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Author Topic: Lucius (Amalgam of Ennius and Lucien) - Retired, Avatar of Kupala  (Read 89239 times)

Daedalus

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Health

BRUISED [ X ] |INJURED (-1)[ O ] | CRIPPLED (-5) [ O ]
BRUISED [ X ] |INJURED (-1)[ O ] |INCAPACITATED [ O ]
HURT (-1) [ X ] |WOUNDED (-2) [ O ]
HURT (-1) [ O ] |MAULED (-2) [ O ]

Willpower
Permanent: 5
Temporary: 3/5

Virtues
Courage: 5
Conviction: 3
Instinct: 2

Blood Pool

7/30
6 per turn

Path of the Grey Hunter

5/10

EXP:

38/40

(Animalism 1; Manipulation 3; Kodlunism 2-3; Auspex 2)

Base Initiative

8

Penalties

Has an insanely powerful enemy he has no idea about.

Difficulty to avoid any Frenzy is increased by 2

Must make a Courage roll (difficulty 8) whenever confronted with heights. Failure to achieve 3 successes results in the character fleeing the object of their fear. If fleeing is not an option, the character continues but at a penalty of -2 to all dice rolls.

Every time you are forced to wait around instead of acting, a Self-Control roll (difficulty 8) is required to see if you go tearing off on your own instead.

You hold particular hatred or disdain for children. You make all frenzy checks at +2 difficulty around such individuals and always attack them first if you do succumb to frenzy.

You must sleep with at least two handfuls of untainted soil from your character's ancestral land each night or have ALL dice pools halved for each day you sleep without it, until you reach your minimum of 1 in everything.

Claimed by Kupala - ???

Benefits

Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change. The difficulty to use any Vicissitude power on you is 2 less than normal, and you may activate Vicissitude powers reflexively at your full dice pool while taking other actions. Powers that require multiple turns to activate still require the usual duration — the change simply occurs without conscious direction. As a final benefit, you need no physical sculpting to use the first three levels of Vicissitude on yourself, as your flesh undulates and extrudes to its desired shape.

You have a significant amount of practical, everyday wisdom. Whenever you are about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action.

Koldunic Sorcery is learnt as a Clan Discipline.

-1 to Dance rolls

-1 to difficulty to distract others with your appearance.

-1 to appearance rolls involving the eyes.

-1 to appearance rolls in seduction (I'm accepting it in the end, but I refuse to call it sexbomb).

-1 to difficulty to mold flesh.

-1 to difficulty to mold clay.

-1 to difficulty of special melee maneuvers.

Horrid form (+3 to all physical stats, social lowered to 0)

Taint of Kupala - ???
« Last Edit: May 21, 2016, 10:27:20 pm by Drakilian »
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Daedalus

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Re: Lucien Lupei
« Reply #1 on: January 11, 2015, 09:42:30 pm »

Lucien Lupei

Player: Daedalus, the ever awesome.
Chronicle: Transylvanian Chronicles

Nature: Celebrant
Sire: Sandor, Vovoide of Arad (of the Bihor mountains)
Demeanor: Rogue
Clan: Tzimisce
Generation 7
Concept: Fleshcrafter, who is a little to much into testing his creations.
Coterie: The Squamous Thugs of Brutal Doomosity.

Attributes
Physical 7
Strength: 4 (7); Dexterity: 5(8); Stamina: 4(7)
Social 3
Charisma: 4; Manipulation: 4; Appearance: 6
Mental 5
Perception: 4; Intelligence: 3; Wits: 4

Abilities

Talents (7)

 Alertness: 1; Awareness; 2; Athletics: 0; Brawl: 2; Dodge: 2; Empathy: 0; Expression: 0; Intimidation: 0; Leadership: 0; Streetwise: 0; Subterfuge: 0

Skills (13)

Animal Ken: 2; Crafts: 5; Riding/Drive: 3; Etiquette: 1; Firearms: 0; Melee: 4(6?); Performance: 0; Security: 0; Stealth: 0; Survival: 0; Torture: 3;

Knowledge (5)

Academics: 0; Politics: 0; Finance: 2; Investigation: 0; Linguistics: 0; Medicine: 0; Occult: 5; Science: 0; Law: 0

Disciplines

Animalism: 2; Auspex: 3; Vicissitude: 5; Koldunic Sorcery 5 - Way of Fire 5 - Way of Wind 4 - Way of Earth 3 - Way of Spirit 3 - Way of water 3 - Way of Sorrow 3 Celerity 1; Fortitude 1; Potence 1;

Virtues

Courage: 5
Conviction: 3
Instinct: 2

Advantages

Backgrounds

Beneficial

Allies: 7; Resources: 6; Generation: 5; Retainers: 1; Status 4; Influence (Bureaucracy): 2;

Adversarial

Clan Tzimisce; Concord of Ashes; Werewolves of Transylvania;

Merits and Flaws

Promethean Clay; Type: Supernatural; cost: 5

Additional Discipline; Cost 5 (koldunic sorcery)

Common Sense; Type: Mental; Cost: 1

Flaws:

Enemy; Type: social; cost; 3

Short fuse; Type: Mental; Cost: 2

Phobia: Heights; Type: Mental; cost: 2

Impatient; Type: Mental; Cost: 1

Nightmares; Hand of Hades; Assassination Target; Dark Fate; Monstrous - the whites of his eyes and his veins are now a permanent shade of black that can never be changed, no matter the skill of the fleshcrafter.; Grip of the Damned; Infertile Vitae; Slave to Kupala; Mystical Aura; Restricted Diet

Derangements

None (yet)

Languages

Romanian

Combat

Weapon/Attack: Jeweled Kopis; Difficulty: +1; Damage: 7-L; Range: Hand-to-Hand; Rate: 1/Action; Clip: Infinite slashings; Conceal: Yes.

Armor
Class: Composite;  Rating: 2 Penalty: -1 to dexterity
Description: Composite leather armor

Possessions

Gear (Carried):

Custom-made composite leather armor.

One kopis sword, custom made for him personally. with diamonds on the hilt. The sword itself is darkened steel with a silver line in the middle.

Equipment (Owned): Cash, lots and lots of cash. Also a large mansion with a basement full of torture devices from around the world, also a 'test' room in the basement, where Lucien remake ghouls, and people. And Joseph. Fun things happens in said basement. Poor villagers and bandits. Poor poor people.

