Tiberius: the Titusening
  1. Characters

Tiberius: the Titusening

This character is dead.
Player Character

Type
Player Character

Race
Beasts

Age
31

Gender
Male

Merits

Defensive Combat (•) - Advantage

Prerequisite: Brawl or Weaponry ; choose one when this Merit is selected

Effect: Your character is trained in avoiding damage in combat. Use her Brawl or Weaponry to calculate Defense, rather than Athletics. Your character can learn both versions of this Merit, allowing you to use any of the three Skills to calculate Defense. However, you cannot use Weaponry to calculate Defense unless she actually has a weapon in her hand. 

Indomitable (••) - Advantage

Prerequisite: Resolve •••

Your character possesses an iron will. The powers of the supernatural have little bearing on her behavior. She can stand up to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of fright. Any time a supernatural creature uses a power to influence your character’s thoughts or emotions, add two dice to the dice pool to contest it. If the roll is resisted, instead subtract two dice from the monster’s dice pool. Note that this only affects mental influence and manipulation from a supernatural origin. A vampire with a remarkable Manipulation + Persuasion score is just as likely to convince your character to do something using mundane tricks.

Nightmare

Everything You Do is Worthless - Nightmare

You’re an imposter, and everyone can tell. You aren’t prepared for this. The only reason you’re even here is because of blind luck and happenstance. It’s only a matter of time before something comes along and you can’t fake it.

Dice Pool: Manipulation + Satiety vs. Resolve + Supernatural Tolerance

Normal: The Beast chooses a type of action. This can be a trait category (Mental, Physical, Social), a particular field (combat, infiltration, research, etc.), or any other reasonably broad category. Within that category of action, the victim’s threshold for exceptional success is raised from five successes to seven.

High Satiety: The results of all of the victim’s actions in the chosen category are listless, barely adequate, and uninspired. When the number of successes on a roll matters (for example, in combat or in an extended action), any successful roll is treated as though it scored only a single success. A rolled exceptional success counts as two successes. The victim may reflexively spend 1 Willpower to negate this effect for a single action.

Satiety Expenditure: As long as the Nightmare is active, the Beast may spend 1 Satiety to reduce the victim to a chance die on a single roll.

Exceptional Success: In addition, the victim’s threshold for exceptional success on all other actions increases to six.

Flying and Falling - Nightmare

Elation. Freedom. Pure, unrestrained joy. Suddenly, darkness. Loss. You’re not flying, you’re plummeting, racing headlong toward the broken ground below.

Dice Pool: Manipulation + Satiety vs. Composure + Supernatural Tolerance

Normal: Every time the victim rolls an exceptional success, he loses 1 Willpower. If he has no more Willpower remaining, the roll counts as only a normal success.

High Satiety: When the victim loses Willpower due to this Nightmare, the Beast gains 1 Willpower.

Satiety Expenditure: While the Nightmare is active, the victim’s threshold for an exceptional success is reduced to three successes.

Exceptional Success: The victim loses 1 Willpower immediately.

You Must Obey - Nightmare

You’re not in the driver’s seat any more. You’re looking out of your own eyes while something you can’t begin to fathom steers you around like a puppet. Even thinking about resisting makes you feel sick inside.

Dice Pool: Presence + Satiety vs. Resolve + Supernatural Tolerance

Normal: For the duration of the scene, the victim is compelled to obey the Beast. Any attempt to ignore or countermand the Beast’s instructions provokes a breaking point. Orders that would obviously harm the victim receive a +2 bonus to the breaking point roll. Orders must be simple, single instructions, and cannot be “queued.” The Beast could order her victim to shoot his friend standing next to him, but if the Beast wanted his victim to drive across town, break into his friend’s house, and then shoot him, the Beast would have to accompany the victim and give each order as the previous task was completed.

High Satiety: The Beast can issue complex commands, or multiple commands in sequence. She can give a number of orders equal to her Satiety rating at the time the Nightmare was invoked.

Satiety Expenditure: When acting to fulfill the Beast’s commands, the victim either lowers the threshold for exceptional success to three successes or regains a point of Willpower. The victim chooses which before rolling.