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Storyteller Shadow wrote:
I've managed to put together a character concept. Been quite awhile since I've played Vampire so I'm a fair bit rusty, but it was a fun project. Henry Gaden: Name Henry Gaden
Attributes: Mental(Primary)
Social(Secondary)
Physical(Tertiary)
Abilities Talents:(Secondary)
Skills:(Tertiary)
Knowledges(Primary)
Disciplines Thaumaturgy: Path of Blood 5 (Primary) Thaumaturgy: Lure of Flames 5 Backgrounds Generation: 4( 8th Gen)
Virtues Conscience: 3
Humanity 7
Merits Eidetic Memory (2 Freebies) Flaws Bad Sight (1) Repulsed by Garlic(1) Touch of Frost (1) Freebie Points: 23 Willpower 3 to 9(6, 17 pts remain)
Status 2 to 3 (1, 1) Herd 0 to 1 (1, 0) Rituals (30 levels) Level 1 Communicate with Kindred Sire By enacting this ritual, the caster may join minds with her sire, speaking telepathically with him over any distance. The communication may continue until the ritual expires or until either party ends the conversation. The caster must possess an item once owned by her sire for the ritual to work.The caster must meditate for 30 minutes to create the connection. Conversation may be maintained for 10 minutes per success on the activation roll. Defense of the Sacred Haven This ritual prevents sunlight from entering an area within 20 feet (six meters) of this ritual’s casting. A mystical darkness blankets the area, keeping the baleful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. To invoke this ritual’s protection, the caster draws sigils in her own blood on all the affected windows and doors. The ritual lasts as long as the thaumaturge stays within the 20-foot (6-meter) radius.This ritual requires one hour to perform, during which the caster recites incantations and inscribes glyphs. One blood point is required for this ritual to work Level 2 Donning the Mask of Shadows This ritual may be simultaneously cast on a number of subjects equal to the caster’s Occult rating; each individual past the first adds five minutes to the base casting time. Individuals under the Mask of Shadows can only be detected if the observer possesses a power (such as Auspex) sufficient to penetrate Obfuscate 3. The Mask of Shadows lasts a number of hours equal to the number of successes rolled when it is cast or until the caster voluntarily lowers it. Principal Focus of Vitae Infusion This ritual imbues a quantity of blood within an object small enough for the vampire to carry in both hands. (The object may not be any larger than this, though it may be as small as a dime.) After the ritual is conducted, the object takes on a reddish hue and becomes slick to the touch. At a mental command, the caster may release the object from its enchantment, causing it to break down into a pool of blood. This blood may serve whatever purpose the vampire desires; many thaumaturges wear enchanted baubles to ensure they have emergency supplies of vitae. System: An object may store only one blood point of vitae. If a Kindred wishes to make an infused focus for an ally, she may do so, but the blood contained within must be her own. (If the ally then drinks the blood, he is one step closer to the blood bond). The ally must be present at the creation of the focus. Level 3 Mirror of Second Sight The ritual requires one point of the vampire’s blood. Thereafter, the mirror reflects images of other supernatural creatures’ true forms — werewolves appear in their hulking man-wolf shapes, magi glow in a scintillating nimbus, ghosts become visible (in the mirror), and so on. Sometimes, the mirror also reveals those possessed of True Faith in clouds of golden light. Sanguine Assistant The player spends five blood points and rolls. The servant created by the ritual stands a foot (30 cm) high and appears as a roughly humanoid shape composed of whatever the ritual sucked in for its own use. It lasts for one night per success rolled. At the end of the last night, the assistant crawls into the bowl used for its creation and falls apart. The assistant can be reanimated through another application of this ritual; if the caster so desires, it re-forms from the same materials with the same memories and personality. A Sanguine Assistant has Strength and Stamina of 1, and Dexterity and Mental Attributes equal to those of the caster. It begins with no Social Attributes to speak of, but gains one dot per night in Charisma and Manipulation until its ratings are equal to those of the caster. It has all of the caster’s Abilities at one dot low#er than his own. A Sanguine Assistant is a naturally timid creature and flees if attacked, though it will try to defend its master’s life at the cost of its own. It has no Disciplines of its own, but has a full understanding of all of its master’s Thaumaturgical knowledge and can instruct others if so commanded. A Sanguine Assistant is impervious to any mind-controlling Disciplines or magic, so completely is it bound to its creator’s will. Level 4 Splinter Servant Another ritual designed to enchant a stake, Splinter Servant is a progressive development of Shaft of Belated Quiescence. (The two rituals, however, are mutually exclusive.) A Splinter Servant consists of a stake carved from a tree which has nourished itself on the dead. The stake must be bound in wax-sealed nightshade twine. When the binding is torn off, the Splinter Servant leaps to life, animating itself and attacking whomever the wielder commands — or the wielder, if she is too slow in assigning a target. The servant splits itself into a roughly humanoid form and begins singlemindedly trying to impale the target’s heart. Its exertions tear it apart within a few