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Qa'lon ibn Fatir, Prince of Alba'Iulia


Player: James
Clan: Salubri
Nature: Jester
Demeanor: Bad-ass
Generation: 8th
Embrace: 1177
Apparent Age: 27
Physical: Strength 4, Dexterity 3, Stamina 3
Social: Charisma 2, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 3
Talents: Alertness 3, Athletics 3, Brawl 4, Dodge 4, Empathy 2, Intimidation 3, Leadership 2
Skills: Archery 4, Melee 5, Ride 4, Stealth 1
Knowledges: Academics 3, Linguistics 1, Occult 5
Disciplines: Auspex 2, Fortitude 2, Salubri Thaumaturgy 3, Valeren 3
Thaumaturgy: Summoning 3
Rituals: Bind Familiar, Impassable Trail, Shaft of Quiescence
Backgrounds: Generation 2, Influence 1, Status 2, Resources 1
Merits/Flaws: Infertile Vitae, 3 pt. Flaw; Prey Exclusion, 3 pt. Flaw
Virtues: Conscience/Conviction 3, Self-Control/Instinct 2, Courage 5
Road: Via Caeli 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

Fortitude 2
Effect: Your Fortitude allows you to soak damage from sunlight and fire. Each level of Fortitude gives you one additional soak die when soaking any wounds.
System: simply add Fortitude to Stamina for the purposes of soaking wounds. Only a character with Fortitude may soak sunlight or fire.

Salubri Thaumaturgy
All Thaumaturgy Paths require that one Blood Point be spent, and a Willpower roll must be made (difficulty of the power's level + 3). A failure indicates that the magic does not activate, while a botch indicates that a point of permanent Willpower is lost and the magic still does not activate.

The Path of Summoning

Manipulations
TaskRollCostTime
Warding(Wits + Occult)1 Blood Point7 turns - Path
Summoning(Charisma + Occult)1 Blood PointOne scene
Binding(Manipulation + Occult)(1 Blood Point + 1 Will.) per rollOne scene
Dismissal(Wits + Occult)1 Willpower7 Turns - Path
Minor Binding: Resisted roll of Manipulation + Occult (difficulty 6) versus the entity's Willpower roll (difficulty of your Willpower).
Major Binding: Same system as above, a series of extended rolls to accumulate 10 successes. Each roll made requires one Willpower point and one Blood point.

Summoning 1
Effect: You can sense the movements and strengths of nearby entities. This is not sight, but a sixth sense effect. This sense extends through the shroud. This ability comes at no cost, but can only be used with full concentration, and while completely motionless.
System: A Perception + Occult roll must be made to successfully sense entities. Manipulation cannot be performed at this level, although you can get the attention of a nearby entity with a Charisma + Occult roll. A botch will automatically attract a hostile being. In no way does this ability confer control over the being in question.

Summoning 2
Effect: You may determine the type of entity manipulated, although these summonings are limited to only minor entities (Wraiths cannot be manipulated at this stage).
System: Use the rolls above, but no entity of Wraith strength or higher may be manipulated.

Summoning 3
Effect: When you have reached this level of mastery, specific entities may be manipulated, as long as you are familiar with the entity in question. You may also begin to summon beings of an intermediary level of power.
System: You may only manipulate entities of Wraith status or lower. Some greater Wraiths may have the power to ignore your summons. Any summoning, even a failed one, will result in something coming to you. Such entities may be friendly or indifferent. An unwanted hostile entity will only come on a botched roll.

Valeren 1 - Sense Life/Death
Effect: You may see the life force of a person after touching them. This does not open the third eye.
System: You must touch your target (possibly requiring a barehanded hit in combat), then roll Perception + Empathy (diff 7). This will tell you how close to death a person is (an estimate, not hard stats). A second roll (no touch required, same roll) will allow you to ask the storyteller one specific question per success, which must be pertaining to the subject's health (number of Health Levels left, whether damage is aggravated, whether subject is poisoned or diseased, etc.) . This power will identify a subject as a vampire on the first roll.

Valeren 2 - Gift of Sleep
Effect: You may cause living beings to fall asleep with a simple touch, regardless of whether the subject is feeling pain or even tired.
System: For a willing subject, spend one Blood Point. For an unwilling subject, spend one Blood Point and make a contested Willpower roll with the target. Success indicates that the target is put to sleep for their normal pattern of rest (usually 5 to 8 hours for a human), though he may be awakened normally. Cainites cannot be affected by this power.

Valeren 3 - Burning Touch
Effect: Lay a hand on your opponent, and searing pain flows through their body. This causes no physical damage, but may be used as a form of torture. Severe psychological damage may result from prolonged exposure to this power.
System: Spend one Blood Point, and keep your hand in place as long as you wish to cause pain. For each Blood Point spent, the subject loses two dice from her dice pools. These effects last for the remainder of the round.

Rituals

Roll Intelligence + Occult (diff 3 + the level of the ritual, maximum 9). Only one success is required, however, some effects may require more than one success to be brought about.

Level One

Bind Familiar

Where is this one?

Level Two

Impassable Trail You may travel through even the densest woodlands without leaving a sign of your passing. You will leave nothing more than a slight scent to be detected. This ritual requires that you wrap your feet in deerskin, and lasts for one night.

Level Three

Shaft of Belated Quiescence This ritual is cast on a stake meant for the heart of a vampire. The shaft is carved with symbols and blackened in an oakwood fire. Thereafter, any hit with the stake causes it's tip to break off and slowly burrow to the victim's heart. This ritual may be cast on arrows. After the hit (which nullifies the rest of the shaft), the tip will reach the heart in 1 to 10 days, killing a mortal or placing a Cainite in torpor. The only known way to remove the tip is through surgery, but the tip will elude attempts to remove it, and the surgery itself will wound the vampire. The only indication of anything amiss will be occasional sharp pains, growing closer as the tip nears the heart.

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