Virtue:Charity. Lauren likes to help people, even if they don't quite deserve it. In a sense, helping people she perceives as worse-off than herself gives her hope that someone would be willing to help her. Vice:Lust. Physical closeness isn't such a bad substitute for emotional closeness.
Eye Color: Honey Brown Hair Color: Reddish-brown Hair Style: Curly, hangs past her shoulders, parted down one side Skin Tone/Complexion: Pale with freckles over her whole body
Figure Notes: Lauren is petite and very slender. She's about 5'5" with a rather small chest. Her hair falls about 1 inch past her shoulders, though it looks longer when it's wet due to her soft curls. She has a side-part and long bangs that are swept off to the opposite side When she's out and about, she often keeps it in a side-ponytail. When it's either down or up, the ends curl into soft rings.
Lauren's face is soft and round with a greater concentration of freckles on her face than the rest of her body. She has large, honey-brown eyes and long eyelashes. She's usually seen wearing dark eyeshadow and red lipstick.
Clothing Notes: Lauren's most frequently worn outfit (and the one you should assume she's wearing if I don't describe :P) consists of boots, dark jeans, a light-colored (often white) shirt and a brown or black jacket. She's also usually carrying a brown messenger bag and a camera, which may or may not be in the bag.
She's also rather fond of skirts, and will wear them any time she can reasonably expect not to be climbing or running. Most of Lauren's wardrobe tends towards monochromatic or neutral colors. Black, white, grey, and brown. When she does wear colors, they're usual either pastels or nearly black. Lauren almost never wears bright, saturated clothing.
In formal situations, Lauren usually wears dark dresses of the slinky variety with a few simple pieces of jewelry.
Accessories: Lauren is never without a camera unless she's certain she won't be making use of one on that particular outing (for example, going to a very nice party). The more "adventurous" the task, the better camera she'll take. Expeditions to interesting places require at least an SLR, while she might bring a sleek and small camera to more casual events.
Her bag is generally stuffed to the brim with miscellaneous items, such as: a cell phone, a small knife, maintenance equipment for her cameras, a notepad, etc. She also has a random assortment of items that are rather odd, but that she's learned to keep on hand after 6 years with Moon.
She also has a
Lying inside it was a silver bracelet, forged in the shape of a serpent consuming its own tail, with two brilliant sapphires for the serpents eyes, and semi-precious stones (jasper, malachite, others) adorning the serpent’s back.
very fancy bangle that was given to her by Elizabeth Sheridan. It's only worn when Lauren goes to visit her, or when she's expecting to be on her own.
Other: Because she's Hollow, Lauren doesn't take calls on her phone. If she gets a call, she will wait for it to go to voicemail and respond through texts. She also doesn't show up on any kind of camera or in reflections, and will try to avoid being caught in front of any such thing.
Lauren also tries to avoid being out in the fog, as she gets hopelessly lost.
Gold comb decorated with a pair of hounds. - Extended action, 4 successes required, 1 minute (100 strokes) per roll or glamour for auto activate after first minute; gains SL 4 and can change hair color for one scene, takes -1 to social rolls for remainder of day. Catch: Gains Narcissism derangement. Can be used once a week.
Lair (3-room apartment), Size ••, Secrecy •, Security •
Blood Potency: 4 Vitae: 13/
Amount that can be spent per turn. 1 spent to wake each night, 1 spent for flush of life, 1 spent to not vomit food immediately, 1 spent for +2 to any physical roll, 1 spent to consume drugs (LOL), 1-2 spent per turn to heal 2B per point, 1 spent to heal 1L, 5 spent to heal 1A (takes 2 nights)
The Spirit's Touch - Wits+Occult+Auspex, view psychic impressions of objects by handling them, can also use on people vs. Resolve+BP (reflexive, they don't notice), gain a vision of last "intense" thing to happen to subject, if searching for a specific event, -1 for each day that has passed since the event
Telepathy - Int+Socialize+Auspex-target's Resolve, target rolls Int+Composure to detect, costs 1 WP for use on non-mortals unless subject is willing, -1 for surface thoughts, -2 for specific thoughts, -1 per derangement, -3 for buried info
Twilight Projection - Int+Occult+Auspex, Cost 1 WP, separates ghost body from physical body, ghost body is naked (lol) and cannot affect anything in the physical or spiritual realm, kindred remains in torpor-like state and is unaware of anything happening to her physical body, kindred using Auspex can spot with Wits+Invest+Auspex vs. projector's Resolve+Occult+Auspex, ES: WP is regained
The Contagion Principle - Costs 1 WP, Wits+Stealth+Detournement vs Wits+BP, must first touch target, disconnect a shred of fingernail which implants itself just under target's skin, can find target for duration, if within 100m I know exact location, successes: 1=1 night, 2=3 nights, 3=1 week, 4=2 weeks, 5=1 month
The Pleasure of the Text - Costs 1 vitae (regained if successful), Int+Stamina+Detournement, absorb information from media by soaking it in blood and reabsorbing, information is gone from media, ES means media is not destroyed
