Menthen Jagaro

Arthur Carter's page

223 posts. Alias of Dennis Harry.


Race

HP = 9/11|MP=14/14|SAN 70/70|Spot Hidden 70%

About Arthur Carter

Human Male - Archaeology Professor

Size - 40 (20/8)
Intelligence - 80 (40/17)
Education - 55 (27/11)

Strength - 55 (27/11)
Constitution - 75 (37/15)
Power - 70 (35/14)
Dexterity - 40 (20/8)
Appearance - 45 (22/9)

Luck - 75

Magic Points - 14
Damage & Build - Damage Bonus - None : Build - 0.
Hit Points - 11
Sanity - 70

Skills:

Skill Points Occupation - EDU x 2 = 110 + STR x 2 = 110 = 220
Skill Points Hobby - INT x 2 = 160

Skills Occupation (8):

Anthropology (01%) + 13 = 14%
Appraise (05%)
Archaeology (01%) + 49 = 50%
Fast Talk (05%) + 25 = 30%
Library Use (20%) + 25 = 45%
Medicine (01%) + 39 = (40%)
Other Language (Egyptian Hieroglyphics) (01%) + 9 = 10%
Spot Hidden (25%) + 45 = (70%)

Credit Rating (00%) + 15 = 15%

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Hobby Skills:

First Aid (30%) + 30 = 60%
History (05%) + 55 = 60%
Persuade (10%) + 50 = 60%
Rifle/Shotgun (25%) + 25 = 50%

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Skills Non-Occupation:

Accounting (05%)
Art/Craft (05%):
Charm (15%)
Climb (20%)
Disguise (05%)
Dodge (25%)
Drive Auto (20%)
Electrical Repair (10%)
Fighting (Brawl) (25%)
Handgun (20%)
Intimidate (15%)
Jump (20%)
Language Other (01%)
Language Own (75%)
Law (05%)
Listen (20%)
Locksmith (01%)
Mechanical Repair (15%)
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Hvy. Machine (01%)
Pilot (01%)
Psychology (10%)
Psychoanalysis (01%)
Ride (05%)
Science (01%)
Sleight of Hand (10%)
Stealth (20%)
Survival (10%)
Swim (20%)
Throw (20%)
Track (10%)

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Cthulhu Mythos (00%)

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Background:

Carter is a professor of Anthropology at Miskatonic University.

Concept - Indiana Jones

Arthur was born in Kensington England to Martha and Roger Carter, the older brother of the man who would one day be world famous as an Egyptologist. In his youth, Arthur had a keen intellect and the knack for manipulating those around him even where they were more powerful of build.

As the Great War loomed, the studies of Arthur at the Oxford Medical school were interrupted by the call of all young men to Europe to defeat the menace of the Huns. Arthur took the opportunity to push for a position on the Battlefield as a Medic rather than as a foot soldier. The influence of his Uncle enabled him to pull just enough strings to get the job done.

By the end of the Great War, Arthur became a modestly successful physician. He won numerous awards for his calmness of heart and mind in the worst of situations. The men that served near him though knew that the man was cold blooded and despite being respected, he was feared by his peers.

Death interested Arthur at this time and once discharged, he wrote to his Uncle in Egypt requesting a position with him investigating the mysteries of the past. The medical world held no more interest for Arthur. Howard Carter agreed to bring his young nephew, a War hero, near physician, and brilliant young analytical mind to the dig site in the Valley of the Kings.

Before the dig could be completed Arthur was weary from life in the desert, he applied for a position at the American Miskatonic University as he had heard that the Archaeology Department wanted someone with real life field experience.

In the next year when the dig did reveal the tomb of the Pharaoh Tutankhamun Arthur was disappointed that he had left before he could be a part of history.

A few weeks ago, Augustus Larkin who is planning an archaeological expedition to Peru contacted him to ask if he would make the travel south to uncover further golden artifacts after a previous dig found a treasure trove in the area. Arthur leapt at the chance and asked for a Sabbatical from his Department head.

