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Mikhail, Prince of Birkau Castle, Defender of the Eastern Front


Player: Joseph Braun
Clan: Kiasyd
Nature: Autist
Demeanor: Critic
Generation: 8th
Embrace: 958
Apparent Age: 27
Physical: Strength 3, Dexterity 4, Stamina 3
Social: Charisma 1, Manipulation 4, Appearance 2
Mental: Perception 3, Intelligence 4, Wits 3
Talents: Alertness 3, Athletics 1, Brawl 1, Dodge 4, Empathy 2, Intimidation 2, Leadership 1, Subterfuge 1
Skills: Archery 3, Etiquette 1, Firearms 1, Melee 5, Ride 2, Stealth 2, Throwing 2
Knowledges: Academics 3, Engineering 1, Fairy Lore 2, Hearth Wisdom 1, Investigation 3, Linguistics 1, Medicine 1, Occult 4, Science 1
Disciplines: Auspex 2, Dominate 1, Mytherceria 4, Obtenebration 4, Presence 1, Vicissitude 1
Backgrounds: Generation 2, Age 2, Resources 5, Status 5
Merits/Flaws: Faerie Affinity (2 pt. merit), Charmed Existence (5 pt. merit), Clan Enmity (Tremere, 2 pt. flaw), Selective Digestion (2 pt. flaw), Taint of Corruption (1 pt. flaw), Irretractable Fangs (1 pt. flaw), Intolerance (uneducated, 1 pt. flaw)
Virtues: Conviction 3, Instinct 2, Courage 5
Road: Death and the Soul (Road of Bones) 5
Willpower: 10
Maximum Blood Pool: 15
Maximum Per Turn: 3
Maximum Trait Rating: 5

Discipline Abilities:

Auspex 1 - Heightened Senses
Effect: sharpens all five senses. may cause short, obscure flashes of empathy or odd premonitions. Sudden or strong stimuli (thunderclap, flare of light, etc.) may render the related sense unusable for one hour (blind, deaf, etc.)
System: no cost to activate. may require a roll of your unmodified Auspex rating against a variable difficulty (usually 6 to 9) to determine if you sense something especially low-key.

Auspex 2 - Soulsight
Effect: With this power, you may read the aura of the target. This may allow you to determine the target's emotional state, breed, etc. As the emotional state of the target changes, so will his aura.
System: Roll Perception + Empathy (diff 8). Each success reveals more of the aura.
1 successpale or bright only
2 successescolor
3 successespattern
4 successessubtle shifts
5 successesmixtures of color and pattern

Dominate 1 - Observance of the Spoken Word
Effect: State a one-word command (the command may be part of a sentence, but must be strongly stressed in this case). The subject must obey this command if the roll is successful.
System: Roll Manipulation + Intimidation (difficult is the target's Willpower). Extra successes indicate that the command is followed with greater vigor.

Mytherceria 1 - Fey Sight
Effect: The vampire may see things that, normally, can only be seen by faeries. She may also see spirits, and see though faerie glamour. No roll is required unless she is trying to find a specific spirit.
System: Per. + Occult, difficulty 9.

Mytherceria 2 - Darkling Trickery
Effect: The vampire may create all sorts of effects that are normally associated with faeries. Possible effects can include, but are not limited to, the following:
A scream loud enough to deafen those nearby.
A victim slips, and falls on her ass.
A victim's hair falling out.
Cows being made to give blue milk.
Rocks falling from the sky like rain.
Blighted crops.
Simple machines going haywire.
All cantrips created by this power should be in the spirit of pranks; while they may be annoying, and they may certainly be malevolent, they should not be more than a little dangerous.
System: Man. + Occult, difficulty 7

Mytherceria 3 - Goblinism
Effect: The vampire has an intuitive direction sense underground. No roll is required for this power. She may also summon goblins to help her warp and reshape stone; the difficulty varies according to the location of the vampire, as follows:
dif. 6The vampire is underground.
dif. 8The vampire is on the street.
dif. 10The vampire is atop a skyscraper.
Note that these goblins will usually be inclined to help her, but are under no obligation to do so. One comes per success on the above roll.
System: Cha. + Leadership, difficulty variable