Vehicles: A large black horse named Joseph the fifth (No, your characters doesn't want to know what happened to the first 4.) Lucien fleshcrafted Joseph the fifth into a stronger, more durable horse so he could handle pulling his stuff around.

Feeding grounds: For now its his village.

So in short terms, here is the rolls behind it.

Blood bonds/Vinculi

Bound to: Sandor (Rating: 1)

Havens

Location: Arad

Description: A sizeable city with a number of smaller towns under its domain, Arad is the property of the vovoide Sandor - a skilled Koldun, and sire of Lucien.

History

His story till now:

Lucien, son of Count Dragomir, lord of a rich mining village in Transylvania. Dragomir was a kind but stern man. He trained Lucien personally in melee combat, and taught him how to handle the money they got from trading the ores from the mines.

Lucien took in all his father taught him and more. He befriended a local craftsman, who made statues out of clay. Alexei as the man was called taught him how to make his statues and his life-long hobby had started. Making clay figures, statues and bowls was his life. Even though some mistakes pissed him so much he trashed his equipment more than once.

At this point in time however, a new person moved to the village. The villagers enjoyed the company of the woodsman. Or so they thought, little did they know that it had been two people that had moved in. A slave and its master.

The Vovoid Koldun had originally set its sight on Dragomir, to claim the riches of the land for himself. But as soon as he learnt of the existence of his son, Lucien -  he knew he had found his childer. There was no denying his skill in his crafts, and better yet. He was to inherit the substantial fortune should Dragomir die.

Dragomir died soon after, apparently he fell off his horse while out riding and hit his head. Then it was time for the next part of The Vovoides plan. Lucien. The Vovoide was there to comfort Lucien, planting the seed of the idea of immortality in his head. A few weeks after, the Vovoid turned him.

Goals/Destiny: To make the perfect creature of war. This of course means he have to try it in combat.

Why he is willing to join the coterie (besides sire's request): For new experiences, and he suspects he'll get a jolly bunch of new test subjects. And of course, someone is very angry that their beloved husband got turned into a szlachta, so its time to take his leave of this village.

Description

Age: 52

Apparent Age: early 30's

Date of Birth: 1156

Death: Year 1181 by vampirism

Hair: jet black

Eyes: Ice blue

Race: Vampire

Nationality: Transylvania.

Height: 5.9

Weight: 164 pounds

Sex: Male

Physical description:  Wears a black leather armor that sits perfectly upon his almost too good looking body. He is the essence of sexyness. Long black hair thats always looks to be in perfect shape.
« Last Edit: May 19, 2016, 09:41:31 pm by Drakilian »
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Daedalus

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Re: Lucien Lupei
« Reply #2 on: January 11, 2015, 09:43:13 pm »

Expanded backgrounds

Ally/Retainer:

Ennius, the Knight Errant.

The Knight errant encountered Lucian and his sire in the Bihor mountains, and there he began his attack. The ghouls challenged him first and yet he withstood their mighty blows as if they were raindrops beating against a mountain. He danced as death through the mortal servants and slaves and even the formidable schlatza. He fought his way to the Vovoide and his childer's home, where he fought a pitched and fierce battle before being defeated. He was tortured but his mastery of Fortitude made effective torture impossible, as did his astounding resistance to pain. So the Vovoide bound him, a gift to his faithful childe.

Ennius could not provide either of the Tzimisce with any information - not even when having the Blood Oath forced upon him. He seems to have no memory prior to his attack on the village.

Originally rather handsome, Lucien has granted him an even greater aesthetic appearance, removing any traces of wounds or scars on him and giving him pleasing, fine features.

Resources:

Lucien owes his great wealth to both his noble lineage and his sire's willingness to let him keep control of his familial resources.


« Last Edit: January 22, 2015, 12:44:43 am by Drakilian »
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Daedalus

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Re: Lucien Lupei
« Reply #3 on: January 11, 2015, 09:43:33 pm »

Magic

Rituals

Koldunic

[ 1 ] Hospitality

This is a simple Koldunic ritual, but an important one. This ritual, enacted nightly, allows the Tzimisce to “awaken’ the spirits in his haven. These spirits “manifest” themselves in objects, which assume sentience and individualism, often displaying unique personalities in the process. Thus, a Fiend’s gate might speak to the vampire in a dull, grating voice, complaining about the weight of the castle on its keystones; a mirror might slyly praise the vampire, while a knout might cackle with glee and beg to be laid across a victim’s hack. The Tzimisce may command any such house-spirit to silence, and the spirits generally display servility and obsequiousness. However, if ill treated (or if treated politely by an intruder), the spirits may fail to warn the Fiend of intruders in his domain (which is the primary function of the spell).

Beast That Feeds on Dreams (Ritual 1)

By feeding a point of vitae to a small animal no larger than a cat, a koldun may imbue the creature with a measure of his own predatory spirit. The animal then goes forth in search of a child. It need not feed in any conventional sense — it need only draw close enough to drink the child’s breath.

Communicate with Kindred Sire (Ritual 1)

By enacting this ritual, a Tremere 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.

Rouse the Elemental Spirit (Ritual 2)

By offering a sacrifice of his own blood and successfully casting this ritual, a koldun calls the attention of nature spirits and strikes a bargain with them. Although the vampire bargains from a position of power, he does so courteously rather than as a tyrant who must be obeyed.

Blood of Flame (Ritual 2)

Developed as a form of spiteful defense against diablerie, this ritual transmutes the blood of Caine into the fiery blood of the earth.

Invoke the Greater Sign of Power (Ritual 3)

With a successful casting, the koldun takes on the visage of his most favored element, as determined by his highest-ranked way. Those attuned to earth grow stony skin, cracked and pitted as by the wear of centuries. Their footfalls resound heavily and their voices grate with slow implacability. Koldun attuned to air appear to blur along every outline, surrounded by spiraling winds and constant meaningless whispers... Water marks its masters with a wet sheen and footprints of mud. Fire lends a ruddy hue to the skin and the distortion of heat waves rising perpetually from the caster’s body. Spirit’s mark is most subtle, a vague sense of otherworldly power and the flicker at the edge of peripheral vision as of a host of invisible beings thronging about the caster.
Paths

Way of Fire

[ 1 ] Fiery Courage

No vampire can master an element he fears, so this power dims that fear to a mere ember of its former intensity.

System:

Once learned, this power is permanent and requires no activation roll or blood. The koldun subtracts his rating in the Way of Fire from the difficulty of Courage rolls to resist Rötschreck from exposure or proximity to flame. This power does not aid in resisting the panic that accompanies sunlight or any other causes apart from actual fire. If this reduces the difficulty of a Courage roll below 2, the koldun simply does not succumb to the Red Fear.

