Difference between revisions of "Petruccio::Sheet"
| Line 59: | Line 59: | ||
* Unconquered Estate/Invictus pg 38, Requiem | * Unconquered Estate/Invictus pg 38, Requiem | ||
| − | <table><tr><th>Disciplines | + | <table><tr><th colspan=7>Disciplines |
| − | <tr><th>Category Action Name Page Pool Calculation Cost | + | <tr><th>Category</th><th> Action </th><th>Name</th><th> Page</th><th> Pool</th><th> Calculation</th><th> Cost </th> |
| − | <tr><th>Dominate1 | + | <tr><th>Dominate1 </th><td>Instant </td><td> Mesmerize </td><td> 131 </td><td>7 </td><td>Int + Exp + Dom + BP </td><td>0 Vitae</td> |
| − | <tr><th>Dominate 2 Instant Iron Edict 131 0 0 Mesmerize first + | + | <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 Instant Entombed Command 132 11 Int + Sub + Dom, minus Victims's Resolve + Power Mesmerize first + 0 Vitae | + | <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> | </table> | ||
Revision as of 17:18, 6 March 2021
Contents
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 | OOOO | Strength | O | Presence | OOOO | ||
| Wits | OOO | Dexterity | OOO | Manipulation | OOOO | ||
| Resolve | OOO | Stamina | OO | Composure | OOO | ||
| Skills | Disciplines | Health | |||||
|---|---|---|---|---|---|---|---|
| -3 unskilled | Mental | Specialties | 7 | OOOOOOO | Stam + Size | ||
| Academics | OO | Animalism | n/a | ||||
| Computer | OOOO | Hacking* | Willpower | Res + Comp | |||
| Crafts | OOO | Forgery | Dominate | OOO | 6 | OOOOOO | |
| Investigation | O | ||||||
| Medicine | Resilience | n/a | Blood Potency | ||||
| Occult | O | 1 | O | ||||
| Politics | OOO | Vampires | |||||
| Science | O | Vitae | |||||
| 10 total | OOOOOOOOOO | ||||||
| -1 unskilled | Physical | Specialties | Merits | 1 per turn | |||
| Athletics | O Origin (S. Elite) | O | Integrity/Humanity | ||||
| Brawl | Invictus Status | OO | 7 | OOOOOOO | |||
| Drive | O | Ventrue Status | OO | ||||
| Firearms | 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 | 6 | Initiative Modifier | Dex + Comp | ||
| Interdiciplinary Skill spec: Hacking O | |||||||
| -1 unskilled | Social | Specialties | |||||
| Animal Ken | O | Downtimes | |||||
| Empathy | OO | (Resolve +1) | |||||
| Expression | |||||||
| Intimidation | O | ||||||
| Persuasion | OOO | ||||||
| Socialize | O | ||||||
| Streetwise | |||||||
| Subterfuge | OOOO | Lying | |||||
- 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
| 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 |
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.
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
- 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 48
- SPent: 0
- Unspent: 48