Michael Oliver
Michael Oliver
Attributes
Mental - Intelligence •••, Wits
•••, Resolve ••••
Physical - Strength ••• (4/6/5/3) Dexterity ••• (3/4/5/5) Stamina •••• (5/6/6/5)
Social - Presence •••, Manipulation •••, Composure •••••
Skills
Mental - Computer ••, Crafts ••, Investigation ••, Occult ••, Politics •
Physical - Athletics •••• (Running), Brawl ••••, Larceny •, Stealth
•, Survival •••, Weaponry •••
Social - Empathy ••••, Expression (Dance, Drama, Musical Instrument (Vocals)) ••••, Intimidate •, Persuasion (Seduction) ••••, Socialise ••, Subterfuge ••••
Auspice - Cahalith (Gibbours Moon)
Warhowler
Tribe - Ghost Wolf (with Iron Master affinities)
Essence - 14/2
**
Harmony - 7
Renown - Glory 4, Cunning 4, Wisdom 1, Purity 1
Gifts
Technology:
Left-Handed Spanner (Technology) 1,
Nightfall (Technology) 2,
Iron Treachery (Technology) 3,
Maschinegist (Techology) 4
Knowledge:
Know Name (Knowledge) 1,
Sagacity (Knowledge) 3,
Know Path (Knowledge) 4
Father Wolf:
Wolf-Blood's Lure (Father Wolf) 1
Father Wolf’s Speed (Father Wolf) 2
Mother Luna:
Partial Change (Mother Luna) 1
Elemental:
Command Fire (Elemental) 3
Alpha:
Lordly Will (Alpha) 4
Schehezarade's Gifts:
The Undending Story (Schehezarade's Gifts) 1,
Perchance to Dream (Schehezarade's Gifts) 3,
Drawing the Curtain (Schehezarade's Gifts) 4
Glory:
Relentlessness (Glory) 1
Merits -
Contacts • (theatre),
Resources ••,
Striking Looks ••••,
Quick Healer ••••,
Iron Stamina ••,
Eidetic Memory ••, Allies (Pack) •••,
Fetish (Salmon Charm) ••••, Allies (MI-18) •, Friend (Allie) ••••, Fleet of Foot •••, Fast Reflexes ••
Advantages
Size - 5 (6/7/6/4)
Defence - 3 (3/4/5/5)
Health - 9 (11/13/12/9)
Initiative - 10 (10/11/12/12)
Speed - 14 (15/18/21/19)
Willpower - 9
**
Virtue - Charity. Michael is a giver. His time, his money, his affection. He hates to see other people suffer - its like nails on a chalkboard to him. Whenever possible, he places other people above himself.
Vice - Wrath. When people cross him, Michael has a hard time letting go. He can hold a grudge with the best of them, and never forgets his revenge. Thankfully he isn't great at serving it cold, and his bark is worse than his bite - but he is also like a dog with a bone, relentlessly pursuing his revenge.
Note on Sophie's Mesmerise
Be Nice! (Pledge)
Lets Go See a Show (Pledge)
Hunting A Madman (Pledge)
Sophie Has A New Plaything!
People Michael owes:
- Sophie (see above pledge). Began: Feb 2008.
- Whim (stripping)
- Allie
- Oleander
- Possibly Heinzelmaul after this RP or something, I dunno, I can't see the future. :P Edit: she said a small favour, so woohoo!
Treasure!
- Modified Packstone: Michael and Bo can always find each other.