[ 2 ] Combust

The Cainite's eyes flash vivid orange with sorcerous power as superheated air coils around the target. In moments, the target bursts into spontaneous flame.
System

For every success on the activation roll, the target suffers one level of aggravated damage. This attack may be dodged, but not blocked, and can affect living (or unliving) beings at +2 difficulty. It is possible to make only one fiery attack per turn.

[ 3 ] Wall of Magma

The koldun raises his hand and the earth splits, spraying a wall of glowing magma 10 feet high. Normally, this wall forms a 10-foot radius circle around the vampire, although the power can raise other shapes with practice and skill.
System

The wall of magma summoned with this power has a lifespan of two turns per success rolled. If the koldun wishes to release the magma along a shape other than a protective circle, increase the base difficulty by one. Characters cannot approach a wall of molten rock without a Courage or Willpower roll (difficulty 8), and even then the close blistering heat inflicts a level of aggravated damage. Actual contact with the lava increases the damage to three levels and raises the soak difficulty to 9, assuming any sort of soak is possible.

[ 4 ]   Heat Wave

The koldun acts as a conduit for steam geysers and channels a blast of dessicating air at a victim within line of sight. This fiery wind appears as a rippling heat wave enveloping the victim. Individuals slain with this gruesome power appear as withered, mummified husks.

System: On a successful activation roll, the victim suffers five levels of lethal damage that may be soaked by beings capable of such. Vampire targets also lose 5 blood points regardless of the damage inflicted.

[ 5 ]   Volcanic Blast

At the final mastery of Way of Fire, a koldun commands lava to explode from the ground in a huge geyser. The molten rock spews across a wide swath before crashing to earth and flowing in all directions. Anything in the path of the molten rock burns, melts or vaporizes within moments. The caster may direct the lava to erupt anywhere in his line of sight.

System: This power costs one Willpower point in addition to a blood point. For every success on the activation roll, the initial lava burst lasts one turn. The rivers of burning liquid rock then flow sluggishly for twice this duration before suddenly cooling and hardening. Even if an object survives the heat, it now lies trapped beneath the rock. Anything that makes contact with lava suffers a minimum of three levels of aggravated damage at difficulty 9. For object that don't have health levels, the Storyteller must decide how many turns they last before melting or erupting into their own infernos. A botch on this power opens the lava geyser under an unintended target, possibly the koldun himself.

Way of spirit

System: No distinct powers exist for each level of the Way of Spirit. Instead, greater mastery widens the domain a koldunmay claim. Furthermore, this way may expressly exceed a rating of 5, though such incredible power demands equal mastery over the Discipline of Koldunic Sorcery. Elder koldun who achieve such an inhuman feat grow detached from individual people and events that do not concern their domains as a whole. Mechanically, this alienation adds one to the difficulty of all Empathy rolls for every two levels above four, to a maximum of difficulty 9. Characters without the Koldunism Occult specialty may not learn any levels of this path.

Way of Earth

[ 1 ]   Grasping Soil

A koldun invoking this power may command earth to rise in a spray of dirt and crawl up a victim's legs. Depending on the will and temperament of the sorcerer, the soil may appear as heaped mounds or sculpted to a parody of clutching arms. Regardless, the end result is the victim's sudden immobility. This power can command only soil, not stone, and may target only victims standing on the earth.

System: The koldun may direct any patch of earth within a 100-foot radius to ensnare a target for two turns per success rolled. Animated dirt ascends and constricts midway between the victim's knees and hips, holding her fast unless her player scores five successes on a Strength + Athletics roll (difficulty 6). It is also possible to use this power as an attack, in which case the grasping earth crushes once and then releases. Used in this manner, each success on the casting inflicts one level of lethal damage. Such damage manifests exclusively as broken legs and crushed feet.

[ 2 ]   Endurance Of Stone

Drawing the essence of earth into himself, a koldun may gain a measure of its preternatural resilience. Under the effects of this power, a Cainite's skin resembles a horrid fusion of flesh and stone that cracks and flows impossibly with every movement.

System: A successful activation roll grants the koldun two extra dots of Stamina for the rest of the scene. These dots are considered part of the character's natural Stamina and may aid in any uses of that Attribute, including soak.


[ 3 ]   Hungry Earth

Expanding on the power of Grasping Soil, a koldun may use this power to drag a victim into the earth and crush her with its pitiless grip. He need only gesture and the soil beneath his victim opens like the maw of a great beast. Tongues of cold mud lash forth to drag the victim into the closing pit, leaving her buried to the neck. This power may ensnare any victim who stands upon the earth within 100 feet of the koldun.

System: Like Grasping Soil, every success on the activation roll leaves the victim trapped and immobile for one turn. Unlike the lesser power, the difficulty of the Strength + Athletics roll to break free increases to 8 and still requires five successes. As the earth continues to shift and grasp while the power remains active, this roll must be made as a single (though repeatable) attempt rather than an extended test. In addition, beings trapped in the crushing pit suffer one level of lethal damage each turn. Beings capable of soaking this damage may do so, but at difficulty 7. At the end of the power's duration, the earth yawns once more to release the victim.

Way of Wind

[ 1 ]

Even in their absence, koldun instill deep fear in their boyars. This power carries the vampire's words on a light breeze and returns with the target's reply. The vampire need only address the target by name and forcibly mimic a deep exhalation of breath as he speaks his message.

System: Every time the koldun wishes to send a new message via this power, his player makes the usual activation roll. The player need only spend blood the first time the power is used during a given scene. Each success permits one turn of speech. After the vampire concludes the message, swift winds carry it to its destination. Within a minute, the target hears the koldun as if the vampire had whispered in his ear. He may reply or remain silent, but anything he says within a number of turns equal to the length of the vampire's message flies back to the koldun. This power may bring words to anyone within a mile who is not in a sealed room. While using this power, a koldun must concentrate fully. Any disturbance breaks the communication.

[ 2 ]

Vengeful koldun sought to invoke a wind as chill as air atop the Carpathian Mountains. This power achieves that end, unleashing a cutting wind that can freeze a man's blood in his veins as it swirls through an area of his choosing. Besides its obvious combat applications, this power also facilitates a dramatic entrance for those so inclined.