Dreams of The Many - Costs 1 WP, Wits+Empathy+Insomnium vs. target's Resolve+BP, see a portion of someone's dream and learn something from it, gain +1 to social rolls on target for a month, range limited to # of miles equal to Insomnium dots, ES: learn virtue/vice/humanity/diablerie (seeing greatest desires) of target and +1 to greater Insomnium powers on target. ONEIROMANCY - (Wits+Occult+Insomnium) gain prophetic insight from many peoples' dreams, grants 1 re-roll on a dice pool per night
Awe - Presence+Expression+Majesty, successes are compared to target's composure, successful if higher, # of successes is added to social dice pools for the remainder of the scene, -1 for each additional target up to a -4, ES: target's composure is considered one less for the purpose of determining Awe's success
Revelation - Manip+Persuasion+Majesty vs. subject's Comp+BP, Cost 1 Vitae, causes the target to share deep feelings and/or secrets, may need Manip+Socialize to steer towards target secrets, subject may spend WP and roll Composure to break spell for a turn, ES: subject cannot break spell, must confess everything ever
Touch of Shadow - Wits+Larceny+Obfuscate, conceal a held item, +2 for smaller than palms, +1 for smaller than pockets (no mod for tight fit), -1 for large pocket, -2 for under jacket, -3 for carryable or negative space, -4 for as large as yourself, -5 for larger than you
The Familiar Stranger - Wits+Subterfuge+Obfuscate vs. Resolve+BP, causes subject to percieve me as someone else (someone they expected to see in those circumstances) for a scene, user does not know who they appear as unless told, ES: lasts for as long as you want
Cloak the Gathering - Intelligence+Stealth+Obfuscate, can cloak up to 5 members of the party (including myself) with obfuscate, additional people cloaked at -1, if I become visible everyone else does too, all cloaked individuals can see each other, if they leave my sight they become visible, same rules as Cloak of Night
(Vitae Reliquary) - The character takes an ordinary object and stores an amount of Vitae in it that may be called upon later (whether as sustenance or for any other purpose that requires Vitae). Any Kindred or ghoul can call upon the stored Vitae, not just the caster, though the person using the Vitae must know that it’s there. The amount of Vitae that can be stored in the object is equal to the amount of successes the player achieves on the invocation roll, although the caster may infuse the object with less if he wishes. The Vitae to be stored comes directly from the caster’s own body. This ritual can be cast only once on the item in question. Any object can contain the Vitae, regardless of its size, though the item must be at least the size of a person’s fist. The Vitae remains indefinitely until consumed. The act of consuming the blood might involve taking it to one’s lips, or holding the item tight and willing the blood to pass from object to body. This Vitae is “neutral,” which is to say that the feeding Kindred does not subject the sorcerer to a Vinculum in this manner, though blood addiction is still a risk. OFFERING: The item being infused, which crumbles to dust after the vitae is extracted.
(Liar's Plague) - The character curses her subject so that if he speaks any lies over the course of the scene, beetles swarm from his mouth. The ritual involves a contested action, pitting the sorcerer’s Intelligence + Academics + Theban Sorcery against the subject’s Resolve + Blood Potency. Resisting this power is a reflexive action. OFFERING: old computer punch card
(Dark Blessing) - Can only be cast on kindred/ghouls, provides # of bonus dice = successes for actions described in blessings, cannot be used for disciplines/humanity/degeneration, can only be used once, one blessing per person, ends at sunrise. OFFERING: powder dissolved in wine or blood which must be consumed
(Shield of Righteousness) - Protection from any supernatural power except EF, attempts are penalized by dots in EF + normal penalties, shield defends for a number of attacks = successes, ends at sunrise. OFFERING: small white noise generator
(Gift of Tongues) - Allows a person or group of people to be able to speak and understand any human language for a scene. Roll is penalized by every person it's cast on after the first. OFFERING: A central computer-box (probably about the size of a small book) with computer-chipped patches that are attached to the base of the neck with needles.
(Spear of Faith) - # of targets = to EF dots can be effected, must be able to see them, closest target suffers L damage = successes, next closest suffers one less damage until all targets hit/damage runs out, penalized by highest stamina of victims, no defense/armor, target bleeds as if slashed by invisible weapon. OFFERING: knife wired to a battery
(Rain of Blood) - Blood rains from sky/ceiling, appears real but cannot be consumed for vitae, targets suffer 1L per turn per success, armor/defense not applicable (only complete cover), can impose up to -5 on actions affected by normal rain (depending on how hard it rains), if living victims fail a composure roll they suffer -4 on all non-reflexive actions as long as they are in/can see/can smell rain. OFFERING: a drop of the caster's vitae.