A second crack at glory awaited Arthur and no doubt a much less sandy and windy digging experience!

v20 Character:
Arthur Carter

True Brujah | 8th Generation | Will 8/8 | BP 6/15 - 3 PT

Nature - Chameleon
Demeanor - Guru

Clan - True Brujah

Gen - 8th Generation

XP earned - 9
XP spent - 7
Spent On - Ash Path 2,

Strength 1
Dexterity 2
Constitution 3

Charisma 2
Manipulation 4
Charisma 2

Perception 3
Intelligence 5
Wits 2

Talents:
Alertness - 3
Athletics - 1
Awareness - 3
Brawl -
Empathy -
Expression -
Intimidation - 1
Leadership - 2
Subterfuge - 3
Hobby Skill -

Skills:
Animal Ken -
Crafts -
Ride -
Etiquette -
Archery -
Larceny -
Melee - 3 (Stake & Sword)
Performance -
Stealth - 3
Survival - 3
Professional Skill -

Knowledge:
Hearth Wisdom -
Finance -
Investigation -
Law -
Medicine - 2
Occult - 5
Politics -
Seneschal -
Theology -
Expert Knowledge -

Conviction 2
Instincts 3
Courage 5

Path of Scorched Heart 5
Willpower 8

Backgrounds:
Generation 5
Contacts 1

Gear:

A flashlight, a cigarette lighter, a flask of booze of your choice. A skeleton key. $1,764. 5 Stakes. A sharp Antique Sword.

Family Ties:

The records there indicate he has eight people technically either of his family blood or married into.
Edgar A. Carter 45, pharmacist, Married to Louisa K. Dandridge Carter Age 43, nurse.
Three errr, make that Two offspring: (Rachel 22 - D), Emily 19, and Andrew 17
Edgar has a brother, Martin Carter who is age 42 and has a job managing a local grocery store. His wife is Hannah Bernice Smythe Carter 43, who works there at an office job. They have a single child, an 18 year old daughter named Bernice Angelica.

Disciplines:

Temporsis 5

Hourglass of the Mind
Masters of Temporis value patience and clarity. Time
is too complex and dangerous to manipulate incautiously
or on a whim. Thus, the first power of Temporis
focuses entirely on perception and serves as a permanent
alteration of a vampire’s senses.
System: Once purchased, this Discipline gives a
vampire a perfect sense of time. The vampire knows
events to the nearest second or better. Moreover, the
Cainite knows whenever the flow of time is mystically
disturbed by use of Celerity, greater levels of Temporis,
mortal wizardry, or stranger things. Sensing disturbances
is instinctive and reflexive, though it requires
a successful Perception + Awareness roll (difficulty 6
for most phenomena, as modified by the Storyteller for
distance and intensity).

•• Recurring Contemplation
A vampire with this power may trap a target’s mind
into reviewing a set of events over and over until interrupted.
This power is extremely subtle and ill-suited
to combat or other situations rich in sensory stimuli.
However, a cunning vampire can trick a sentry into
reliving the tedium of his uneventful watch even as
the Cainite draws close enough to strike or slip past.
Other uses include the maddening infliction of déjà
vu to induce paranoia or make a victim question her
senses and her sanity.
System: The vampire concentrates on a single victim
in his line of sight. The player rolls Manipulation
+ Occult (difficulty equal to the victim’s current
Willpower). With any successes, the victim falls into
a light trance and relives the most recent experiences
that preceded her fugue. Alternately, the vampire may
evoke another set of specific memories and circumstances
from the victim’s past, provided that he has
some means of telepathically drawing them forth. The
recurring events must be relatively benign, insofar as
nothing noteworthy happens or nothing happens that
would demand the victim’s immediate action. Thus, in
the example of the sentry, the vampire could entrance
him and walk past unobserved, but not if the sentry
spotted him before invoking the power. Ordinarily,
the fugue lasts one minute per success. If the vampire’s
player spends a blood point to fuel this power, determine
the trance’s duration according to the following
chart:

Successes Duration
1 success one minute
2 successes 10 minutes
3 successes one hour
4 successes six hours
5+ successes one day

Entranced victims are oblivious to their surroundings
and the actual flow of time around them. However, the
fugue ends immediately if the victim suffers any damage
or experiences a sudden jolt to her senses, such as a
thunderclap or even a gentle nudge. Normal conversation
does not break the trance, although shouting does.