System: With a successful activation roll, the koldun summons a freezing wind within a maximum of a 100-yard radius. Anyone caught in this frigid blast suffers one die of bashing damage each turn, loses two dice from all Dexterity pools and moves at half normal speed. The winds last as long as the koldun wills, provided he maintains concentration. Any non-reflexive actions on the part of the vampire cause the winds to still and dissipate. This includes any movement.

[ 3 ]   Breeze Of Lethargy   

Although they cannot induce immediate sleep, the winds evoked by this power bring growing exhaustion and numbing weariness through every muscle. Victims of this power often smell a hint of bittersweet smoke before they fall entranced.

System: For two turns per success, the koldun creates a wind inflicting extreme lethargy within a 200-foot radius. Players of characters caught in this wind must roll Stamina + Athletics (difficulty 8). This roll is made once every two turns of exposure. Failure means the character halves all dice pools involving physical actions for the remaining duration of the wind and halves all movement rates for the scene. A botch puts the character to sleep (or a state of light torpor for vampires) for the scene. Sleeping characters awaken if prodded, shaken or otherwise manhandled, though they move slowly and may suffer halved dice pools if the wind still persists.

[ 4 ]
A koldun employing this power moves at incredible speeds riding along the winds. Such voivodes may appear in each of their boyar's homes and the villages of their lands in a single night, instilling fear among the peasants and terrorizing all to fealty. Few mortals of any class dare risk the wrath of a koldun who may arrive to administer punishment. While traveling with this power, a vampire assumes a blurred form that coalesces as he reaches his destination.

System: With a successful activation roll, the koldun fades into the wind and flies at 250 mph to his destination. This power cannot function effectively in caves, buildings or other firmly enclosed areas, and any vampire foolish enough to try suffers 5 - 10 dice of bashing damage for his trouble from crashing into walls. Outside, the vampire's flight navigates all obstacles. Once the koldun arrives at his destination or the scene ends, the vampire descends to earth and fully solidifies. Such an arrival is quite impressive, heralded by a flurry of sudden gusts that extinguish candles and blow leaves about.

Way of Water

[ 1 ]   Pool Of Lies

This versatile power creates three-dimensional illusions along the surface of a water source. How a koldun uses such illusions depends on temperament and intent. It is just as easy to feign a divine visitation as a cunning seduction leading to drowning.

System: With a successful activation roll, the koldun may project an illusion on any water surface in line of sight. The illusion may speak and move however the vampire wishes, though it has no substance and cannot step beyond the bounds of the water. The phantom lasts one turn per success rolled, after which it slowly dissipates into fine mist. It is possible to extend this lifespan with subsequent activations of the power, each of which stack in determining final duration. Rolls to extend an illusion's duration add one to the base difficulty but require no blood. Once an illusion fades away, it must be cast anew.


[ 2 ]   Watery Haven 

As the feral Gangrel meld with the earth, so may a koldunwith this power gracefully sink beneath the water to escape the sun. The vampire does not so much submerge as merge with the water. Though his slumbering form may be visible at odd angles from above, not even the most determined splashing can disturb his rest.

System: This power requires no blood. If the player gains two or more successes on the activation roll, the vampire sinks into the water as per the Protean power Interred in the Earth. A body of water must be at least two feet deep and as large in other dimensions as the vampire's body to contain him. Catching a glimpse of a hidden koldun in the water requires a successful Perception + Alertness roll (difficulty 8).


[ 3 ]   Fog Over Sea 

Moving with the unnatural grace of a ghost, a koldun employing this power may stride across water as readily as land, leaving nary a ripple to mark his passing. Some vampires delight in using this power in conjunction with Pool of Lies to conjure panoplies of phantasms to attend them.

System: For every success on the activation roll, the koldun may walk on water for one scene or one hour, whichever is longer. A koldun may choose to drop the effects of this power in order to submerge or swim, but he may not walk on water again unless he reactivates the power.

Way of Sorrow

[ 1 ]   The Frustrations Of Nestrecha   

Named for the goddess of grief and failure, this power allows the koldun to rob an opponent of his resolve. The koldun's stare saps the target's will to struggle. Although the victim is overcome with a resigned pessimism or feelings of defeat, he can still take action to resist the koldun, including combat, but only in a half-hearted or fearful way. He musters none of his usual passion or determination.

System: The koldun's player spends a Willpower point. Roll the koldun's Manipulation + Koldunism (difficulty equal to the victim's Willpower). For one turn per success, her target's player can't spend Willpower points to activate Disciplines or gain automatic successes. In storytelling terms, the victim might also lack strong motivations or convictions for the power's duration ("What difference does it make?" or "I just don't care anymore"). For this power to be effective, the koldun must make eye contact with her victim.


[ 2 ]   The Insults Of Krivda 

Any Fiend worthy of the name can spit out a telling insult. But with this power, Krivda -- a goddess of hatred and bitterness -- ensures that the remark offends, enraging the recipient. In the Tzimisce-Tremere conflicts of nights long past, koldun carried Krivda on their tongues, inciting their usurper opponents to frenzy. They preferred to deal with angry fangs instead of calculated Thaumaturgy. This is a dangerous power to use, but it can unbalance a physically weak opponent who has access to powerful Disciplines or could be used to embarrass a Cainite by causing him to frenzy in public.

System: After her player spend a Willpower point, the koldun insults the target in the most offensive and humiliating way she can conceive. The koldun's player rolls Manipulation + Koldunism (difficulty equal to the victim's Willpower). If the roll is successful, the target flies into an uncontrollable rage and assaults the koldun. If the target is a vampire, he must immediately roll to resist frenzy (difficulty 5 + the number of successes on the activation roll).


[ 3 ]   The Weeping Of Kruchina   

The glare of a koldun can make someone so miserable that they do nothing but cry. This power does more than spill a few tears -- it causes hysterical bawling, wailing, and gnashing of teeth. Some depressing notion overcomes the victim. Vampires might mourn their lost humanity or the passing of lovers who died long ago. Sometimes the source is more nebulous -- koldun believe that it imparts the collected sorrow of their demesnes' sickened soil.