Attributes
Mental - Intelligence •••, Wits
| Salmon Charm adds two dots for 1E/scene |
Physical - Strength ••• (4/6/5/3) Dexterity ••• (3/4/5/5) Stamina •••• (5/6/6/5)
Social - Presence •••, Manipulation •••, Composure •••••
Skills
Mental - Computer ••, Crafts ••, Investigation ••, Occult ••, Politics •
Physical - Athletics •••• (Running), Brawl ••••, Larceny •, Stealth
| -3 (Warhowler) |
Social - Empathy ••••, Expression (Dance, Drama, Musical Instrument (Vocals)) ••••, Intimidate •, Persuasion (Seduction) ••••, Socialise ••, Subterfuge ••••
Auspice - Cahalith (Gibbours Moon)
Primary Renown - GloryAspect -
Specialty Skills - Crafts, Expression, Persuasion
Gift Lists - Gibbous Moon, Inspiration, Knowledge
Auspice Ability - Prophetic Dream
| Glory waits in war. Victory is earned through shrieking howls and tearing claws. The Cahalith of this Aspect know that very well, helping urge her pack to greater and greater levels of martial ability. At Primal Urge 3: The Cahalith’s howls push her pack to strike more quickly. When she howls, she can push herself and her allies to glory. By spending a point of Willpower reflexively, a number of points equal to her Glory score add in any combination to her pack’s Defense, Initiative or Speed for one scene. (If her Glory is at three dots, she could give one to each of her pack members’ three traits, or she could give two to Defense and one to Speed, or all three to Initiative, or so forth.) She can perform this howl once per story. However, the howls of war are forever in her mind; the Cahalith cannot easily abide silence. Any Stealth rolls she makes automatically suffer –3 dice as she consciously or unconsciously strains to make herself heard. At Primal Urge 7: Her howls at this point give her pack the strength to persevere. In addition to the previous benefit, when she howls, her pack also gains a point of armor (+1/+1) per point of the Cahalith’s Expression score. (Lasts for the scene, as above, and can only be used once per story.) At Primal Urge 10: At this point, the Cahalith’s howl rallies forces outside the pack itself. In addition to the above benefits, when the Cahalith howls, the Hisil quakes and commands all those beings without higher thought. During a turn of howling, a number of lesser Gafflings equal to the Cahalith’s total Renown dots battle alongside her pack. They fight, they work, they assist however possible, even putting themselves in danger. If the Cahalith fights in the material world, they use their influences and Numina to aid. However, the Cahalith’s voice is so strong, it shreds the Gauntlet the way only Father Wolf’s could. Any time this advantage is used, the Storyteller rolls a dice pool equal to the Cahalith’s combined Renown dots. Each success lowers the strength of the Gauntlet by one (to a minimum of 0), which returns by +1 per day. Note that if it goes to zero, it’s possible that spirits may come through, potentially helping to destabilize the area or even form a Wound. |
Tribe - Ghost Wolf (with Iron Master affinities)
Primary Renown - CunningPrimal Urge - 5 (-3 social penalty)
Tribal Gift Lists - Knowledge, Shaping, Technology
Essence - 14/2
| Used ALL in the Sophie assassination investigation, +1 from Harmony roll |
Harmony - 7
Renown - Glory 4, Cunning 4, Wisdom 1, Purity 1
Gifts
Technology:
| This Gift temporarily disables a specific technological object, such as a cell phone, computer or automobile engine, within arm’s reach. The malfunction has no apparent external cause. In truth, the werewolf using the Gift has interrupted the flow of spirit energy into the object, thus causing its breakdown. Cost: 1 Willpower Dice Pool: Wits + Crafts + Purity Action: Instant The player must specifically state which object her character wishes to disable, and the werewolf must touch it. The object ceases to work for a number of turns equal to the successes rolled. If the object is carried by another who seeks to avoid the werewolf’s touch, a roll is required to make contact (see “Touching an Opponent,” World of Darkness Rulebook, p. 157). Valid pieces of technology that can be overcome include anything manufactured by industrial means with at least three separate parts; a gun is valid, but a hinge or syringe is not. The object cannot be larger than the werewolf himself in Hishu form. A werewolf can affect the engine of a car, but not the entire automobile. |
| Humans and werewolves alike rely on the power of light for innumerable tasks. This Gift allows the user to extinguish all electric light (i.e., electric lamps, battery-powered flashlights, streetlights) in a specific area. Cost: 1 Willpower Dice Pool: Wits + Larceny + Cunning Action: Instant Roll Results Dramatic Failure: The failed Gift alerts local technological spirits. Any spirits in the area associated with technology become increasingly hostile toward the character for one lunar month. Failure: Nothing happens. Success: The character must target a specific area within unaided visual range; the Gift does not work on areas viewed remotely via binoculars, security systems or the like. Success extinguishes the light within a home of about 2,000 square feet, with each additional success doubling the size of the area. Three successes, for example, kill the lights on an entire floor of a large office building. This Gift does not simply turn the lights off — it prevents them from functioning at all. The effects last for one scene, or until the character chooses to end the Gift’s effects. Exceptional Success: The character gains selective control over the technological light sources in the area, and may select one source to still function if she chooses. |