Mytherceria 4 - Faerie Wards
Effect: The vampire may place faerie glyphs on an object that protect the area around them, by increasing the difficulties of all rolls of Mental Attributes by any intruders by one. Intruders will also become lost unless they can make a roll of Intelligence + Investigation, difficulty 8. The glyphs last, and retain their effects, for the following time periods:
1 suc.one hour.
2 suc.one night.
3 suc.one week.
4 suc.one month.
5 suc.one year.
The difficulty to ward a sentient victim is the victim's Willpower + 2. This victim, and those around her, will suffer continuously as above for the entire time she is warded.
System: Dex. + Security, difficulty 7

Mytherceria 4 - Luck of the Devil
Effect: Now your connection with Dan is so strong that it works subconsciously, subtly twisting fate and luck around you. Coincidences abound around you. This is where the Kiasyd's legendary luck finds its source.
System: At the beginning of each night, spend 1 blood point (in addition to the 1 needed to rise each night.) and roll Willpower (difficulty 7). Each success allows you to change one die from a botch into a failure or a failure into a success. This cannot be used on rolls on which you have spent a Willpower point or on any Mytherceria roll. Storytellers have the final say about what rolls this can be used on.

Obtenebration 1 - Shadow Play
Effect: Manipulate shadows, shroud areas, dim ambient light, etc.
System: Spend a Blood Point to evoke the shadows. All Intimidation and stealth rolls have their difficulties reduced by one, and all opponents' missile attack difficulties are increased by one. Mortals must make a Courage roll (difficulty 8) or have all Dice Pools reduced by one. If the Courage roll is made, the mortal is immune to further uses of Shadow Play permanently. Animals always lose one die from their Dice Pools, and most will flee the scene.

Obtenebration 2 - Nocturne
Effect: Blanket an area with impenetrable darkness
System: Automatically cloak a 10' diameter area within [10 times (Perception + Occult)] range. Each success on a Manipulation + Occult roll (difficulty 7) doubles the diameter of the power's effect. Those within the effect suffer a three-dice penalty to most actions. Mortals must make a Courage roll (difficulty 8) or panic. If the shadows envelop a flame, you may spend a Willpower point (more for large fires) to douse the flames.

Obtenebration 3 - Arms of Ahriman
Effect: The vampire may create dark tendrils. Each success either summons a six-foot shadowy tendril, or increases such a tendril by six feet. Each tendril has Strength 4, Dexterity 3, Brawl 2.
System: Manipulation + Occult, difficulty 7

Obtenebration 4 - Nightshades
Effect: The vampire may create a circle of moving shadows. Within such a circle, all adversaries, and even all allies who don't have Obtenebration, suffer a +3 difficulty to initiative rolls, and lose one die from all pools. With one success, this circle is ten feet in diameter. Each additional success adds five feet to the diameter.
System: Wits + Occult, difficulty 7

Presence 1 - Awe
Effect: Cause an immediate and intense attraction to yourself, puts subjects in a mood to agree with you.
System: Charisma + Acting (difficulty 7). One Willpower may be spent by the subjects every few minutes to resist the effect, and as soon as a number of Willpower points equal to the number of successes rolled is spent, the Awe effect is shaken off. The number of successes determines how many people are affected by this power.
1 suc.1 person
2 suc.2 people
3 suc.6 people
4 suc.20 people
5 suc.everyone in the immediate vicinity

Vicissitude 1 - Malleable Visage
Effect: You may alter your bodily parameters, including height, voice, build, facial features, skin tone, etc.
System: You must spend a Blood Point for each body part to be changed, then roll Intelligence + Body Crafts (diff 6). To change another person requires Perception + Body Crafts (diff 8). Five successes are required for a flawless copy (fewer successes leave minute flaws). Increasing one's Appearance Trait is difficulty 10, and a botched roll will result in a permanent loss of one point of Appearance.

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