System: The koldun's player spends a Willpower point and rolls the koldun's Manipulation + Koldunism (difficulty equal to the victim's Willpower). For one turn per success, the target is overwhelmed by intense misery and cries uncontrollably. Actions that require concentration are impossible for the power's duration. Cainites lose a blood point each turn as copious amounts of vitae stream from their eyes.
« Last Edit: April 26, 2016, 04:08:56 am by Daedalus »
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Daedalus

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Re: Lucien Lupei
« Reply #4 on: April 28, 2015, 01:14:01 pm »

Auspex

[ 1 ]   Heightened Senses

The most basic ability of Auspex doubles the range and sensitivity of a vampire's senses. The character can see and hear twice as far, and can see better in faint light than other vampires do. Similarly, she can pick up scents as well as a hunting dog and follow them if she learns to do so. Her senses of taste and touch do not increase in range, of course, but they do becomes vastly more sensitive. A character with Heightened Senses might detect the vintage in a victim's blood or recognize a long-absent mortal acquaintance in pitch darkness.

At the Storyteller's discretion, Heightened Senses can provide glimpses of the past, the future or faraway lands. These flashes are nearly always cryptic premonitions that must be interpreted. Whether these messages are the character's own clairvoyant tendencies extended beyond her conscious control or messages from torpid Methuselahs -- or other powers -- is not known, and the source of debate. These sorts of visions never come when willed, and they are almost always disorienting and frightening, leaving the vampire with a brief loss of sensation of the here and now.

When concentrating on faint sensations, the character is particularly vulnerable to strong ones. A bright flash of light in the dark or a thunderclap in a silent cave might blind or deafen the character for as long as an hour.

System: It takes a free action to activate this ability, but no roll or other cost is required. The difficulty of rolls associated with using the character's sense (such a Perception + Alertness) decrease by a number equal to the character's Auspex rating when the power is engaged.

The Storyteller should remember the potential hazards listed previously and fit such blindness or deafness to the situation at hand, perhaps allowing a Stamina + Alertness roll to overcome its effects. The content and frequency of insight and premonitions are left to the Storyteller's discretion. She may roll the character's Auspex rating as its own dice pool (with a difficulty ranging from 6 to 9) to see if a vision comes at an appropriate moment, if she wishes. Intelligence + Occult rolls may also be necessary to interpret the visions gained with this power. Such visions should be quite rare: The voices are no mere servants, to come when bidden.

[ 2 ]   Soulsight

Cainites with Soulsight claim that every being with a soul projects a halo a short distance from his body. They know this primarily because Soulsight lets them see this halo, which shimmers and undulates with each person's mood and changes color as various emotions wash over them.

Harsh emotions tend toward the red end of the spectrum, while calm and cool ones are bluer; strong emotions are bright, while weak ones are dim. As it is rare (outside of frenzy) for anyone to feel just one emotion at a time, most halos are mosaics of color, with veins and spatters of secondary emotion that tinge the primary feeling. A vampire's halo is pale, much as the Cainite's skin is, while a healthy mortal's halo fairly pulses with life. It is relatively easy for a vampire with Soulsight to distinguish between the two.

Soulsight does not work well as a lie-detector. Most accomplished liars (particularly Cainites) are perfectly calm and comfortable while lying, and they frequently learn to distract themselves with pleasant thoughts while spinning the most outrageous lies. Conversely, someone may be being totally truthful and still be nervous. Additionally, spying on halos is not a subtle thing. The character must ogle her target to get a good view of his halo.

System: Roll Perception + Empathy (difficulty 8). The Storyteller may prefer to make this roll for you, so that you don't know just how much information you have gained or whether you have failed or botched. You must get one success to get even basic information, per the following chart:

Successes   Information
Botch   Misleading halo
Failure   No aura
1 success   Can read the shade (pale or bright)
2 successes   As above, and can distinguish basic color
3 successes   As above, and can recognize patterns
4 successes   As above, and can notice subtle shifts
5 successes   As above, and can identify mixtures of color and pattern
If the target has around a quarter cover or concealment (which includes moving around in a crowded room), increase the number of successes needed by one (so one success gives no information, and four gives patterns). If the target has more than around half cover, increase the number of successes needed by two. You cannot read the halo of someone with more than three-quarters concealment.

You cannot re-roll to improve your character's perception of another character's halo until at least an hour has passed. Doing so is treated as an automatic botch. Also, it is very easy to sneak around you while you are ogling a halo, and observant foes are sure to realize that and gain three dice to all Stealth totals against you while you use Soulsight against another.

The halo colors chart offers sample colors and patterns for the Storyteller to use in describing a character's halo. However, the Storyteller should not feel constrained to stick to these halo colors, nor even to this metaphor (emotional state as halo). For certain characters, Soulsight might manifest by making other beings appear as though they were carved of stained glass; others' might perceive distinctive scents. In all these cases, however, your character will still understand the basic meaning of the halos he sees.

Condition   Halo Color   Condition   Halo Color
Afraid   Orange   Idealistic   Yellow
Aggressive   Purple   Innocent   White
Angry   Red   Love   Blue
Bitter   Brown   Obsessed   Green
Calm   Light Blue   Sad   Silver
Compassionate   Pink   Spiritual   Gold
Conservative   Lavender   Suspicious   Dark Blue
Depressed   Gray   Vampire   Appropriate Color is Pale
Desirous/Lustful   Deep Red   Confused   Mottled, Shifting Colors
Distrustful   Light Green   Daydreaming   Sharp Flickering Colors
Envious   Dark Green   Diablerie   Black Veins in Aura
Excited   Violet   Frenzy   Rapidly Rippling Colors
Generous   Rose   Psychotic   Hypnotic, Swirling Color
Happy   Vermilion   Magic Use   Myriad Sparkles
Hateful   Black      

[ 3 ]   The Spirit's Touch

A mortal creature leaves a subtle scent on everything it touches. Ask any king's keeper of hounds: Dogs, among others, can easily track this scent. In the same fashion, mortals and vampires leave a trail of their own essence upon anything they touch. Vampires with Spirit's Touch can see this immaterial residue. Although Spirit's Touch users generally cannot track people with the ability -- a person must keep an item long enough to leave an impression, or care about it strongly -- they can easily determine who the last owner of an object was, who created a work of art and the like.

Beyond this simple identification, a character with Spirit's Touch can catch glimpses of the object's creation, use and meaning to its owner. These impressions vary widely, but a brief glimpse is rarely sufficient to learn anything useful about the item. The character must have time to sit and study it.

Members of the clans to whom it comes naturally treasure the Spirit's Touch. The Cappadocians can re-create the end of a life from examining a corpse and its treasured possessions, which may aid in their divinatory abilities. The Toreador use Spirit's Touch to refine their own techniques with musical instruments or other artistic tools, or to help gain insight into the creative process of a long-dead master. The Tremere are better able to identify the properties of magical potions and enchanted items than any mortal wizard. Some Tzimisce use Spirit's Touch to ensure that a letter passed from another voivode was created by the one whose seal marks it. And many Malkavians are known to rob mortals' homes of treasured items, then use those objects to gain a disturbed sort of insight into the minds of those whom they wish to torment into madness.

