any Willpower spent to initiate the ride.
| Disciplines | ||||||
|---|---|---|---|---|---|---|
| Category | Action | Name | Page | Pool | Calculation | Cost |
| Dominate1 | Instant | Mesmerize | 131 | 7 | Int + Exp + Dom + BP | 0 Vitae |
| Dominate 2 | Instant | Iron Edict | 131 | 0 | 0 | Mesmerize first + 1 Vitae |
| Dominate 3 | Instant | Entombed Command | 132 | 11 | Int + Sub + Dom, minus Victims's Resolve + Power | Mesmerize first + 0 Vitae |
| Resilience 3 | None/Reflex | Resilience | 141 | n/a | Stamina = Stamina + DOTS/armor = DOTS | passive/1 Vitae |
Vigor 5None/ReflexVigorStrength = Strength + DOTS, can jump /
Conservator's Union
- Primary benefit: Once per game, a Conservator can reach out to the Union’s influence network to gain the Connected, Networked, or Informed condition.
- Downtime benefit: Spend a downtime to gain a Universal Favor. No character can hold more than 3 Universal Favors earned via this benefit (see Favors in Chapter 4).
Mesmerize •
All a vampire has to do is meet her victim’s eye to catch him in her thrall. Her control isn’t obvious; she just asks him to do something and her victim acquiesces. He could unlock a door, pass her a gun — or forget ever meeting her. Some cruel vampires mesmerize passers-by just to take the rap for their crimes.
- Cost: None
- Dice Pool: Intelligence + Expression + Dominate vs. Resolve + bp
- Action: Instant
- Mesmerized Condition on the victim
- Action: Instant
- Failure: The vampire’s victim proves stronger-willed than
she’d thought.
- Success: The vampire holds her victim’s gaze for just a second,
but it’s enough to inflict the Mesmerized Condition (p. 305).
- Exceptional Success: The vampire’s control flows over the
victim’s brain like water. They want to do whatever the vampire says. The vampire can issue a command in the same action as mesmerizing the victim.
Once she has inflicted the Mesmerized Condition, the vampire can command the victim as an instant action. Her commands can’t be longer than three or four words, and she has to be direct — her control doesn’t extend to issuing vague commands. “Follow me,” “Shoot your husband,” and “Repeat after me…” are all suitable commands, while “Forget,” “Submit,” and “Do my bidding” have too much room for interpretation. She can even mess with the victim’s memory, making one statement about the current scene that victim will remember as truth. While she can still only use simple and unambiguous commands, she can pack a lot of changes into four words: “You killed that man” and “I was not here” combine to frame the victim for murder
Iron Edict
Once she’s got a hotline into her victim’s mind, the vampire can take some time to play with his thoughts and memories. While it takes more of her power to relay complex commands, she goes from jerking her victim’s strings to controlling him like a puppeteer, making his every movement dance to her tune. Cost: 1 Vitae; none if victim is in Vinculum with the vampire Dice Pool: None
- Requirement: The vampire must have inflicted the Mesmerized Condition on the victim
- Action: Instant
The vampire can issue a longer command to a Mesmerized victim. This edict can be up to three sentences long, and can include a successive series of actions. The command takes two turns per sentence to convey. As with Mesmerize, the vampire’s control doesn’t extend to commands that rely on the victim’s interpretation. The victim takes the Dominated Condition (p. 302) and will follow the vampire’s commands as soon as she finishes speaking them. He continues to follow the order until he has completed his task, or the sun rises. Many Kindred use Iron Edict to issue a simple command, such as “Obey my direct instructions when I give them to you,” which effectively gives them control over the minion until the sun comes up — though it doesn’t extend the duration of the Mesmerized Condition.
Entombed Command •••
The vampire has enough control over her meat-puppet to implant a subconscious trigger, a specific set of conditions that will turn him into her slave when he encounters them. She can force her victim into a suggestible state when he points a gun at her, make him transfer all of his money into her account when he hears Beethoven’s Ninth Symphony, or only allow him to remember his son when he smells lilacs. Cost: None; other Dominate powers may cost Vitae. Dice Pool: Intelligence + Subterfuge + Dominate – victim’s Resolve
- Requirement: The vampire must have inflicted the Mesmerized Condition on the victim
- Action: Instant
- Duration: One week per success, or one month per success (see below).