minutes, but if it pierces its victim’s heart before it destroys itself, it is remarkably difficult to remove, as pieces tend to remain behind if the main portion is yanked out. The ritual requires 12 hours to cast, minus one per success, and the servant must be created as described above. When the binding is torn off, the character who holds it must point the servant at its target and verbally command it to attack during the same turn. If this command is not given, the servant attacks the closest living or unliving being, usually the unfortunate individual who currently carries it. A Splinter Servant always aims for the heart. It has an attack dice pool of the caster’s Wits + Occult, a damage dice pool of the caster’s Thaumaturgy rating, and a maximum movement rate of 30 yards or meters per turn. Note that these values are those of the caster who created the servant, not the individual who activates it. A Splinter Servant cannot fly, but can leap its full movement rating every turn. Every action it takes is to attack or move toward its target; it cannot dodge or split its dice pool to perform multiple attacks. The servant makes normal stake attacks that aim for the heart (difficulty 9), and its success is judged as per the rules for a normal staking. A Splinter Servant has three health levels, and attacks directed against it are made at +3 difficulty due to its small size and erratic movement patterns. A Splinter Servant has an effective life of five combat turns per success rolled in its creation. If it has not impaled its victim by the last turn of its life, the servant collapses into a pile of ordinary, inanimate splinters. Three successes on a Dexterity roll (difficulty 8) are required to remove a Splinter Servant from a victim’s heart without leaving behind shards of the stake. Scry Scrying is the practice of remote viewing via a reflective, translucent substance such as water. The thaumaturge must craft a wide silver bowl and then fill it with purified spring water mixed with a drop of owl’s blood. Next, she must concentrate upon her intended target and gaze into the bowl. If successful, the caster can see and hear what is happening around the target as though she were personally there.
Level 5 Enchant Talisman This ritual requires six hours per night for one complete cycle of the moon, beginning and ending on the new moon. Over this time, the vampire carefully prepares her talisman, carving it with Hermetic runes that signify her true name and the sum total of her thaumaturgical knowledge. The player spends one blood point per night and makes an extended roll of Intelligence + Occult (difficulty 8), one roll per week. If a night’s work is missed or if the four rolls do not accumulate at least 20 net successes, the talisman is ruined and the process must be begun again. A completed talisman gives the caster several advantages. When the character is holding the talisman, the difficulty of all magic that targets her is increased by one. The player receives two extra dice when rolling for uses of the character’s primary path and one extra die when rolling for the character’s ritual castings. If the talisman is used as a weapon, it gives the player an additional die to roll to hit. If the thaumaturge is separated from her talisman, a successful Perception + Occult roll (difficulty 7) gives her its location. If a talisman is in the possession of another individual, it gives that individual three additional dice to roll when using any form of magic against the talisman’s owner. At the Storyteller’s discretion, rituals that target the caster and use her talisman as a physical component may have greatly increased effects Paper Flesh This ritual causes the subject’s Stamina and Fortitude (if any) to drop to 1 each. For every Generation below Eighth, the subject retains one extra point of Stamina or Fortitude (keeping Fortitude first, though she may not exceed her original scores). For example, a vampire of the Fourth Generation with Fortitude targeted by Paper Flesh would drop to a Stamina + Fortitude score of 6 (assuming the score was 6 or more to begin with). This ritual lasts one night. Languages known: English, French, Latin, Hebrew, Arabic, German. Backstory: Henry was born in the late 1700's, the youngest of four sons of a prominent English family. His brothers were all destined for greatness, and lacking any realistic ability to inherit, he sought out power via the occult. Smart enough to understand much of what he learned and separate reality from myth, he eventually attracted the attention of the Tremere. He was embraced and served his sire and clan with quiet competence for the next century. He's recently mastered his second path of Thaumaturgy and is looking forward to starting on his third. His main goal is to advance in the Pyramid and learn more Thaumaturgical knowledge, goals he believes are closely aligned. ![]()
Hey Shadow, I actually lurked and read some of your Dark Ages game set in Italy sometime back and really enjoyed it and your style. I'm very tempted to dip my toes in and give this game a try, especially as Tremere are my favorite clan(pre 5th anyway.) No promises I'll have the time to make one but I'll do my best to find some and get something up. Right now my main idea is a Tremere prodigy who is focused on learning as much Thaumaturgy as he can. He believes firmly that it has a solution to every problem. The fact that it helps one advance in the pyramid is a nice bonus. I'm curious-- and sorry if I missed something-- but you're planning to run one of these campaigns for each clan? So I imagine the actual scenarios are going to be shorter term games? |