Lord Glorio Arkona

Luca Marano's page

183 posts. Alias of inxpitter.


Full Name

Luca Marano

Race

Gangrel

Classes/Levels

Blood Pool 13/10

About Luca Marano

Concept: Fickle Idealist

Character Stats:

Nature – Survivor
No matter what happens, no matter the odds or opposition, the Survivor always manages to pull through. Whether alone or with a group, the Survivor's utter refusal to accept defeat often makes the difference between success and failure. Survivors are frustrated by others' acceptance of "what fate has in store" or willingness to withstand less than what they can achieve. Outcasts, street folk, and idealists may well be Survivor Archetypes. Regain one point of Willpower whenever you survive a threatening situation through tenacity, or when another persists in spite of opposition due to your counsel.

Demeanor – Pentinent
The Penitent exists to atone for the grave sin she commits simply by being who she is. Penitents have either low self-esteem or legitimate, traumatic past experiences, and feel compelled to "make up" for inflicting themselves upon the world. Penitent Archetypes aren't always religious in outlook; some truly want to scourge the world of the grief they bring to it. Repentant sinners, persons with low self-esteem, and remorseful criminals are examples of the Penitent Archetype. Regain a point of Willpower whenever you feel that you've achieved absolution for a given grievance. This redemption should be of the same magnitude as the transgression -- the greater the crime, the greater the penance. The Storyteller is the ultimate arbiter of what constitutes a reasonable act of reparation.

--Attributes--

[5]Strength: 5 (specialty: Hold grip, Lifting)
Dexterity: 2
Stamina: 4 (specialty: Not moving)

Charisma: 3
Manipulation: 2
Appearance: 2

Perception: 4
Intelligence: 2
Wits: 2

--Talents--
Alertness: 3
Athletics: 2
[4]Awareness: 2
[2]Brawl: 2
Empathy: 1
Expression: 1
Intimidation: 1
Leadership: 1
Carousing: 1
Subterfuge:

--Skills--
Animal Ken: 1
[2]Crafts(Carpentry): 3
Ride: 1
[2]Etiquette: 1
Archery:
Larceny:
[2]Melee: 2
Performance (vocal): 1
[2]Stealth: 2
[4]Survival: 3

--Knowledges--
Academics:
Hearth Wisdom(Local Knowledge): 1
Finance: 1
Investigation: 1
Law:
Medicine: 1
Occult:
Politics:
Seneschal(Household Managing):
Theology:

--Backgrounds--
Allies - 1
Allies are humans who support and help you -- family, friends, or even a mortal organization that owes you some loyalty. Though allies aid you willingly, without coaxing or coercion, they are not always available to offer assistance; they have their own concerns and can do only so much in the name of friendship. However, they might provide you with indirect access to their contacts, influences, or resources.

Allies are typically persons of influence and power in your home city. They can be of almost any sort, pending your Storyteller's permission; you may have friends in the precinct morgue, or perhaps even the mayor's ear, depending on how many dots you spend on this trait. Your allies are generally trustworthy (although they probably don't know that you're a vampire, or even that vampires exist). However, nothing comes for free; if you wind up drawing favors from your friend in the Cosa Nostra, he'll probably ask you to do him a favor in kind in the future.

1. One ally of moderate influence and power.

[2]Alternate Identity – 3

You maintain an alternate identity outside your own, complete with papers, birth certificates, or any other documentation you desire. Only a few may know your real name or identity. Your alternate persona may be highly involved in organized crime, a member of the Camarilla, a con artist who uses alternate identities for her game, or you may simply gather information for the Sabbat about the enemy. Indeed, some Sabbat may know you as one individual while other Sabbat believe you to be someone else entirely.

3 You have a fair reputation as your alternate persona and get name recognition in the area where you have infiltrated.

[1]Contacts - 1

You know people all over the city. When you start making phone calls around your network, the amount of information you can dig up is almost terrifying. Contacts are largely people whom you can bribe, manipulate, or coerce into offering information, but you also have a few major contacts -- friends whom you can rely on to give you accurate information in their fields of expertise. You should describe each major contact in some detail before the game begins. In addition to your major contacts, you also have a number of minor contacts spread throughout the city; your major contact might be in the district attorney's office, while your minor contacts might include beat cops, DMV clerks, club bouncers, or even hot dog vendors. You need not detail these various "passing acquaintances" before play; instead, to successfully get in touch with a minor contact, you should roll your Contacts rating (difficulty 7). You can reach one minor contact for each success; of course, you still have to coerce them into telling you what you need to hear.

1 One major contact.

[3]Herd - 3
You have built a group of mortals from whom you can feed without fear. A herb may take many forms, from circles of kinky club-goers to actual cults built around you as a god-figure. In addition to providing nourishment, your herd might come in handy for minor tasks, although they are typically not very controllable, closely connected to you, or even highly skilled (for more effective pawns, purchase Allies or Retainers). Your Herd rating adds dice to your rolls for hunting.

3 15 vessels.