| With a gesture and snarl, the werewolf temporarily awakens the spirit of a machine, driving it into a brief fit of angry independence. A pistol jerks in the hand of its owner, refusing to be aimed; a steering wheel twists madly. Cost: 1 Essence Dice Pool: Wits + Crafts + Glory - Resolve Action: Instant Roll Results Dramatic Failure: The Gift temporarily awakens the spirit, but it is compliant rather than rebellious. The spirit grants an additional die to any attempts to use the object for the rest of the scene. Failure: The machine’s spirit does not awaken. Success: The Gift user must point at the mechanical device in question, which must be within 10 yards per point of Primal Urge, and must comprise at least two separate moving parts. If someone is currently attempting to use the device, he resists with Resolve. If the Gift user succeeds, the device’s spirit becomes essentially uncontrollable for one turn per success. Any attempts to use the machine while the Gift effects last are reduced to a chance die. Exceptional Success: The spirit is exceptionally angry, and rebels for the duration of the scene. |
| A werewolf calling on this Gift merges his being with the spirit of a particular machine or electronic device, such as a computer or a school bus. He sees what the machine sees and feels what the machine feels, taking advantage of any hidden knowledge or extra sensory awareness therein. To those not skilled or familiar with Technology Gifts, this Gift is a little frightening, as the werewolf using Maschinegeist becomes “one” with his subject, temporarily leaving his body and singular consciousness behind. Cost: 1 Essence Dice Pool: Wits + Computer + Wisdom Action: Instant or extended (10 to 20 successes required; each roll represents a minute’s time) Roll Results Dramatic Failure: The object’s spirit is offended by the character’s intended intrusion and cannot be communed with at all for 24 hours. Failure: No contact is made. Success: The player succeeds at a Wits + Computer + Wisdom roll for his character to create a bond with a mechanical or electrical device within reach. The werewolf is in a trance as he communes with the subject’s spirit. He cannot perceive the world around him, except as the machine’s spirit does. Communing with a car’s spirit, for example, he “feels” that which touches the car and “sees” through the car’s headlights, windshield or mirrors, but he cannot see what a passenger leaning out a window might. No Gifts can be used while out of body. The machine need not be active (though it must be physically intact, or at least enough so to be in working order) for this Gift to work. The werewolf can commune with a television that isn’t currently on or a car that isn’t currently running. Only one werewolf can communicate with an object via this Gift at a time. If the spirit of the machine is already awake, communion takes a single turn — an instant action. If it slumbers, communion takes time, depending on the intricacy of the machine in question; communion does not actually wake the spirit. An extended action is required to connect with it. A simple machine such as a lawn mower might require 10 successes, while a large or complicated one such as a computer might require 20. The werewolf is in a trance throughout the extended communion process. Forging a bond, the werewolf gains access to any knowledge or information the machine’s spirit possesses, as decided by the Storyteller. Merging with a television set in a seedy motel room may reveal who has been in the room recently and what they did there, though a television set’s “memory” won’t reach as far back as a computer’s. Joining with a mainframe computer may give the character reams of information, more than he can even absorb. The character retains information for one minute after leaving the gestalt A werewolf can remain bound to a machine’s spirit for a number of turns equal to his Harmony, or he may break contact as an instant action earlier if all information sought is acquired. If the object to which a character’s psyche is connected is destroyed, the character’s identity is thrown back to his body immediately. Any Structure damage inflicted on the object is also inflicted as points of Health to the character’s body. If the werewolf’s body is attacked, he is aware of it immediately. If his body is knocked unconscious, his spirit returns. If his body is killed, his psyche is trapped in the object for the duration of the power and is then lost forever. Exceptional Success: The character can remain in contact with the object’s spirit for a number of hours equal to his Harmony dots. |