System: Roll Perception + Empathy, with a difficulty based on the strength of the psychic impression. An item that one handled only briefly, one that was unimportant to its last owner or one that is otherwise meaningless has a target of 9. The stake that Tremere may have used to immobilize Saulot while diablerizing him would have a target of 4. Other difficulty numbers range between those. When in doubt, the Storyteller may wish to assign a flat 7. The number of successes rolled determines the amount of information available:

Successes   Information
Botch   The character is overwhelmed by psychic impressions for the next 30 minutes and unable to act.
Failure   No information of value
1 success   Very basic information: The last owner's gender or hair color, for instance.
2 successes   A second piece of basic information.
3 successes   More useful information about the last owner, such as age and state of mind the last time he used the item.
4 successes   The person's name.
5+ successes   A wealth of information: Nearly anything you want to know about the person's relationship with that object is available.


Animalism

[ 1 ]   Feral Speech

This power allows the Cainite to hark back to the days before the fall of Babel, when all speech was one. Although he cannot use this ability to communicate with humans or Cainites who do not speak his language, he can communicate with animals, be they wild or domesticated. The vampire needs only to look into the creature's eyes for a moment, and he briefly gains facility with that animal's native speech. The two communicate in the animal's tongue -- a vampire speaking to a horse must whinny, one talking to a wolf might bark or howl and so on. (The animal replies in kind, of course.) According to rumor, the Nosferatu can communicate with animals without making a sound, but they must concentrate solely on the creature in question, and they cannot lose eye contact for even a moment.

The use of Feral Speech does not predispose an animal to react in a friendly fashion toward the vampire. Keep in mind that animals that have not been made ghouls tend to react poorly to supernatural predators of the night. The character can bully small creatures such as squirrels or rabbits easily, but raptors and swift, independently minded animals do their best to escape from such a situation. Larger creatures require some negotiations to get any useful information.

This ability does not grant the animal in question any unusual information. The Storyteller should consult the Appendix (page 210) to determine a rough level of intelligence for the animal, and use that and the creature's known behaviors as a base for roleplay. Remember that few animals can count or read, and humans mostly all look alike to them. The character may be able to convince animals to do him favors if he is sufficiently impressive to them. If such is the case, the beasts do their best to perform such favors.

System: No expenditure or die roll is necessary to activate this power, but the character must spend one turn getting the animal's attention and looking into its eyes in order to key his own Beast to the creature's language. Roll Manipulation + Animal Ken to get favors or useful information out of an animal. The difficulty is 6, unless modified up or down for circumstances. Each success gleans one favor or one useful piece of information; five successes gets the character roughly anything he needs, within reason. The style by which the character gets what he wants depends in part on his road and Nature, but primarily on the roleplaying between the player and Storyteller.



[ 2 ]   Noah's Call   

This ability -- named by those Cainites who believe that Noah called on all the wild creatures to come to his ark before the flood -- allows a character to call out a summons for a particular kind of creature. In order to use Noah's Call on a particular kind of animal, the vampire must already have used Feral Speech on an animal of that species in the past. The Cainite then uses his sublimated memories of that "language" to cry out audibly and summon as much of the local population of that animal as he can. Not all of those creatures definitely come to the character's assistance, but those that do aid the character as best they can.

The character can call a somewhat broad group of animals -- all those of a single species, by modern parlance -- or he can be more precise. He could try to summon all dogs in an area, or all female red-tailed hawks between the ages of one and three years inclusive. Obviously, the former summons brings more creatures and the latter might not bring any at all.

System: Roll Charisma + Survival (difficulty 6) to use this ability. Consult the table to see how many creatures succumb to the character's power. Note that if, for instance, only one animal meets the character's criteria within range of hearing, then one or two successes will not summon it. The power works out to the limit of hearing -- which can vary from beast to beast. A wolf might be able to hear a summons howl as far as four miles away, while a groundhog had better be within a half-mile. When in doubt, the Storyteller should roll Perception + Awareness for a sample member of the species. Every success extends the range by half a mile.

Celerity

[ 1 ]   Celerity Levels

System: Vampires with Celerity can use the Discipline to take multiple actions in a turn without the normal penalties to their dice pools. These actions can include movement, enabling the Celerity-user to sprint at unheard-of speeds.

Each point of Celerity allows up to one extra action, and the vampire may use his entire dice pool for each additional action he takes. The character must spend one blood point per extra action taken per turn, and she may spend blood points beyond her normal generation maximum. For instance, an 11th-generation Brujah with Celerity 3 may spend three blood points to gain three extra full-dice-pool actions. The blood points must be spent at the beginning of the turn, and they cannot be mixed with any other blood expenditure. Additionally, the actions provided by Celerity cannot be further divided into multiple actions -- the character may use her basic action for multiple action as much as she likes, but each action granted by Celerity is "indivisible." Also, Celerity-granted actions must involve physical action. The Discipline does not allow a vampire to translate a text or perform a Thaumaturgy ritual more rapidly.

Extra actions granted by Celerity do not take place until after each character has taken one ordinary action, so that everyone gets to act once before anyone acts twice. Everyone who is able to act twice does so before anyone takes a third action, and so on. The only exception to this rule is using Celerity actions to provide for emergency defense: A character may use a Celerity action to dodge or block even if he's already taken an action, for instance.

These extra actions may be taken to provide extra movement, allowing the character to move across a battlefield, room or sunlit field very quickly. Each action can provide a full turn's movement


[ 1 ]   Potence

System: Potence grants one automatic success per point on all tests of Strength. This includes feats of strength and lifting tests as well as damage rolls in melee and brawling combat. The player still rolls the character's full Strength dice pool for these tests, then adds her Potence rating in successes after the dice have been tallied. Potence successes do count in diablerie.

[ 1 ]   Fortitude

System: This Discipline grants the user increased protection against all forms of physical damage. Each dot of Fortitude adds one to the user's dice pool to soak bashing and lethal damage (see p. 239). Unlike normal Cainites -- who cannot soak sunlight or other aggravated damage at all -- Fortitude users can roll Stamina + Fortitude to soak damage from sunlight and fire. They roll Fortitude alone to soak other forms of aggravated damage, such as that imposed by holy ground or the claws of Lupines.
« Last Edit: April 26, 2016, 04:09:25 am by Daedalus »
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Drakilian

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Re: Lucien Lupei
« Reply #5 on: April 28, 2015, 02:56:35 pm »

Not quite - adding the first dot in ANY discipline will cost you 5 exp.