••• Leaden Moment
With this power, a vampire may begin to alter the flow
of time itself rather than mere perception of events. The
vampire gestures and slows the desired object almost to
a dead stop. This power can slow incoming bullets to
the pace of drifting clouds, or cause an enemy warrior to
see the battlefield quicken to a blur of dizzying carnage
even as his every motion slows to a crawl.
System: The player spends one blood point and rolls
Intelligence + Occult. The difficulty depends on the
size and nature of the target: a single thrown brick is
only difficulty 4, while a crazed ghoul has a difficulty
of 9. Targets larger than an adult human cannot be
affected with Leaden Moment. It is possible to affect
small, closely grouped inanimate objects of the same
nature as a single object, though this increases the difficulty
by two or more at the Storyteller’s discretion (a
hail of bullets might be difficulty 9). This power may
be activated reflexively as a defensive action against
projectiles, but otherwise requires a full action on the
vampire’s initiative. Though failure carries no special
penalty apart from wasting blood, a botch means the
vampire mistakenly slows himself rather than the target,
counting every 1 as a success for that purpose.
If the vampire succeeds, the object slows to one-half its
true speed. Every two successes beyond the first reduce
this speed by one additional factor, so three successes
slows the target to one third its speed, five successes
yields quarter speed, etc. The actual mechanics of such
slowing depend on the situation. For projectiles, multiply
any successes to hit and final damage by the speed
factor, rounded down. Similarly apply the speed modifier
to the successes of other actions involving Dexterity,
Wits, or Strength for slowed characters. Characters
with Celerity may spend one blood point to negate one
factor of speed reduction at the expense of the usual
extra action provided – for example, one blood point
cancels a reduction to one half speed, two blood points
cancel one third, etc. Leaden Moment lasts one turn for
every two successes rolled, rounded up.

•••• Patience of the Norns
The vampire can now suspend an inanimate object in
time, keeping it frozen in perfect stasis as time passes at
normal speed around it. As with lesser Temporis powers,
this stasis has both combat and non-combat applications.
True Brujah warriors may halt bullets outright
rather than merely slowing their approach or casually
sidestep a collapsing building. Higher-level variations
on this power preserve precious scrolls and artifacts
without risk of mold or decay. If any solid object or
nontrivial volume of liquid touches a frozen object that
did not touch it at the moment of suspension, the item
re-enters time with the same properties and velocity
as when it stopped. Thus, touching a suspended object
with anything more substantial than a raindrop releases
it exactly as it was before it stopped.
System: The player spends two blood points and rolls
Intelligence + Occult (difficulty 6). The vampire must
be able to perceive the object that he’s suspending, so
the player may need to make a Perception + Alertness
roll at a difficulty determined by the Storyteller in order
to freeze fast-moving objects. If an object exceeds
the speed of mortal perception, superhuman perception
such as Auspex is required in order to see and stop
it (as such, bullets can be stopped with this power, but
only if the vampire has at least a dot of Auspex). Objects
frozen by this power remain halted according to
the number of successes rolled:

Successes Duration
1 success one turn
2 successes one minute
3 successes 10 minutes
4 successes one hour
5 successes one day
6+ successes one week per success over 5

Suspended objects retain all energy in their suspension,
releasing none to the outside universe. A suspended
knife has no kinetic energy as far as the rest of
the world is concerned and hangs suspended in mid-air
until the power is interrupted or the duration expires.
Suspended alchemical or chemical processes also halt,
including fire. However, any physical contact more substantial
than a falling raindrop breaks the suspension.

••••• Clotho’s Gift
With this power, a vampire momentarily accelerates
time through himself. In this brief instant, he moves
with the preternatural speed of Celerity. Unlike that
Discipline, however, the time dilation of Clotho’s Gift
permits any type of action. A vampire may still move
or strike faster than the eye can see, but also think,
plan, and even invoke other Disciplines that require
full concentration. Only the last presents a danger, as
it overtaxes the vampire’s unliving stasis.
System: The player spends three blood points and
rolls Intelligence + Occult (difficulty 7). For a number
of turns equal to half the vampire’s Temporis rating,
rounded up, the character may take a number of extra
actions at her full dice pool equal to the number
of successes rolled. These actions follow the timing
rules associated with Celerity, but may be used to take
any action. A vampire may use the actions granted by
Clotho’s Gift to activate Disciplines multiple times,
even Disciplines that cannot be used more than once
in a turn (such as Dominate or Thaumaturgy). However,
for every action spent activating a Discipline, the
vampire suffers one level of unsoakable lethal damage.
Only one important exception exists: Any attempt to
stack extra actions through Celerity, subsequent applications
of Clotho’s Gift or other powers results in immediate
Final Death, as the vampire collapses into ash
as though burned by the sun.