Resources – 1

This Trait describes your personal financial resources, or your access to such. A high Resources rating doesn't necessarily reflect your liquid assets; this Background describes your standard of "living," your possessions, and your buying power. No dots in Resources is just that: You have no permanent haven and no possessions save a few clothes and possibly a weapon or pocketful of coins. You receive a basic allowance each month based on your rating: Be certain to detail exactly where this money comes from, be it a job, trust fund, or dividends. After all, your fortune may well run out over the course of the chronicle, depending on how well you maintain it. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you're trying to sell. Art buyers don't just pop out of the woodwork, after all.

When attempting to change the direction of world commerce in an area in which a character has influence, make a Manipulation + Resources roll. The difficulty is determined by the Storyteller, depending upon the extent of the desired change, tenacity and skill of your opponents, etc. A botch indicates the character has put her influence over that section of the global economy at risk, either through corporate takeovers, the collapse of the industry, or any other major disaster. Her Global Resources level may drop accordingly.

2. Middle class: An apartment or condominium. If liquidated, you would have at least $8,000 in cash. Allowance of $1,200 a month.

Retainer – 1

Not precisely allies or contacts, your retainers are servants, assistants, or other people who are your loyal and steadfast companions. Many vampires' servants are ghouls -- their supernatural powers and blood bond-enforced loyalty make them the servants of choice. Retainers may also be people whom you're repeatedly Dominated until they have no free will left, or followers so enthralled with your Presence that their loyalty borders on blind fanaticism. Some vampires, particularly those with the Animalism Discipline, use "hellhounds" (ghouled dogs) or other animal ghouls as retainers. You must maintain some control over your retainers, whether through a salary, the gift of your vitae, or the use of Disciplines. Retainers are never "blindly loyal no matter what" -- if you treat them too poorly without exercising strict control, they might well turn on you. Retainers may be useful, but they should never be flawless. A physically powerful ghoul might be rebellious, inconveniently dull-witted, or lacking in practical skills. A loyal manservant might be physically weak or possess no real personal initiative or creativity. This Background isn't an excuse to craft an unstoppable bodyguard or pet assassin -- it's a method to bring more fully developed characters into the chronicle, as well as to reflect the Renfieldesque followers for which the Kindred are notorious. Don't abuse it.

1 One retainer.

--Virtues--
Conscience: 4
Self-Control: 2
Courage: 4

Humanity = Conscience + Self-control = 6
Willpower = 5
Blood Pool = 10

--Merits--
[2]Light Sleeper: You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day.

[2]Night Vision: You can see just fine at night and you've never understood why people have so much difficulty seeing just because it's a little dark. You suffer no penalty to dice pools as long as you have at least light equivalent to moderate starlight. When going from brightly lit conditions to low-light conditions, it may take a tum or two for your eyes to adapt.

--Flaws--
[2]Criminal Record: You're a convicted felon. You've done hard time in prison. You cannot legally buy firearms, and all social rolls with those who know your history are at + 2 difficulty. Cops, in particular, are especially eager to screw you over, and you can totally kiss good-bye ever getting the benefit of any doubt from those who know you.

--Disciplines--
Fortitude 2

Protean 5
Eyes of the Beast/Witness of Darkness: The Cainite is able to see normally after sunset, without torchlight, and can even perceive things hidden in the darkest caves. When this power is used, the vampire's Beast makes itself evident in his or her red, glowing eyes. Mortals have pronounced the effect, perhaps accurately, "the evil eye."

Feral Claws/Talons of the Beast: Turn one's hands into dangerous claws.

Earth Meld/Entered in the Earth: Melt into the earth to hide and rest.

Shape of the Beast: Transform into a specific animal.

Mist Form/Body of Spirit: Turn yourself into mist.

Background:

It was supposed to be a simple job. Luca, the eldest son of a family of carpenters was in charge of designing and building of the summer home of a wealthy noble. He worked hard day after day, his brothers and sisters pitching in when they could, and yet he ran into problems one after another. To cut down on labor, he did the jobs of five men, and to cut the cost of supplies he journeyed to the great forests on his day's off to cut the wood himself. This went on for months, and soon the house was near completion.

However, the contractor was a crafty one, and when Luca went for payment it was revealed that he had been swindled for all his efforts and pay. His brother's would go hungry, his sister's fall into destitution and forced to live off the streets. He didn't even realize that the tears were flowing from his eyes as he held the lifeless body of the contractor, his grasp releasing from his soft neck.

His family acted quickly, and hurried to send him off secretly to Venice, where a prominent family friend lived. Through his influence, Luca was able to find new work repairing boats and homes, acquire a modest home, and live the next few years of his life in secrecy. Eventually he acquired an apprentice, a young boy by the name of Thomas ,who was eager to learn but a bit too proud of his own works. Luca would often laugh at the "artworks" Thomas presented to him, but nevertheless encouraged the boy to pursue his passions. His talent with wood would take him far in one career or the next. All except Mahogany. The boy always ended up full of splinters whenever he worked Mahogany.