Knowledge:
| To understand something, one must first know its name. This Gift is a simple trick, but one with potentially wide-ranging applications. With a glance, the werewolf can learn the name of someone she sees in person. The name learned is always one that the person would answer to and consider his own. The character cannot use this Gift on a person that she sees indirectly (through a video camera or in a photograph). Cost: None Dice Pool: Intelligence + Investigation + Cunning versus subject’s Resolve + Primal Urge (see below) Action: Instant or contested; resistance is reflexive Roll Results Dramatic Failure: The werewolf picks up a different and wholly inappropriate name. She might learn the name of someone else in the room or of the target’s fourth-grade teacher and assume it belongs to the target. Failure: The werewolf fails to learn the target’s name. She cannot try to use this Gift on the same target again this scene. Success: The character learns the target’s name as the target defines it. Using this Gift on a werewolf produces the target’s name among the People, unless the target thinks of himself primarily by his human name. If the target has some reason to hide his name, such as a vampire who avoids people he knew in life or an undercover cop, then a reflexive, contested Resolve + Primal Urge roll may be made for the target. The target remains unaware of the Gift being used, and of his resistance. Exceptional Success: The character learns all the names to which the target answers (assuming the subject doesn’t successfully contest the roll). For example, she may learn the birth name, Uratha deed name and current nickname of a subject werewolf. |
| Though a true devotee of knowledge spends years learning Skills and facts as thoroughly as possible, sometimes a shortcut is necessary. This Gift allows a werewolf to become an instant expert in the field of choice. Knowledge floods her mind and leaves just as rapidly, but she can accomplish things in the interim that it would take years of study to do. Cost: 1 Essence Dice Pool: Wits + Occult + Purity Action: Instant Roll Results Dramatic Failure: The character taps into inaccurate and misleading information. She suffers a –1 penalty on all attempts to use the nominated Skill for the rest of the scene. This is cumulative with any –1 or –3 penalty for untrained Skill use. Failure: The character gains no additional knowledge. Success: The character temporarily gains dots in the Skill of choice equal to the number of successes rolled. The result cannot raise any Skill above five dots. The Skill bonus lasts for one minute per success rolled. The only thing that Skills gained from this Gift cannot do is be used to activate other Gifts. Instant expertise in Stealth does not convey the kind of covert understanding needed to properly use an Evasion Gift, for example. The character’s standard dots in the Skill in question (if any) are rolled to activate a Gift. No more than one Skill can be elevated at a time, and the character may increase only her own trait dots, not those of others. Exceptional Success: The duration of the Gift’s effects increases to five minutes per success rolled. This Gift can be used on social and physical skills; however they take a -1 and -3 penalty, respectively. |
| Not all werewolves hunt by scent. The werewolf with this Gift draws forth knowledge of the quickest path to wherever she wants to go, be it the safe house of an allied pack or the heart of a Beshilu infestation. The quickest and most efficient path isn’t always the safest, but so it goes. Cost: 1 Essence Dice Pool: Wits + Survival + Glory (versus subject’s Resolve + Primal Urge) Action: Instant or contested; resistance is reflexive Roll Results Dramatic Failure: The character perceives an improper path, one that leads someplace considerably less useful and potentially more dangerous. Failure: The character fails to discern the proper path and cannot use this Gift again until after the next moonrise. Success: The character visualizes the closest and most efficient route to the location she wishes. The information is stored in her head as a precise set of directions, allowing her to spend minimal time checking for landmarks. This Gift does not reveal the presence of dangers or obstacles along the way, unless they are specific landmarks. (“Turn left at the open chemical vats.”) If the location in question is kept secret by its owner (such as a vampire’s haven), the roll is contested. Roll Resolve + Primal Urge for the subject. If the place is shared by multiple people, roll the lowest Resolve + Primal Urge pool among them. The Gift user must be in the physical presence of someone whose secret lair is discerned. If a subject ties or wins the roll, he cannot be subjected to this Gift again for 24 hours. This Gift cannot locate the path to a place that is magically veiled or that exists on another plane of existence. The character can, however, use the Gift in the Shadow Realm to find the way to another location in the spirit world. The Gift effects last for a scene. If the character doesn’t reach her destination in that time, she must use the Gift again, or Intelligence + Composure can be rolled to remember the details (World of Darkness Rulebook, p. 44). Exceptional Success: The character learns not only the most efficient route to the desired location, but also the safest. She might not choose the safest, but the option is there. |