Ash Path 2

• Shroudsight
Shroudsight allows a necromancer to see through the
Shroud, the mystical barrier that separates the living
world from the Underworld. By using this power, the
vampire can spot ghostly buildings and items, the landscape
of the so-called Shadowlands, and even wraiths
themselves. However, an observant wraith may notice
when a vampire suddenly starts staring at him, which
can lead to unpleasant consequences.
System: A simple roll of Perception + Awareness
(difficulty 7) allows a necromancer to utilize Shroudsight.
The effects last for a scene.

•• Lifeless Tongues
Where Shroudsight allows a necromancer to see
ghosts, Lifeless Tongues allows her to converse with
them effortlessly. Once Lifeless Tongues is employed,
the vampire can carry on a conversation with the denizens
of the ghostly Underworld without spending blood
or causing the wraiths to expend any effort.

System: To use Lifeless Tongues requires a roll of
Perception + Occult (difficulty 6) and the expenditure
of a Willpower point.

Vitreous Path 1

• Eyes of the Dead
The necromancer employing the Eyes of the Dead
can see with the perceptions of the Restless Dead
(called Deathsight). To such a manipulator of ghostly
energies, the auras of surrounding beings give off telltale
hints as to their health and even their ultimate
fate; the necromancer can see the energies of death
flowing through everyone, just as ghosts can. By looking
at the entropic markings on a person’s body, the
necromancer can gain rough knowledge of how far that
person is from death, how soon that person is likely to
die, and even what the cause of her death is likely to
be. The information thus gained is not exact by any
means, but it gives the necromancer an edge over those
she scrutinizes.
System: The player rolls Perception + Occult, difficulty
6. One success lets a necromancer determine
whether someone is injured, diseased, or dying, as well
as whether the individual labors under any sort of curse
or baleful magic.
Further, the vampire can divine the target’s eventual
demise, depending on the successes scored. One success
means the character can guess how long the target
has to live to within a few weeks. Three successes
means the character can estimate how long the target
has to live and what the probable source of death will
be, as the entropic markings show the wounds that will
someday exist on that person. Five successes means the
character can actually see where and when the event
will occur by interpreting the black marks on the target’s
soul.
This ability lasts for one scene, though the necromancer
may choose to end the power early. It can be
used to read the fate of only one target at a time. Storytellers
should exercise judgment with this power, since
the markings of death are typically unavoidable. He
may decide to roll the dice himself, so that the player
has no way of knowing whether her insight is correct.

Rituals:

System: To perform a ritual correctly, a player must succeed
at an Intelligence + Occult roll with a difficulty equal
to 3 + the level of the ritual, maximum 9. Failure produces
no effect, but a botch may produce disastrous results.

[spoiler=Foxfire] The celebrant must burn a small green candle down to
the bottom (which takes about fifteen minutes) and form
the remaining ash and wax into a small sphere. The sphere
is then placed somewhere on the intended target’s person.
Anyone who carries the sphere appears to be normal
by any observer in the living world, but to anyone in the
Underworld, the target appears to be illuminated with a
sickly green glow. Ghosts find it trivially easy to affect the
target with their dark magic, and receive a -1 difficulty on
all magic-related rolls directed at the target. The sphere
remains for one hour per success on the casting roll.

Flaws:
Smell of the Grave 1
Nightmares (the Great War) 1
Repulsive to Animals 2
Anachronism 2
Enemy 1
7

Background Arthur Carter:

Concept - Demented Indiana Jones

Arthur was born in Kensington England to Martha and Roger Carter, the older brother of the man who would one day be world famous as an Egyptologist. In his youth, Arthur was considered callous to the extreme, a slight boy with a keen intellect he had the knack for manipulating those around him even where they were more powerful of build. There was always something a bit, off, about Arthur and children seemed to know better than to cross him (Eerie Presence).