The cost of your new level is your current level times 5 (for clan disciplines). So the second level of each is actually cheaper than the first level you bought it for.
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Re: Lucien Lupei
« Reply #6 on: April 28, 2015, 02:59:26 pm »

Also, koldunism and thaumaturgy ratings are both counted as disciplines when spending exp, with your main path being tied to your rating. If you increase OTHER paths, then it costs 4 x current rating to increase. The max you can achieve in any path is your koldunism/thaumaturgy rating.
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Re: Lucien Lupei
« Reply #7 on: April 28, 2015, 02:59:56 pm »

Oh, and 1x5=5, not 1
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Daedalus

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Re: Lucien Lupei
« Reply #8 on: April 28, 2015, 04:43:04 pm »

first lets add a point of riches then add the 4 remaining points to retainers to control the local nobles.

Now, lets add a 1 point to animalism. (5xp)

Koldunic sorcery to 2 (1×5=5xp) then to 3 (2×5=10xp)

Auspex 2 (1×5=5xp)

More will be added.

Aand lets asd manipulation 3 to help worh all those pesky Koldun rolls.  (2×4=8xp)

And boost Brawl to 3 (3×2=6xp) which gives me one xp left. Which im saving.
« Last Edit: April 28, 2015, 08:21:10 pm by Daedalus »
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Re: Lucien Lupei
« Reply #9 on: April 28, 2015, 04:52:47 pm »

Not going to allow anything greater than 5 for backgrounds yet. Won't allow anything above 3 in influences or Status either, and I know you didn't say you wanted that but i'm just putting it out there.

Controlling the noblemen would be Influence (Bureaucracy/Politics). Retainers are personal servants who represent you in dealings with others. Allies are inhabitants of the city (vampires, specifically) who respect your claim and will help you keep it.
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Re: Lucien Lupei
« Reply #10 on: April 28, 2015, 05:57:51 pm »

Lets go with 3 allies and 2 influence.
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Re: Lucien Lupei
« Reply #11 on: April 28, 2015, 06:14:12 pm »

Now how many rituals do i get? :)
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Re: Lucien Lupei
« Reply #12 on: April 28, 2015, 08:21:27 pm »

All done except on rituals.
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Re: Lucien Lupei
« Reply #13 on: April 28, 2015, 08:32:23 pm »

Animalism will run you 10 xp in costs.

Koldunism 2 gets you a new level 1 ritual and a new level 2 ritual.

Koldunism 3 gets you a new level 1, level 2 and level 3 ritual.
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Re: Lucien Lupei
« Reply #14 on: April 28, 2015, 08:32:58 pm »

Which type of influence are you looking to get?
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Re: Lucien Lupei
« Reply #15 on: April 28, 2015, 08:36:30 pm »

Bureaucracy ^^
« Last Edit: April 28, 2015, 08:38:11 pm by Daedalus »
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Re: Lucien Lupei
« Reply #16 on: April 28, 2015, 08:37:15 pm »

Kk, sounds good.
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Re: Lucien Lupei
« Reply #17 on: April 28, 2015, 08:38:48 pm »

why would it cost me 10xp for animalism? i already got it as a discipline i just need to invest a point in it right?
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Re: Lucien Lupei
« Reply #18 on: April 28, 2015, 08:43:27 pm »

First dot in any discipline costs 10 dots. It's not "I spend 10 exp to buy the ability to buy dots in the discipline".

That's what they mean by "New Discipline". You technically don't have Animalism yet, since you haven't learnt any of it. Just the capacity to learn it.
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Re: Lucien Lupei
« Reply #19 on: April 28, 2015, 09:00:05 pm »

As for rituals lets go with

1: beast that feeds on dreams and communicate with kindred sire

2: Rouse the elemental spirit and Blood of flame.

3. Invoke the greater sign of power

Not quite - adding the first dot in ANY discipline will cost you 5 exp.

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Re: Lucien Lupei
« Reply #20 on: April 28, 2015, 09:17:31 pm »

It was before my nap, give me a break XD

It's 10 xo, my bad.
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Re: Lucien Lupei
« Reply #21 on: April 28, 2015, 09:34:45 pm »

 >:(

Oh well, here is a post summarizing my spending and shiet.

Rituals:

1: beast that feeds on dreams and communicate with kindred sire

2: Rouse the elemental spirit and Blood of flame.

3. Invoke the greater sign of power

XP: Total 38.

Now, lets add a 1 point to animalism. (10xp)

Koldunic sorcery to 2 (1×5=5xp) then to 3 (2×5=10xp)

Auspex 2 (1×5=5xp)

And lets add manipulation 3 to help those pesky Koldun rolls.  (2×4=8xp)

Background:

3 allies and 2 Influence: Bureaucracy
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Re: Lucien Lupei
« Reply #22 on: April 28, 2015, 09:38:25 pm »

Sounds good.
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Re: Lucien Lupei
« Reply #23 on: April 29, 2015, 03:02:59 pm »

May i ask which 2 xp points i failed on?
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Re: Lucien Lupei
« Reply #24 on: April 29, 2015, 04:13:33 pm »

Heroism and Creativity
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Re: Lucien Lupei
« Reply #25 on: April 29, 2015, 04:29:55 pm »

He totally charged the angry vamp wolfies heroically though! :(

I got nothing on creativity.
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Re: Lucien Lupei
« Reply #26 on: April 29, 2015, 04:38:12 pm »

Multiple chapters, remember. Also remember that I was very generous here.
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Re: Lucien Lupei
« Reply #27 on: April 29, 2015, 04:45:31 pm »

Ookaaay.
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Re: Lucien Lupei
« Reply #28 on: April 29, 2015, 05:07:10 pm »

(As in, I could have deducted so much more from all of you, I wanted you guys to have experience, so don't go complaining about what you've all gotten.)
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Re: Lucien Lupei
« Reply #29 on: April 29, 2015, 05:40:25 pm »

No complaining here! Just arguing for more ;D
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Re: Lucien Lupei
« Reply #30 on: November 23, 2015, 09:54:42 pm »

This stinks! I want to keep the damn taint just to see what it does (45 minutes of googling and i cant find squat about it)

Buuuut i cant think of any good reason ingame why Lucien would want to keep it.   :-\
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Re: Lucien Lupei
« Reply #31 on: November 23, 2015, 11:05:02 pm »