A Taste of Life - The Dragon may eat mortal food without a Vitae cost, and does not vomit it up at the end of the scene but metabolizes it and dissolves it entirely into their body. The Dragon may thus be affected by drugs or medicines appropriately.
Costs 1 vitae. Once the character activates this Discipline, he adds his Auspex rating to his Initiative rating. (If he activates Celerity as well, he adds both Disciplines.) Also, the character’s Defense does not diminish from being attacked by multiple opponents in the same turn.
Costs 1 vitae. Int+Empathy+Obfuscate vs. Resolve+BP. It allows the character to discern in advance who the target most expects to see under the circumstances, before The Familiar Stranger is activated (so the Devotion and Discipline power are applied separately). The character does not have any choice over who he “becomes,” but he does know exactly who he’s supposed to be, even if he has never met that person before. The information drawn from the subject’s mind even allows the Kindred to custom-tailor certain aspects of the power to her. For example, the Kindred learns that the man the subject sees is her father, that he is gruff but caring, and that the last time he and the subject parted ways, they did so on bad terms and the subject feels remorse for that interaction. The vampire must be able to see the person whom he plans to dupe when this Devotion is activated.
Costs 1 vitae. Any time the character wishes to observe, follow or examine something that moves too quickly to follow with normal sight, the player may add five dice to a Wits + Composure roll while this Devotion is active. (Especially fast-moving or small items might impose a penalty of -1 to -3 on the roll, at the Storyteller’s discretion, for a net +2 to +4 bonus.) Quicken Sight lasts for the duration of a scene.
Cost 1 WP per scene, Resolve+Comp+Resilience, while active can add Majesty dots to attempts to resist Majesty, if it's a contested roll they're added to resisting dice pool, in the case of Awe the aggressor must beat Comp+Majesty instead of just Comp
Costs 1 Vitae mixed with food. Presence+Occult+Auspex-Ka's Resistance. Extended action. Must know the name of the Ka being summoned. The vampire prepares a meal with a full table setting, lights a candle, sits on the other side of the table, and performs a chant. Ka gains essence equal to successes, and must stay until the food is finished. It can talk to anyone in the room at this time. It vanishes if attacked and does not gain essence. ES: Ka gains full essence pool.
Roll wits+occult+2(Auspex) when Moon is feeling a strong emotion/sensation. Success: Get a strong feeling of his experience + general direction and distance to him. ES: Lauren briefly perceives that she is Moon. She knows exactly what is happening to him and where he is. Can try to force connection by spending WP. Can also try to transmit location using WP (Moon rolls wits+occult), but Lauren won't know if it succeeds. Range is limited to 50 miles.
Type: Mortal Corporal (Contacts: Goblins)
Erin: Help Lauren with Dreamscaping and helping Sophie, so long as it doesn't put her in danger [-2]; Ensorcellment [-2]
Lauren: Medial Alliance with the Cat's Cradle [-2]; Do not betray the London Freehold to its enemies [-2]
Erin: Adroitness (Occult) [+1], Adroitness (Academics) [+1], Blessing (Allies MHCP) [+2]
Lauren : Ensorcellment [+2], Adroitness (Occult) [+1], Adroitness (Empathy) [+1]
Duration: Year and a Day [+3]
Sanction: Pishogue (Artifice 2, damages the Oathbreaker's most valuable possession when touched); Flaw: Untrustworthy [-2]
Erin's big list of normal exceptions, don't worry about it.
Broken Hearts Type: Vow Tasks:
[All] - Lesser Alliance (-0), Medial Forbiddance; Reveal what happened at Highgate Cemetery (-2) Boons:
[Lauren Darrow] - Adroitness; Investigation, Subterfuge, (+2)
[Rebecca, The Changeling] - Adroitness; Investigation, Academics (+2)
[Oleander] - Lesser Blessing: Lair Size +1 (+1), Lesser Blessing: Resources (+1)
[Rebecca, The Fetch] - Medial Blessing: New Identity (+2)
[Lucy Carpenter] - Adroitness; Stealth, Larceny (+2)
[Lewis Carpenter] - Adroitness; Computer, Science (+2) Duration: Decade (+3) Sanction: Lesser Curse (-1), Flaw: Nightmares (-2) [Exceptions] The pledge is not broken and the curse is not triggered if a clause is broken or unfulfilled for any of the following reasons:
-Refusal to betray another friend or ally.
-Either party is rendered physically or mentally incapable of fulfilling the pledge, either by external or internal conditions.
-Either party is forced to break the pledge by supernatural means or mind control.
-Either party was unaware their course of action or inaction would violate the pledge.
-Either party breaks the vow of secrecy in the context of the confessional or medical/psychiatric treatment