As the Great War loomed, the studies of Arthur were interrupted by the call of all young men to Europe to defeat the menace of the Huns. Arthur took the opportunity to push for a position on the Battlefield as a Medic rather than as a foot soldier. The influence of his Uncle enabled him to pull just enough strings to get the job done.

The Oxford Medical school breathed a sigh of relief as Arthur was sent off to the War, normally a young man of his talents would not have been sent to the front lines but behind the scenes string were pulled to get him into the War! His direct advisor, perhaps the only mortal man who truly understood Arthur, wrote in his report that Arthur would more likely use his skills to replicate the works of Jack the Ripper then well anyone else really.

Perhaps they thought the War would either kill or humanize Arthur, it did neither. Oh there is no doubt that Arthur suffered from “shell shock” but his unique personality seemed to relegate the terrors that shocked soldiers into daytime difficulties to his dreams only (Nightmares).

By the end of the Great War, Arthur became a modestly successful physician. He lost many of his patients on the battlefield, this was attributed to their wounds rather than the truth of the matter, that Arthur murdered them to gain a better understanding of death and the effects of certain experiments upon them. His goal was to keep them hovering on death’s door as if frozen in time. Arthur generally experimented with those who would have soon died anyway having had a knack for recognizing which wounds were recoverable versus which would be fatal.

He won numerous awards for his calmness of heart and mind in the worst of situations. The men that served near him though knew that the man was cold blooded and despite being respected, he was feared by his peers.

Death interested Arthur at this time and once discharged, he wrote to his Uncle in Egypt requesting a position with him investigating the mysteries of the past. The medical world held no more interest for Arthur. Howard Carter agreed to bring his young nephew, a War hero, near physician, and brilliant young analytical mind to the dig site in the Valley of the Kings.

By 1922 the excavation was successful and Howard and Arthur finally gazed upon the tomb of the Pharaoh Tutankhamun. The find was accompanied by great drama as many involved in the excavation began to perish, in fact, Arthur made sure a few perished to increase the publicity of the event and to weigh whether superstitions could override scientific judgment, it did. Soon after the discovery, Arthur’s Uncle retired and the creepy young man was soon thrown off of the dig. Or at least that was the story that was told as to why he disappeared.

The truth is that Arthur never died. Arthur became an immortal. In the year 1924 Howard and Arthur working late together one night discovered something, something that would have put the discovery of Tut to shame. They discovered that “Mummies” who referred to themselves as the Undying, did indeed exist. All of the Occult that Arthur studied could not have prepared him for this revelation. Even faced with such a creature who had been trapped in a tomb for Millennia, the man’s pulse did not race. The creature recognized the stone cold ice water in the young man’s veins and knew that the young man would make an excellent servant in the land of the Living.

Howard was forced into retirement and pushed out of Egypt, no doubt the Undying, who refused to give his True Name, had altered the old man’s memories to forget not only what he saw, but that his nephew existed.

The Undying, King Fethas as he asked Arthur to address him was not in the crypt for Millennia as Arthur has postulated, just for a mere set of decades. Fethas was allied with an ancient eastern death cult, the Tal’Mahe’Ra and Fethas knew that Arthur would be a useful addition. The man whose mind could block out the horror of the Great War and bring the horror of his own evil core to those halpless victims had found a true home.

Even his first step into the Shadowlands did not disturb Arthur, Enoch was a greater find than uncovering the Tombs of the Pharaoh’s could ever have been. By 1925 the aide to the Undying became a Ghoul in the service of the Hand. The True Brujah member Taslynn Kincaid selected him for his cold detachment from the world and the underworld around him.

By 1935, Arthur was given the greatest gift of all, that of Immortality by a scholar warrior who had lived ages that Arthur had only read about as a child. After another decade of serving in a Kamut, the Hand determined that Arthur, who began to ask questions that disturbed the Liches, should rejoin the land of the living. With Fethas once more interred in his tomb in the Valley of the Kings, his new life cut short by a pack of werewolves no less, Arhur’s sire was simply not influential enough to keep him assigned to Enoch.

Arthur’s assignment disturbed him greatly, he was to become a Prince in a Camarilla city! The same city as his birth, Kensington. It seemed that the Prince of that city died in the bombing raids of the Germans and being familiar with the city, Arthur was selected to be placed into the city as a double agent in Mithras’ domain no less!

