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Backgrounds: Allies 5, Status 3
enigmatic figure at best, and an invisible terror at worst.
Virtues: Conscience 0, Self-Control 0, Courage 5
While most Inconnu maintain a non -interventionist
posture, acting only when threatened, some become
Humanity: 0
involved in affairs on a regular, if covert, basis.
Willpower: 8
Thus the Inconnu Mon itor has developed substantial
Blood Pool Max/Per Turn 14/2
abilities of observation and deduction, but also has more
Notes: The Discipline of Vicissitude allows a Vampire to
than enough experience in combat and other stress-filled
shape and change the body's form, though the changes are
situations. Allies and contacts have come to his aid through
not limited to the Vicissitude practitioner alone. The first
the passage of time, and no few of these rank among the
level allows the Vampire to actually change aspects of her
other members of the Inconnu. Of course, these is no
appearance, which is the way this character developed a 5
reason others
Appearance. The second level allows the character to shape
would not be spies in either the Sabbat or the Camarilla,
her or another's skin in any way she likes. The third level
Lupines, Magi or even Mummies.
allows the Vampire to mold bones in the same way.
60
Vampire Storytellers Handbook
Roleplaying Hints: Your main goal is to remain aware of Setite even operates out of a Camarilla-controlled city
potentially threatening events and individuals under your means something -maybe the Prince has become lax, been
jurisdiction. To this end you will go to any extreme, bribed or even corrupted by the Followers of Set. Whatever
including sneaking into meeting places, Dominating Licks the reason an Independent has come to town, you can be
into telling all and them making them forget the meeting, sure it means bad news for the characters.
and anything else you deem as necessary.
Ravnos Con Artist
While normally quiet and removed, should something
Quote: "I have just what you need. It's in this alley right
become a direct threat to you, you will spare no effort in
over here."
ensuring its suppression. Additionally, despite having
Concept: The Ravnos con artist lives for the scam. If
reined your passions in to a great degree, you have yet to
achieve Golconda. Thus you remain capable of frenzies, given an opportunity to steal a baby's glass eye, you can be
and if aggravated beyond your tolerance, will respond with sure the opportunity (and the glass eye) will be seized.
all the powers at your command. However, the best cons come from tricker y, especially
when someone's greed can be used in the game.
Nature: Judge
Thus the con artist has become a student of Vampiric
Demeanor: Traditionalist
motivations, watching carefully what people do and why
Generation: 6th
they do it. This Ravnos may not be the best fighter, but
allies are always around (your own family) and you can
Physical: Strength 7, Dexterity 5, Stamina 6
escape most problems with the help of your wits,
Social: Charisma 4, Manipulation 6, Appearance 4
Chimerstry and speed.
Mental: Perception 7, Intelligence 6, Wits 5
Roleplaying Hints: Watch the characters carefully. See
Talents: Alertness 6, Brawl 5, Dodge 4, Empathy 3,
what it is they want, and then offer it to them. Once they
Intimidation 5, Subterfuge 3 are ready to take it, pull the switch and get away while your
laughter yet rings in their ears.
Skills: Animal Ken 3, Etiquette 5, Firearms 2, Melee 4,
Music 3
You generally prefer to pull scams against the pompous
and overinflated, but if they are not available, anyone will
Knowledges: Investigation 7, Law 3, Linguistics 6,
do.
Medicine 5, Occult 6, Politics 6, Science 4, Area Knowledge
Just be ready when they take offense to your innocent
5, City Secrets 6, Kindred Lore 6
games (especially when you steal their havens while they
Disciplines: Animalism 3, Auspex 7, Celerity 4, Dominate
sleep).
6, Fortitude 4, Obeah 4, Potence 3, Presence 6, Protean 3
Nature: Jester
Backgrounds: Allies 4, Contacts 7, Resources 3, Status 5
Demeanor: Rebel
Virtues: Conscience 5, Self-Control 4, Courage 5
Generation: 10th
Humanity: 9
Physical: Strength 3, Dexterity 5, Stamina 4
Willpower: 10
Social: Charisma 4, Manipulation 5, Appearance 4
Blood Pool Max/Per Turn 30/6
Mental: Perception 3, Intelligence 2, Wits 4
Independents
Talents: Acting 4, Alertness 4, Athletics 3, Brawl 2, Dodge
Not all Vampire Clans belong to one of the three Sects. 4, Empathy 4, Streetwise 5, Subterfuge 5
While most do fall under their aegis, others carry out their
Skills: Animal Ken 3, Drive 2, Etiquette 2, Melee 2, Music
existences without alliances, going through each night
3, Security 2, Stealth 4, Sleight of Hand 4, Survival 2
unencumbered by their wars of their Kindred (or so they
Knowledges: Investigation 3, Law 2, Linguistics 3, Occult
believe). Thus Ravnos wander the wilds of the planet in
3
search of pleasure, Giovannis do the same in the wilds of
the boardrooms, and Setites and Assamites carry out their
Disciplines: Animalism 4, Auspex 2, Celerity 1,
own plots and schemes.
Chimerstry 4, Fortitude 3, Presence 1
So just when the characters think themselves safe from the
Backgrounds: Allies 2, Resources 2, Retainers 4
manipulations of the Camarilla and the Sabbat - Boom
Virtues: Conscience 2, Self-Control 3, Courage 4
Baby! - there's a whole new ball game to play. Suddenly the
world twists and turns as a Ravnos warps the very fabric of Humanity: 6
reality. The characters' minds scream with pain as the
Willpower: 8
Setites lead
Blood Pool Max/Per Turn 13/1
them quickly into temptation. Their very souls wail as the
Giovanni pry them from their bodies. And in the dark, an
Minor Bloodlines
Assamite waits to strike.
Although the 13 major Clans comprise the vast majority of [ Pobierz całość w formacie PDF ]

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