Petruccio::Sheet

From Magic Fish Radio
Revision as of 23:03, 19 October 2021 by Mneme (talk | contribs)
Jump to navigationJump to search

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
O<td
Attributes
Intelligence
OOOOO
Strength
O
Presence
OOOO
Wits
OOO
Dexterity
OOO
Manipulation
OOOO
Resolve
OOOO
Stamina
OO<color=blue>OOO</color>
Composure
OOOO
SkillsDisciplinesHealth
-3 unskilledMental Specialties10
-1-2-3
Stam + Size
Academics
OO
 Animalismn/a
Computer
OOOOO
Hacking*, Programming
8-again
Willpower Res + Comp
Crafts
OOO
Forgery Dominate
OOO
8
OOOOOOOO
Investigation
O
Medicine Resilience OOOO Blood Potency
Occult
O
2
OO
Politics
OOO
Vampires
Science
O
Vitae
10 total
OOOOOOOOOO
-1 unskilledPhysical Specialties Merits 2 per turn
Athletics
O
>Origin (S. Elite)
OOOOO
Integrity/Humanity
BrawlInvictus Status
OOO
7
OOOOOOO
Drive
O
Ventrue Status
OO
Ordo Dracul Status
O
FirearmsOOO 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
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/ReflexResilience 141n/aStamina = Stamina + DOTS/armor = DOTSpassive/1 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.

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.

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).

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]

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