Samuel Belizaire
  1. Characters

Samuel Belizaire

Samuel est un homme de corpulence robuste et on comprend aisément qu'il aurait pu faire une carrière sportive si cela avait été son objectif.

C'est un haïtien à la peau sombre, aux cheveux rasés et à la barbe bien entretenue. Il affectionne les costumes exhubérants, une bonne partie de ses revenus partant dans sa garde robe. Il porte des lunettes par confort plus que par nécessité.

Lorsqu'il officie, Samuel se peint le visage et orne sa tenue de grigris, il porte un chapeau haut de forme et des gants rouges.


Samuel est issu d'une famille modeste de Haiti, mais son incroyable volonté l'a aidé à s'extirper de sa condition : tout d'abord, il a pu obtenir une bourse sportive à LSU et y entamer des études de médecine. Il est devenu ensuite médecin légiste avant que sa communauté d'origine se rappelle à lui. Il a été étreint pour servir de prêtre vaudou, son incroyable expérience de la mort étant perçue comme un immense avantage.

Depuis son étreinte, Samuel a abandonné son ancien métier et enodssé celui de thanatopracteur dans la banlieue de New Orleans. Il s'occupe des rites nocturnes associés au culte vaudou, notamment ceux visant à préparer les enterrements et accompagner les familles dans leur deuil.

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Attache - Nesly Belizaire

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Nesly, son vieil oncle qui vit à New Orleans, c'est en partie grâce à lui qu'il a pu obtenir sa bourse sportive (il était assistant coach à l'université). Samuel a juré de prendre soin de lui jusqu'à sa mort.

Mawla - Manon

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Manon, mentor de Samuel et meneuse des Sétites locaux

Refuge - Maison de pompes-funèbres vaudoo - Au service de Maman Brigitte

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Attache - Marie Sekiere

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Marie Sekiere est une magicienne vaudou locale, c'est à elle qu'on a confié la formation de Samuel. Elle aurait de véritables pouvoirs, bien que pâles en comparaison de ceux des Descendants.

Type
Joueur

Age
Né en 1984

Gender
M

Pronouns
Il, lui

Force d’âme

Esprit Résolu - Niveau 1

Le vampire acquiert une capacité mystique lui permettant de résister à toute influence, que ce soit par le biais de charmes naturels, de coercition ou de la ruse. Selon les individus, ce pouvoir se manifeste sous la forme d’une parfaite sérénité ou d’un entêtement hors du commun.

  • Coût: gratuit

  • Système: le personnage reçoit autant de dés supplémentaires que son niveau de Force d’âme sur les jets pour résister à la coercition, à l’intimidation, à la séduction ou à tout autre stratagème destiné à l’influencer contre sa volonté. Ce pouvoir fonctionne également contre les capacités surnaturelles telles que les pouvoirs de Domination et de Présence.

  • Durée: passif

Oblivion

Ashes to Ashes - Niveau 1

Destroying evidence of feeding is a necessity among vampires who leave dead bodies in their wake. This power enables a vampire to destroy a corpse — fresh or long dead — by introducing their vitae to its body. This power does not work on vampires, but can work on animated cadavers, at the Storyteller’s discretion.

  • Cost: One Rouse Check
  • Dice Pools: Stamina + Oblivion vs. Stamina + Medicine or Fortitude
  • System: The vampire makes a Rouse Check to expend vitae, and introduces the vitae to the corpse. Unless the corpse is animated, the body disintegrates over three turns with no test necessary. If it is, the user rolls a contest of Stamina + Oblivion against Stamina. (Corpses with Fortitude may resist with Stamina + Fortitude.) If the user wins, the animated corpse dissolves in five turns, minus the margin (minimum one, and disintegrating corpses suffer physical Impairment). On a critical win, the corpse disintegrates immediately. On a total failure, the corpse is subsequently immune to this power from any user.
  • Duration: Variable

Fatal precognition - Niveau 2

Amalgam: Auspex 2

It is said by many necromancers that the Lady of Fate rules the Underworld through her Stygian servants, and through communion with her certain death-dealers have learned this power. Fatal precognition allows a vampire to scry any non-vampire and experience a vision of their impending death, whether it’s due a minute from now or several decades away. The Kindred’s eyes turn black and they stand, sit, or lie completely still as the fate plays out in their mind. Fate can of course be cheated, though there’s a cost for doing so.

Cost: One Rouse Check

Dice Pools: Resolve + Oblivion

System: The vampire must be able to see or hear their target when they use this power. After rolling Resolve + Oblivion (Difficulty 3 or more at the Storyteller’s discretion), the vampire becomes paralyzed in place as the vision plays out, preventing them from any form of physical or social interaction for that turn. The higher the margin, the clearer the vision. A win grants sight of the corpse, and with each point of margin an additional clue is provided, such as the manner of death, time and place of death, or the name and face of the first living person to find the corpse. A critical win on this roll grants the vampire a vision of crystal clarity, along with a sense of the motive, if the target is intentionally killed. A total failure renders the vampire blind for the remainder of the scene, and unable to use this power on the same target again.

If anyone attempts to subvert the fate observed in this way, they find everything working against their hubristic ambition. Add one to all Difficulties while working to directly circumvent the precognition as cars break down, storms erupt from nowhere, and people become hostile for no reason. This penalty applies until the prophecy is fulfilled or avoided, or the current story ends.

Duration: Until fulfilled, avoided, or the story ends.

Aura of Decay - Niveau 3

Kindred with a strong connection to Oblivion can affect the world around them, making plants wilt, animals and humans grow sick, and food go bad. Some harness this aura as a power, polluting vitality with rot, and speeding up the erosion of life. This power does not speed up the decay of dead things, though.

  • Cost: One Rouse Check
  • Dice Pools: Stamina + Oblivion vs. Stamina + Medicine or Fortitude 
  • System: The vampire makes a Rouse Check. Following a win on a Stamina + Oblivion roll (Difficulty 3), unintelligent organic and inorganic material within five yards/ meters of them suffers — plants turn black and die, food rots in its packaging, and even bricks start crumbling. Material affected in this way can become toxic to ingest, if for instance this power is used in a kitchen or a water supply. Such toxic food and drink, if consumed, can be expected to inflict two Superficial Health damage in the following scene to the individual who eats it, and for each scene thereafter until treated with an Intelligence + Medicine roll (Difficulty 3).

If anything living is caught in the aura, it makes a Stamina + Medicine contest against the vampire’s activation roll. For every point of margin the vampire has, the victim suffers one point of unhalved Superficial Health damage. This damage is slowly applied throughout the scene. Repeated applications of the power in the same scene have no effect on the Health of mortals already affected.

The power is an aura that lasts for an entire scene before it fades away. Anyone with a sense of smell can detect a rotting odor emanating from the vampire during the time the power is active, inflicting a two-dice penalty to any Social rolls the vampire makes.

  • Duration: One scene