Father Wolf:
| A werewolf is not simply a person with the power to transform into a wolf, he’s a person with a wolf’s soul. The simplest of Father Wolf’s Gifts to master, Wolf-Blood’s Lure allows one of the People to draw on his wolf soul, projecting it so that he seems more animal than human. While many mundane canines are naturally uncomfortable in the presence of the Uratha as predators, this Gift makes the werewolf seem more like one of the pack. While this Gift offers no additional control over mundane wolves or canids, the user finds it easier to earn a wolf pack’s trust or intimidate a guard dog. Cost: None Dice Pool: This power requires no roll. Action: Reflexive When activated, this Gift grants the character the ability to communicate with wolves and dogs, regardless of what form he’s in. In addition, a bonus die is gained on all Social rolls made involving wolves or other canids. The Gift’s effects last from moonrise to moonset, or from moonset to moonrise. |
| Father Wolf was said to be as fleet as the wind, able to outrun the swiftest prey. Werewolves naturally share a measure of his great speed, but this Gift can increase their swiftness even further. A clever werewolf uses this Gift to run at the same pace as the rest of his pack then surprise prey with a sudden burst when the moment is right. This Gift cannot be used when the werewolf is in Hishu or Dalu form. The character’s Speed is doubled (after modifiers for his current form are determined). In addition, the character subtracts two dice from opponents’ Firearms dice pools. The effects last for a scene. Cost: 1 Essence Dice Pool: This power requires no roll. Action: Reflexive |
Mother Luna:
| This subtle Gift allows a werewolf to transform only the parts of himself that he needs in order to complete a task at hand. For example, a werewolf in Hishu form might transform only his nose in order to track someone through the city streets by scent, without drawing the attention to himself that transforming into Urhan would attract. Conversely, a werewolf in Urhan form might transform his eyes to human to gain sharper color vision. Cost: None (or 1 Essence) Dice Pool: Stamina + Survival + Primal Urge. The player has the option of rolling this dice pool, with the intended change occurring if even one success is achieved. In this case, the change is an instant action. Or, he may spend one Essence for his character to change automatically as a reflexive action. Action: Instant or reflexive Roll Results Dramatic Failure: Another feature of a different form is assumed instead of the one intended (the Storyteller decides which). Human onlookers are subject to Lunacy as if their Willpower is two dots higher than normal. Failure: No change occurs. Success: The werewolf chooses which parts of himself he transforms. The result might allow him to use certain abilities normally restricted to other forms (such as tracking by scent or using claws in Hishu; the Storyteller decides what modifiers transfer over). Though he may change as much or as little as he wishes, the choice is final. To add or subtract any feature requires another use of the Gift (so “undoing” features also requires another application of the power). The Storyteller decides if and how any human onlookers might spot the character’s features and potentially suffer Lunacy. If it is triggered, normal rules apply and subjects’ Willpower is considered one higher than normal. Exceptional Success: The change occurs as a reflexive action without the expenditure of an Essence point. |
Elemental:
| Fire’s flames can both soothe the spirit and sear the flesh. This Gift shows the strong connection werewolves have with this element, even to the point of commanding fire to burn enemies or to cease its scorching wrath. Cost: 1 Essence Dice Pool: Strength + Survival + Glory Action: Instant The character can’t summon fire from nothingness, but if open flames such as a nearby campfire or burning torch are within sight, she can command the flames at will, even having them arc through the air. The werewolf may cause one point of fire damage per success to a single target within line of sight. The target must be within 20 yards of an existing source of flame. The roll to attack someone with fire is penalized by the victim’s Defense and any cover or concealment involved. In addition, armor may offer some protection against the attack. (See “Fire” in the World of Darkness Rulebook, p. 180.) This Gift can also be used more simply, to spread an existing fire to a larger area (doubling the fire’s rate of growth) or to stop a fire from progressing toward a forest or settlement. This more exacting control lasts for as long as the werewolf concentrates. It is demanding, however, and imposes a –2 penalty on the activation roll. |