That's because I made it up ^_^
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Re: Lucien Lupei
« Reply #32 on: November 23, 2015, 11:12:22 pm »

What does it do? What does it do?  ;D
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Re: Lucien Lupei
« Reply #33 on: November 23, 2015, 11:23:57 pm »

You'd have to wait for the seed to take root...  ;D
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Re: Lucien Lupei
« Reply #34 on: November 24, 2015, 06:42:17 am »

Maybe Lucian should try watering it?  :D
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Re: Lucien Lupei
« Reply #35 on: November 25, 2015, 10:23:09 am »

What does it do? What does it do?  ;D

It makes you even sexier. XD

(Hey, Barabus kept getting lovingly detailed descriptions of his naked body. . .)
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Re: Lucien Lupei
« Reply #36 on: November 27, 2015, 10:10:46 am »

Maybe Lucian should try watering it?  :D
what is it with you and never getting my characters names right? XD

Sure, i'll water it with Steeple's blood.  8)

It makes you even sexier. XD

(Hey, Barabus kept getting lovingly detailed descriptions of his naked body. . .)
true that! Unsure if anyone but Lucien finds that beautiful to look at though... To him, Barabus is a piece of art walking around. A very dangerous crazy piece of art, but still, art.
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Re: Lucien Lupei
« Reply #37 on: November 27, 2015, 10:55:28 am »

true that! Unsure if anyone but Lucien finds that beautiful to look at though... To him, Barabus is a piece of art walking around. A very dangerous crazy piece of art, but still, art.


Kiril totally agrees with that.
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Re: Lucien Lupei
« Reply #38 on: November 27, 2015, 11:07:53 am »

Sure, i'll water it with Steeple's blood.  8)

More than happy to loan you a few jugs!  ;D
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Re: Lucien Lupei
« Reply #39 on: November 27, 2015, 11:08:44 am »

What, Not all of it? Cheap bastard  >:D
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Re: Lucien Lupei
« Reply #40 on: November 27, 2015, 11:10:14 am »

3 is all you need  ;D
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Re: Lucien Lupei
« Reply #41 on: November 27, 2015, 11:13:43 am »

You wish XD
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Re: Lucien Lupei
« Reply #42 on: November 27, 2015, 11:29:31 am »

Kiril totally agrees with that.
He does? I thought he wanted Barabus to save him from Lucien.

Tell Lucien, tell Lucien. Feed his creative ego. mind with new ideas.

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Re: Lucien Lupei
« Reply #43 on: November 27, 2015, 12:48:07 pm »

He does? I thought he wanted Barabus to save him from Lucien.

Tell Lucien, tell Lucien. Feed his creative ego. mind with new ideas.

Huh?

Yes, kiril wanted to save b from luc.  He agrees b is a dangerously sexy work of art.
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Re: Lucien Lupei
« Reply #44 on: April 24, 2016, 08:40:21 pm »

Sandor, King among kolduns

One of the most powerful Kolduns to ever live, Sandor was destroyed by Kupala when Lucien accepted to host the demon's power for a short amount of time, the demon in turn subsumed Sandor's soul and merged it with Lucien's.

As a result, Sandor was effectively diablerized, and Lucien gains the following traits:

Koldunic Sorcery - Way of Fire 5

Koldunic Sorcery - Way of Earth 3

Koldunic Sorcery - Way of Sorrow 3

Koldunic Sorcery - Way of Spirit 3

Koldunic Sorcery - Way of Water 3

Koldunic Sorcery - Way of Air 4

Viccissitude - 5

Auspex - 3

Animalism - 2

Occult +2 (Specialty in Koldunism)

+2 Animal Ken

+1 Celerity

+1 Potence

+1 Fortitude

+2 Brawl

All of Lucien's Attributes (except Appearance) are increased by one.

50 points to spend among Koldunic rituals of his choice in the same system given to Steeple (level 1 ritual is one point, level 2 ritual is two points, etc.)

Lucien gains the vovoidate of Arad.

Lucien gains Enemy (Tzimisce)

Lucien loses Enemy (Yorak, tender of the Cathedral of Flesh)

Lucien gains Ally (Yorak, tender of the Cathedral of Flesh)

Lucien gains all of Sandor's surviving ghouls (Effectively 3 Vozhd, two hundred trained Schlacta, and several hundred unmodified human warriors, several many animals).

Lucien loses the princedom of Shaasburg

Lucien loses the Patronage of Radu.

Lucien gains Enemy (Concord of Ashes)

Lucien gains Enemy (Werewolves of Transylvania)

Lucien gains Dark Secret (Slave of Kupala)

Lucien gains Resources 6

Lucien gains Status 4

Lucien gains the Nightmares Flaw

Lucien gains the Hand of Hades Flaw

Lucien gains the Assassination Target Flaw

Lucien gains the Dark Fate Flaw

Lucien gains the Monstrous flaw - the whites of his eyes and his veins are now a permanent shade of black that can never be changed, no matter the skill of the fleshcrafter.

Lucien gains the flaw Grip of the Damned

Lucien gains the flaw Infertile Vitae

Lucien gains the Nightmares Flaw

Lucien gains the flaw Slave to Kupala

Lucien's aura is now a permanent black associated with Diablerie.

Lucien gains the Mystical Aura flaw

Lucien loses all previous allies given to him by Sandor

Lucien gains the Restricted Diet flaw.

Lucien is now a 6th generation vampire, five steps removed from Caine.
« Last Edit: April 24, 2016, 08:47:07 pm by Drakilian »
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Drakilian

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Re: Lucien Lupei
« Reply #45 on: April 24, 2016, 08:42:11 pm »

You guys think I fairly balanced Lucien's losses with his gains? I mean, he's supposed to have a net gain overall, so I was thinking this worked out in the end.
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Not Aman

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Re: Lucien Lupei
« Reply #46 on: April 24, 2016, 08:43:34 pm »

Holy fark
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Daedalus

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Re: Lucien Lupei
« Reply #47 on: April 24, 2016, 09:13:06 pm »

Holt fark
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Not Aman

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Re: Lucien Lupei
« Reply #48 on: April 24, 2016, 09:29:04 pm »

How will Lucien be able to countinue the campaign?
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Sethaniel

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Re: Lucien Lupei
« Reply #49 on: April 24, 2016, 09:37:26 pm »

Ha.  That's why you wouldn't let Kiril serve kupala.
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