- Roll Results
- Dramatic Failure: The vampire’s attempt to set up a trigger backfires. The victim loses his Mesmerized Condition. For the next week, when he encounters one trigger that the vampire attempted to set he instead gains the Steadfast Condition (p. 306). Failure: The attempt to set triggers in the victim’s mind doesn’t take. Is he fighting back, or is there another reason? Success: The vampire can implant a number of subconscious triggers equal to the number of successes rolled to trigger specific effects of other Dominate powers. She must pay any Vitae cost for these powers as normal. These triggers remain in place for one week per success, or one month per success if the victim is in any stage of Vinculum towards the vampire. During that time, the effects of the trigger emerge each time the victim encounters the stimulus.
Dominate (3)
Passsive: +3 to Stamina (this can bring Stamina above the maximum and is added to the "normal" Stamina, and up to 3 aggrivated damage are reduced to Lethal (actually Bashing, because of Ascended coil). Active [one Vitae]: Either: Subtract 3 from a non-Bane source of damage (the damage still shows visually but is superficial, and can be healed completely the next time the Vampire slumbers), or reduce up to 3 Fire [or other non-Sunlight bane] damage. Again the reduced damage still shows, but doesn't look worse than it would for a human who took that damage.
Resilience
- Duration: Permanent (for persistent effects) or one turn (for
active effects)
- Persistent: Add the vampire’s dots in Resilience to his
Stamina. This may raise a character’s Stamina above the normal limits imposed by his Blood Potency. Whenever he is dealt aggravated damage, for each dot of Resilience he possesses, downgrade one point of aggravated damage to lethal. This applies to damage from fire and all acquired banes, but not sunlight. Resilience offers no reprieve from the sun’s blazing eye.
- Active: By spending Vitae a vampire can dismiss grievous
wounds, even those from banes. For each point of Vitae spent, choose one effect from the following list. A vampire may spend additional Vitae to invoke multiple effects simultaneously, but no effect of Resilience may be used more than once per turn. • Subtract his Resilience dots plus one from all non-bane sources of damage. Mechanically this is similar to armor, but does nothing to reduce the visual and superficial signs of injury. Removed damage appears to be dealt, but resisted wounds do not inhibit the vampire physically in any way, though in a social context they likely create some difficulties. All superficial wounds may be healed completely for one Vitae whenever he next slumbers.
Vigor
- Duration: Permanent (for persistent effects) or one turn (for
active effects).
- Persistent: Add the vampire’s dots in Vigor to her Strength.
This can raise her Strength above the normal limits imposed by her Blood Potency. Additionally, the vampire may make a Strength + Athletics roll to jump. The yards (meters) jumped are equal to (successes) * (Vigor dots + 1).
- Active: By spending Vitae a vampire can energize her dead muscles,
giving her a brief but substantial burst of strength. For each point of Vitae spent choose one effect from the following list. A vampire may spend additional Vitae to invoke multiple effects simultaneously, but no effect of Vigor may be used more than once per turn.
- Add her dots in Vigor as a weapon bonus to all Athletics,
Brawl, and Weaponry attacks made this turn. This puts enormous strain on weapons, especially those not intended for heavy hitting. Improvised weapons take one point of damage for every dot of Vigor over that tool’s durability whenever they are used in this manner.
Coils
Coil of the Ascendant
Surmounting the Daysleep [vtr 155]
A Dragon will not be held down by the distant rays of the dawning sun, nor made weak by its celestial body. So long as she benefits from the blush of life (p. 90) the Dragon need not roll to resist her daily slumber, nor will she gain the Lethargic Condition (p. 305) for remaining active during the day.
The Warm Face [vtr 156]
Before she can overcome the sun a Dragon must first make herself as she was when she walked beneath it. The blush of life now lasts 24 hours, instead of just one scene.