Alpha:
| The strongest leaders render themselves immune to unwanted outside influence, hearing only the voice of their own authority and those of their advisors. This Gift reinforces the alpha’s dominance over his own mind in the face of psychic or other supernatural manipulation. When activated, this Gift makes the character automatically immune to all Gifts, Disciplines, Numina and other supernatural powers that affect the mind — such as Dominance Gifts, Majesty Disciplines, etc. The Gift’s effects last for the turn in which the Gift is activated; if the opponent attempts to use another mind-affecting power on the werewolf next turn, the werewolf must spend another two Essence to invoke Lordly Will for that next turn if he so chooses. Cost: 2 Essence Dice Pool: No roll is necessary. Action: Reflexive |
Schehezarade's Gifts:
| With a good enough yarn, a Cahalith can hold her audience captivated indefinitely, so long as she maintains the story. Upon activating this Gift, anyone with hearing distance of the story will sit down and listen for its duration, even spirits that might not normally understand or grasp the meaning of the tale. To enact this Gift, the Cahalith must be able to tell a story in song or words. While lyrical tales happen in other art forms, this Gift requires spoken words. Cost: None Dice Pool: Presence + Expression + Glory, minus the highest Composure of the gathered listeners (or the highest Resistance if those are spirits) Action: Extended and resisted, each roll represents one minute, and the Gift can last for up to one full scene. Roll Results Dramatic Failure: The story stirs something vile and brutal within listeners. They become angry, and are likely to attack (this is especially true of spirits). Failure: No successes are added. During that minute, listeners are free to act as they see fit. Success: During a minute where the Cahalith achieves any successes, listeners must spend a point of Willpower and must succeed on a Composure + Primal Urge roll in order to take any action that might interrupt the storytelling. Exceptional Success: The story is so potent, at its end the Cahalith feels truly triumphant, gaining a point of lost Willpower at the culmination of the tale. |
| Stories told at bedtime can help a child sleep, guiding her toward restful slumber with pleasant dreams. Here, the Cahalith harnesses that core idea not to necessarily provide restful sleep, but to grant a listener a meaningful sleep. Cost: 1 Essence Action: Wits + Expression + Purity Action: Instant Roll Results Dramatic Failure: The story told before the target sleeps is inadvertently haunting and harrowing. The target suffers terrible nightmares — upon the target’s next awakening, she doesn’t gain a Willpower point. Failure: The bedtime story has no effect. Success: The Cahalith effectively grants the listener the Prophetic Dreams auspice ability — the target sleeps and has a meaningful dream cast in prophetic symbols. Interpretation can be made with a Wits + Occult roll — if the target is not a Uratha, however, that roll suffers –3 dice. Exceptional Success: As above, and the target feels very refreshed and clear-headed upon waking, gaining +1 to all Mental rolls for the remainder of the day. |
| A wise storyteller knows that when an enemy must be dealt with, the best story is a tragedy. Striking an enemy from any history the Cahalith might create is surely satisfying, but a dramatic end in a story long remembered may be more fitting, and ultimately serve as a good warning to others who would cross the Cahalith. Cahalith with this Gift can tell a tale of woe so terrible that the subject of the tale is marked by fate for an awful end. Cost: 1 Essence Dice Pool: Manipulation + Expression + Wisdom versus the subject’s Composure + Primal Urge Action: Instant Roll Results Dramatic Failure: Not only does the story not stir fate to turn on the listener, but the listener is aware that the Cahalith was toying with his destiny. Failure: The Cahalith finishes her story, but nothing happens. Success: The story influences the listener in a dark way. The next time the listener’s player (or Storyteller) chooses to spend Willpower to add dice to a roll, tragedy strikes and the roll is automatically considered a dramatic failure. The Willpower is not actually spent, however. Exceptional Success: As above, but the Willpower stays spent. |
Glory:
| Rare is the culture that does not have stories of great heroes who fought their enemies for days and days at a time. History and myth glorify the warrior who keeps on long after he should be dead, from the gladiator bleeding from the belly who fights on regardless of his inevitable death, to the gunslinging desperado who manages to shrug off bullets because he’s got revenge to satisfy. With this Gift, the Cahalith on the path to Glory can shrug off even the most determined attempts to make her sick or poison her. What’s more, she laughs in the face of danger thanks to her tenacity. For the remainder of the scene, the character adds his Glory score to his Health dots. See “Temporary Health Dots” in the World of Darkness Rulebook, p. 173. Cost: 1 Essence Dice Pool: This Gift does not require a roll. Action: Instant |
Merits -
| Effect: Contacts provide your character information in a particular area of awareness. Each dot in this Merit represents one arena or circle in which your character has a web of connections and from which he may draw information. If he has Contacts •••, his dots might be assigned to computer hackers, couriers and big business, respectively. Contacts can include individuals whom you or the Storyteller defines, but more likely they comprise an array of people from whom your character can draw information with a phone call, email or face-to-face query. Contacts is strictly information-gathering. Contacts do not come perform services for your character or rush to his aid. Those actions are the purview of other Merits such as Allies and Retainer. Gaining information from contacts requires a successful Manipulation + Persuasion or Socialize roll, depending on the relationship between your character and the people in question. Penalties might apply if the information sought is little known (-1 to -3), confidential (-3), or if sharing it could get people in trouble or harmed (-3 to -5). Success doesn’t guarantee exactly the information for which your character looks. Contacts aren’t all-knowing, and the Storyteller is perfectly justified in saying that a particular contact simply doesn’t know something. Dramatic Failure: The contact doesn’t tell your character the full extent of what he knows, or provides misleading information. Perhaps he’s holding out for money or favors, or simply makes an honest mistake. Failure: The contact doesn’t have the information your character needs. Success: The contact is able to provide some information that’s helpful to your character. Exceptional Success: The contact is able to provide a wealth of information to your character, providing answers to questions that aren’t even asked. Suggested Equipment: Gift (+1), small bribe (+1), large bribe (+2), an outstanding favor (+1 to +3) Possible Penalties: Lack of bribe (-1), frequent and recent requests (-1 to -2), information confidential (-1 to -3), information scarce (-2), information obscure (-3) |
| Effects: This Merit measures your character’s material resources, both possessions and wealth. All characters are assumed to have a job or a source of income (trust fund, parents) that is sufficient to cover their basic needs: food, shelter and transportation. Dots in this Merit represent disposable income - wealth and assets that can be liquidated for more money in case of emergency. The number of dots indicates your character’s general level of wealth. One dot suggests low disposable income: $500 a month and approximately $1,000 worth of assets. Two dots suggest moderate disposable income: $1,000 a month and approximately $5000 worth of assets. Three dots suggest significant disposable income: $2000 a month and maybe $10,000 worth of assets. Four dots suggest substantial disposable income: $10,000 a month and $500,000 worth of assets. Five dots suggest significant wealth: $50,000 a month and as much as $5,000,000 worth of assets. Resources can be used to determine if your character can reasonably afford a purchase or expenditure. Equipment, weapons and items throughout these rules are assigned costs in dots. The Storyteller can assign cost dots to other items during play based on what’s here. If your character has the same or more dots in Resources, he can afford the item on his disposable income. That doesn’t mean he has a blank check with which to buy everything he sees. He might be able to afford one or two items with a cost equal to his Resources dots in a single month. Items with lower costs can be acquired more often. The Storyteller has final say on what’s too much or what’s too often. Your character’s Resources dots aren’t spent and don’t go away. They represent available cash at any given moment. The only means by which your character’s Resource dots might decrease is if story events conspire against them. Perhaps your character’s fortune is wiped out, he loses his job or his company is subjected to a hostile takeover. The Storyteller therefore influences how your character’s dots might decrease, and whether they can be salvaged. |
