VW Vance
  1. Characters

VW Vance

Player

https://docs.google.com/document/d/1YapY9MajwsKY-naLaovUgR6BsHtLz0hMWk0Mo3wH4Bs/edit?usp=sharing


Blood Bond:

Blood Bond strength :

Regnants: 3 

Kaunan

Salila, Abzu - Both go by 'Leviathan'

 

Type
Player

Race
Vampire

Age
23/28

Gender
Female

Drive: The greatest thing that drives my character is...
Trying to be a positive force to those around her, especially her daughter.

Connection: My greatest connection to others is...
Always willing to be an open ear, even if she needs to spark the conversation to get others talking.

Shortcomings: My greatest flaw...
Repeatedly giving others the benefit of the doubt.

Likes: What do you like?
Free-for-all seminars, her daughter, music of any kind.

Dislikes: What do you dislike?
The Vietnam War, winter, being alone.

Motivation: What do you want to accomplish in life?
Spreading openness in the hearts and minds of those she interacts with.

Complication: What makes your life difficult sometimes?
Not really having a “solid” lifestyle yet in London for her and Baby. (income, living space, relationships, etc, though she’s been getting by)

Happiness: What is your idea of perfect happiness?
With her mom gone and Baby in tow, VW hopes to find a new family that, like her mom, will always be there for her and Baby.

Fear: What is your biggest fear?
Being unable to give Baby a good life.

Regret: What has been your deepest regret so far?
(See doc)

Admired Quality: What quality do you admire in a person?
Courage

Overrated Virtue: What is your most overrated virtue?
Magnificence

Blood Sorcery

Blood Sorcery : Level 1 : A Taste for Blood - Discipline

Level 1:

A taste for blood

By tasting a drop of blood, the user can discern certain basic traits of the one to whom it belongs.

■ Cost: Free

■ Dice Pools: Resolve + Blood Sorcery

■ System: The user dabs the blood on their tongue and makes a Resolve + Blood Sorcery roll (Difficulty 3). With a win, the user can determine the resonance and intensity of the blood if human. They can also identify whether the blood belongs to a mortal, ghoul, vampire, or other supernatural creature (it may not necessarily be able to identify the supernatural creature if not Kindred or ghoul). Tasting vitae also determines the relative Blood Potency (and thus the likely generation band) of the vampire. A critical win also reveals whether the subject has ever committed diablerie, and the generation (within one) of the vampire. If the user knows of the supernatural creature in question, they can identify the specific supernatural creature on a critical win after tasting the blood.

■ Duration: N/A

Blood Sorcery : Level 1 : Corrosive Vitae - Discipline

Level 1:

Corrosive vitae

Altering the properties of some of their own Blood, the user can make it highly corrosive to dead substances, able to corrode most items down to steaming sludge, given enough time and Blood shed.

■ Cost: One or more Rouse Checks

■ System: No additional skill roll is required. The user concentrates for a turn and forces Blood through an
open, usually self-inflicted, wound. The user then spills their Blood on a nonliving object (except unliving flesh such as that of the Kindred) to corrode and decompose it. Each Rouse Check cor- rodes approximately 35 cm of matter in all directions from the splash; this takes approximately five minutes (longer on soft metals like copper or cast iron). Harder metals such as alloys and steel merely scar and pit; whether they meaningfully weaken remains at the Storyteller’s discretion. (This power might corrode through handcuff chains given enough time and vitae.)

■ Duration: N/A

Protean

Protean : Level 1 : Eyes of the Beast - Discipline

Level 1:

Eyes of the beast

The vampire can will a supernatural red gleam into their eyes, giving them sight even in the total absence of light.

■ Cost: Free

■ System: No roll is required to activate Eyes of the Beast. While active the user ignores any sight penalties imposed by darkness, including supernatural. While active, the inhuman appearance of the eyes confers two bonus dice to Intimidation pools against mortals.

■ Duration: As long as desired

Rituals

Rituals : Level 1 : Blood walk - Rituals

Level 1:

Blood walk

This Ritual expands upon the power A Taste for Blood allowing the user to learn more details about the subject studied, assuming the subject is a vampire.

  • Ingredients: A silver cup filled with Blood from the subject. (One Rouse Check’s worth).

  • Process: The user mixes their Blood with the subject’s and repeats an incantation over the cup, spending an roughly an hour.

  • System: A win on the Ritual roll (see General Systems) allows the user to learn the generation and name of the subject as well as the subject’s sire. A Critical Win also informs the user of any Blood Bonds active on the subject, as regnant or thrall.

Rituals : Level 1 : Craft Bloodstone - Rituals

Level 1:

craft bloodstone

This Ritual results in a Bloodstone, a magical tracker to which the caster always knows the direction as well as general distance.

As the Camarilla retreats from modern technology, this previously neglected Ritual has seen a resurgence in use.

■ Ingredients: A pebble of iron ore or a small magnet and a liter of blood from any source in a silver bowl.

■ Process: The user spills their Blood into the blood in the bowl and then recites a chant over it for an hour, repeating the chant over the next two nights. The pebble (or magnet) absorbs the blood over the three nights; upon successful completion, the liquid appears translucent.

■ System: Make the Ritual roll at the end of the third night. On a win the caster attunes their mind to the Bloodstone. The caster can unerringly sense the direction and distance to the stone. This effect lasts until the Bloodstone is destroyed or a week has passed. A caster can have and keep track to a number of stones up to their Resolve.

Rituals : Level 2 : Communicate with Kindred Sire - Rituals

Level 2:

Communicate with kindred sire

The caster uses the bond between sire and childe to open a bridge between minds, allowing the childe to create a telepathic link for the purpose of long-distance communication. As with some other Rituals, this one sees a resurgence in these nights of wiretaps and electronic surveillance.

  • Ingredients: An object previously possessed by the sire and a silver bowl filled with clear water.

  • Process: The caster submerges the object in water and lets their Blood drip into the bowl, concentrating upon the last memory of their sire for up to 30 minutes.

  • System: Make the ritual roll after 15 minutes have passed. A win allows for ten minutes of two-way silent mental communication once 15 more minutes have passed. A critical win allows immediate communication. Any major disturbance on either end breaks the connection.

Rituals : Level 2 : Illuminate the Trail of Prey - Rituals

Level 2:

Illuminate the trail of prey

The ritual allows the caster to perceive the previous whereabouts of a designated person as a subtly glowing trail, visible only to them.

■ Ingredients: A white satin ribbon.


■ Process: The performer of the ritual soaks the ribbon in their own Blood, setting it alight.

■ System: If the Ritual roll is a win the ribbon catches fire despite being wet, burn- ing fiercely like a fuse. Once consumed, the ritual takes effect. While the ritual remains active, the caster can follow faint traces of the target even in areas where they left no tracks, such as crowded cities.

To follow the tracks, the caster makes an Intelligence + Survival roll against a Difficulty equal to 6 minus the margin on the ritual test. The target must be known by face by the caster, who sees the path traveled by the victim over the previous 24 hours. The path remains visible for the entire night; a critical win extends this to two nights.