Conquer the Red Fear [vtr 156]
The uninitiated may fear the light, but the Dragon does not. A Dragon who has learned this Coil no longer risks frenzy from exposure to fire or sunlight (p. 103). She may stand next to a blazing bonfire or stare into the rising sun and retain total self control (though the latter will still be quite painful).
Peace with the Flame [vtr 156]
To conquer the bane of fire is one of the most significant victories a Dragon can achieve on her path to ascension. So long as she benefits from the blush of life she takes only lethal damage from fire, not aggravated. If she also has dots in the Resilience Discipline (p. 141) it further magnifies her endurance, with each dot reducing one point of fire damage from lethal to bashing
Oaths
(invictus merits)
- Oath of Fealty: This most basic Oath establishes a foundation of trust
within the Invictus. The vassal may draw a number of Vitae from his liege equal to his Invictus Status in a given week. This Vitae transfers mystically over any distance, and replenishes the vassal’s pool without risk of Vitae addiction or blood bond. The liege always knows if the vassal lies to her, in voice or in writing
Origin: Sheltered Elite (Rosalind)
- Networking (•) The character still knows people from back home, and sometimes they are willing to pass on information. The character gains a dot of Contacts pertaining to their Origin.
- Survival Skills (• •) The character learned more than a little growing up. How to find food, how to talk tough, maybe even how to shoot guns. They gain a free Specialty in both of their Origin’s Focus Skills. (Computers(Programming), Subterfuge(Misdirection)
- Relic of the Past (• • •) The character has access to a family heirloom, award of service, photograph, or other item representing their home, family, or friends left behind. Once per session, by concentrating on this item in reflection for five minutes, the character feels refreshed and regains a lost Willpower point.
- House Rosalind pin sized for a child, well worn; contains usually powered, but inactive remote that can project a virtual avatar for an AI or similar entity.
- Trained Investment (• • • •) The character took their formative lessons to heart, and trained themselves in ways that were seen as valuable to their community. The character gains a free Skill Dot in both of their Origin’s Focus Skills.
- Lifer (• • • • •) The character has become the embodiment of what their Origin represents. Utilization of skills learned back home become second nature. The character gains the benefit of the 8-again rule on rolls involving their Focus Skills.
Merit Details
- Plugin: Cybernetically Implanted Device: High end computer, can be activated by thought, -2 pentalty on mundane discovery
- Plugin: Data Coprocessor: They gain a +3 modifier on all mundane extended challenges, such as Crafting, Surgery, Hacking, etc. They also receive an additional dice roll on an Extended Challenge, above their Attribute + Skill pool.
- Interdisciplenary Skill Specialty (Hacking): Can apply this specialty to any appropriate skill. (additionally this bonus is a +2 from a background detail)
- Untouchable: Because of methodical planning, rolls to investigate this character suffer the Incomplete Clue tag (COD 80) unless they achieve an exceptional success. [CoD 56]
Basic Vampire Stuff (reminders)
Vampire Senses (vtr 90)
Kindred do not suffer normal vision penalties for being in the dark, and can compensate with hearing. In full darkness, they only suffer a –2 die penalty to rolls that require vision. If they encounter traces of blood, even if dried or hidden (in a carpet, for example), they immediately see even very small quantities.
Vampire hearing becomes similarly enhanced. They can hear heartbeats at three yards or meters per dot of Blood Potency. Upon Embrace, a vampire’s sense of smell attunes to the scent of blood.
A vampire can smell the presence of blood from about ten yards or meters per dot of Blood Potency without rolling. Multiply this range by her Auspex dots. If she’s tasted a particular human’s blood, she can add her Blood Potency to any rolls to track him by scent.
Kindred blood does not offer this advantage, since it’s mostly old, dead, and its smell is a blend of all the vampire’s recent victims. If any of her Kindred senses apply, add her Blood Potency to any rolls to detect hidden people or details by the traces of blood
Humanity/Breaking Points (vtr 107)
Gain +2 dice if you have an Anchor
Check page for specifics.