| Effect: Your character is exceptionally attractive by modern standards; heads turn and conversations stop when she enters a room. For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character's looks are angelic; she gets a +2 modifier. Drawback: The more attractive your character is, the harder it is for her to avoid notice in public. Witnesses to any criminal acts are much more likely to remember your character's appearance, and easily recognize her in a lineup. Your character is also likely to receive a great degree of unwanted attention in social situations. |
| Prerequisite: Stamina •••• Effect: Your character's healing abilities are remarkable, allowing him to bounce back quickly from injuries that would leave most people bedridden for months. Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days. |
| Prerequisites: Stamina ••• or Resolve ••• Effect: Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina •• is able to ignore up to a -2 modifier brought on by fatigue. See "Fatigue," p. 179. The Merit also counteracts the effects of wound penalties. So, if all of your character's Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina •, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones. Your character can push his body well past the limits of physical endurance when he has to, pressing on in the face of mounting exhaustion or pain. Perhaps he trained himself to go without sleep for days at a time in order to get through college, or a lifetime of sports has taught your character how to play through the pain no matter how bad it gets. Drawback: When your character does finally rest, he sleeps like the dead. After staying awake for an extended period, your character is extremely difficult to wake until he's slept for a minimum of 12 hours, regardless of the situation. |
| Effect: Your character has a near-photographic memory, being able to recall vast amounts of observed detail with astonishing accuracy. You do not normally need to make a roll for your character to remember an obscure fact or past experience, unless he is under stress (such as in combat). Under stress, there is a +2 modifier on any Intelligence + Composure or other Skillbased roll (say, Academics, to remember a fact) for memory recall. |
| This fetish takes the form of a small, finger-sized carving of a salmon, twisting as if it were leaping into the air. This is an extremely useful tool, serving two purposes when activated. The salmon-spirit within the carving increases the bearer’s Wits by 2 for the remainder of the scene, and also allows the user to use the two-dot Strength Gift: Mighty Bound. The effects of both powers last for a scene, and the werewolf is capable of using either ability (or both) when the fetish is active. Action: Instant |
Advantages
Size - 5 (6/7/6/4)
Defence - 3 (3/4/5/5)
Health - 9 (11/13/12/9)
Initiative - 10 (10/11/12/12)
Speed - 14 (15/18/21/19)
Willpower - 9
| Spent 6 in Sophie assassination investigation |
Virtue - Charity. Michael is a giver. His time, his money, his affection. He hates to see other people suffer - its like nails on a chalkboard to him. Whenever possible, he places other people above himself.
Vice - Wrath. When people cross him, Michael has a hard time letting go. He can hold a grudge with the best of them, and never forgets his revenge. Thankfully he isn't great at serving it cold, and his bark is worse than his bite - but he is also like a dog with a bone, relentlessly pursuing his revenge.
| Sophie mesmerised Michael to never harm her, with 9 successes. Any vampire wanting to use the same power must beat this number. |
| For the next week, he gets +1 to all Persuasion and Socialize rolls. But if he loses his temper and is impolite to someone, he loses that bonus, and loses 10-again on all dice rolls. (Rook, God's Away on Business Part 3) |
| Michael has to take tickets for Rook and Cheshire to see a show on opening night within a season. Or else. (Rook, God's Away on Business Part 3) |
| Michael has sworn to a) not tell anyone what he and Heinzemaul discussed and b) do what she tells him. Michael gains +1 to Brawl, +1 to Stealth, and Fast Reflexes 2 merit for one month. If he doen't fulfill the pledge, he dies. (Heinzemaul, God's Away on Business Part 3) |
| Type: Vow Blessing: Sophie: Greater Favor (Michael) [+3], Blessings and Adroitness (TBD) [+3] Task: Michael: Greater Endeavor (Must serve Sophie in any fashion consistent with his safety and the safety and his relationship of with allies or loved ones [Sophie may not request Michael take actions that would inflict derangements, aggravated damage, or the loss of social merits], for no more than 20 hours per week.) [-3]; Sophie: Medial Endeavor (Recompense Michael and reconcile any conflicts between her demands and Michael's mortal life) [-2]; Lesser Forbiddance (May not inflict derangements, aggravated damage, or loss of social merits upon Michael) [-1] Duration: Twenty Months [+3] Sanction: Greater Curse [-3] |
People Michael owes:
- Sophie (see above pledge). Began: Feb 2008.
- Whim (stripping)
- Allie
- Oleander
- Possibly Heinzelmaul after this RP or something, I dunno, I can't see the future. :P Edit: she said a small favour, so woohoo!
Treasure!
- Modified Packstone: Michael and Bo can always find each other.