Arthur’s reign at first was peaceful, as a long lost childe of the Prince, the few Kindred of the city were happy to maintain stability of rule and the Primogen, small as it was, was given great leeway by Arthur who was clearly more interested in being a scholar than leader. Indeed, Arthur was busy experimenting, experimenting with a power gifted to him by one of his Nagaraja allies, the Ash Path of Necromancy. His interest in the Underworld and by promising a favor from Fethas when he woke, gained Arthur access to the underworld!

The problem came with the arrival of Gina Giovanni (Enemy 1). Arthur welcomed her into the city and due to his lack of political savvy attempted to befriend her in the name of securing more access to Necromantic powers. Gina did not share the enthusiasm for sharing that Arthur encouraged. By 1955 once she was truly convinced that Arthur did indeed have some rudimentary powers of Necromancy, she used her ties to the Primogen to have Arthur deposed as a spy from across the Iron Curtain, she claimed that Arthur was never a Childe of the Prince and was in fact a spy sent by the Brujah Council of the USSR!

Unable to prove his lineage, Arthur was forced to concede his seat. However, he had gained some insight into Mithras’ Court during his decade as a Prince so the True Hand extracted him. Still, the Hand dislikes failure and punished Arthur by placing him into Torpor.

For over 30 years, Arthur was so punished, it was only the rise of Fethas from his sleep that Arthur was reactivated once more. Serving one of the Liches in research and politics Arthur was once more serving in Enoch. Still the same problem arose once more, Arthur believed that the Aralu should be woken! Not only to learn what they actually wanted but to prove whether they were alive or even in their crypts at all! Fethas this time saved Arthur by banishing him from Enoch for suggesting such blasphemies. This was the better result from what the Liches had I mind so Arthur accepted his fate.

This time though he was assigned to the Sabbat of Mexico City in the early 90’s and quickly rose through the ranks to become an advisor to Melinda Galbraith as Brujah Antitribu. Indeed, by now his Mastery over Temporsis allowed him to duplicate the abilities of his lesser cousins. He was always a bit out of place as if too old to understand the modern world around him (Anachronism).

As in life, in death Arthur was intensely curious and began to participate in archaeological digs in Mexico and South America. Over the next decade he delved into the mysteries of death of the west just as in life he delved into the mysteries of death of the east.

By the early 2000’s being freed from the Regent as she had been slain, he was one of the Sabbat that uncovered the existence of the Harbinger’s of Skulls. He was unable to leverage that credit to gain further power in the Sabbat or to gain further knowledge in Necromancy. In fact, his Necromancy had to be limited as to not around questions by the Sabbat. It was bad enough he was a Pack Priest that never participated in the Vaulderie!

Then it happened, the “True” Hand went silent, months went by with no contact until finally Arthur’s Nagaraja ally turned up in Machu Picchu with a story to tell. The Hand was no more! A roiling storm in the Shadowlands had overtaken Enoch and if any were still inexistence none knew. That meant that few knew who Arthur truly was! He of course took full opportunity of the situation and utilized his own powers to stake and diablerize the Nagaraja, wiping out two problems, having to convince someone to teach him Necromancy and two destroying one of the beings who knew who Arthur truly was.

When plans were drawn up to overtake Atlanta from the Camarilla, Arthur forced his way onto the planning council. During the chaos of the attacks, he faked his own death and left the Sabbat to become an independent Kindred. Arthur began to roam the small towns and large towns of the south interacting with the spirit world almost as much as he did the living world!

Then another opportunity presented itself, Hurricane Katrina destroyed much of the southern United States. The city of Perle Perdu changed hands. With the existence of the True Brujah having become less rumor and more certain with the destruction of the Black Hand that sheltered them, many had to out themselves and the Bloodline has started to slowly become known. Arthur knew that it was the place to which he should settle down. In addition, Arthur believes that he has a built in food source there, it seems that the descendants of his Mortal Family have set roots in the city, why can’t Arthur be a long lost child of, well, himself!

First though, to present himself to the Prince…

Long term goals, settle into a location and increase his own personal power and understanding of the world around him both seen and unseen. Then, if he can impart such Wisdom on others, so much the better! [/spoiler]