Favors [1] (Favors system document)
- Universal 0
- Personal
- Owed by me
- Owed to me
- Debt Fulfilled
- Coined y/n
Quickstart Guide: [2]
- Creation Dots: Templates
- Attributes Mental - 5 MtA p.82 5, 4, & 3 Phys - 3
- Soc - 4
- Skills Mental - 11 11, 7, & 4 Phys - 4
- Social - 7
- Skill specs - 3
- Template
- Origins Merit
- Merits - 10 dots
- Origins Freebies SE
- Experience Points 78
- Spent: 74
- Unspent: 4 (plus any unaccounted-for sessions)
Experience Log
Expression+2 (from 0) (4)
- Worked with Pricely trying to make an improved version of the brochure. In the end, we ended up throwing out all my ideas and keeping it the same, but it was an experience.
- Wrote letters to the editor of Eden City's major "paper" talking about how the mayor needs to do more to stop the track down the firethorn attacks, intimating that they may be based on human agency, not randomness.
+1 to Blood Potency. (5)
- Hit 50. (around 35 years of being a vampire). 35 hit back with a point of blood potency. Feels great, except, at this rate I'm going to be down to kindred blood all too soon.
+4 dots of Origin: Elite (4)
- Took a vacation under an assumed identity (B Rosalynd would be a bit too concpicious) to spend time with the family. Share their frustration with the new head, but reminded of why I like my folks.
- Spent time networking with the family around the matter of the new cousin.
- Engaged in a Remote Hackday to duplicate the main product of a competitor (and jackass). Open sourced the result anonymously. Doing good but also gaining an advantage; what's their loss is our gain (and a lot of other people's, but who can be a better shark than a Rosalynd? Well, a vampire Rosalynd, that's who).
+1 Resolve (4) (to 4)
- Spent a bunch of time at boring Invictus meetings
+1 Composure (4) (to 4)
- Dealt with the Karve crew without frenzying. Much.
+1 Intelligence (4) (to 5)
- Spent a bunch of time trying to figure out how the Eden city's government even works.
25 spent
Plugin: Cybernetically Implanted Device (High-end networked computer suitable for hacking, +1 Well-hidden +1 Activated by thought) (3)
- Spent time in play shopping for this plugin. Had it installed by a vendor after Hackfest
Plugin: Data Coprocessor (•••)
- Spent time in play shopping for this plugin, as well. Had it installed at the same time as the device (and wired to same)
31 spent Spent 7 on the ship upgrades
- Worked on the ship's new AI and upgraded security for the ship
38 spent
3 dots on Alternate Identity (3)
- Backfill: Renewed the 'Blaine Petruccio' Identity to distinguish it from 'B. Roselyn'
41 spent
1 dot on Reputation (Ordo Draconius) (Mystery: Ascendant)
- Joined Ordo Dracul as a secondary covenant
9 dots on 3 Coils (Ascendant): Surmounting the Daysleep, The Worm Face, Conquer the Red Fear [VtS2: 155-156]
- Crash course on Coils prior to going to a dangerous anti-supernat planet
51 spent
1 dots on Brawl (2)
- Self-defense training with team Karve
3 dots of Firearms (6)
- More fight training with team Karve.
- Initiation fights and training for same with Ordo Dracul
- Refreshed memory of self-defense training as a child
1 dot of Oath of Fealty (grand-sire? Or to someone in between?) (1)
- Required as part of the deal to join Ordo Dracul
1 dot of Invictus Status (1) [to OOO]
- Karve doing well has some benefits
Untouchable merit (1)
- Took a level in Criminal Mastermind
Three dots of Resilience (9)
- Nursing pain from fight training, spontaneously developed substantial clan Resilience
Fourth Coil of the Ascendant: Place with the Flame (3)
- Perfected one more Coil via self-initiation that was started but not completed on Idun
74 spent
4 dots of Brawl (8)
- More training and old memories of early wrestling and self-defense training coming back with the posssbility of imenent death
5 dots of Potence (20)
- Vampiric strength awakening. This will probably be pretty surprising to Petruccio when they find out.
4 dots of the Ride the Wave style (4)
- Preparation to control their Beast as part of joining Ordo Dracul, finally starting to kick in
Two touchstones: The struggle for freedom and the Karve Tourism Pets (2)
- What do you mean? They always had these. But also, good times with the gang.
108 spent