Jump to content

Longes

Members
  • Posts

    5
  • Joined

7 Followers

  1. Yeah, that's why I was asking about granularity. Since I think at the time Italian and Venetian just became distinguished from Vulgar Latin. We can say that native is Venetian and replace Hebrew with Latin.
  2. @Scarecrow71 Moved Etiquette point to Theology. 1. Native: Venetian. Multi-Lingual: Germanic, Arabic, Slavic (+Latin from Literate). I'm not sure how granular you go with languages, so this is open to discussion. 2. Listed below. The way I imagine it, Albert isn't especially "heretical" by the monk standards. He believes in alchemy and numerology, and practices the latter to supplement his financial dealings. He's a "wow, this guy hangs out in the library in his spare time" guy, not "wow, this guy was drawing a pentagram in the courtyard last night" guy. 3. I don't have any hard quantifications I can provide. I'm imagining it as a "living rent free in his head" kind of thing, where the actual losses are less important than the fact that Felix is eternally butthurt about getting a bad deal. It wounded his pride as a merchant, and he'll bear this grudge to his grave. Like a dwarf. 4. Yeah San Giorno was a popular meeting place for major foreign dignitaries including popes and emperors, so I imagine the hustle can flow. It's all about that sigma monk grindset 😂. More seriously, Kings/Queens/Emperors probably have most of their power tied in real estate, military, administrative apparatus, and other non-monetary but formidable things. Incidentally, the monastic wealth isn't even the question of corruption. They weren't skimming government money - they were a parallel structure onto themselves with their own lands and money. As for Retainers, I see them as a closer tie figures than simple hirelings. Alfreds and Robins and such. Albert almost certainly has some retinue with him on the journey to Castle Giovanni, but no one that'd be a supporting character. But the biggest point is that I think it'd be more interesting to acquire a ghoul during the game rather than come with a pre-built one.   Specialties Talents: Expression (Conversation), Leadership (Compelling), Subterfuge (Lies) Skills: Commerce (Negotiation) Knowledges: Occult (Research), Seneschal (Economics)
  3. Adjusted. Re:Attributes - IMHO, it'd be much more intuitive if you wrote "attributes 0/2/4"   Freebie breakdown: Influence 0-3 -> 3 Conscience 2-3 -> 2 Willpower 4-9 -> 5
  4.   A Venetian monk in his 30s. Albert is a member of the San Giorgio monastery, with a more specific occupation being a quartermaster and an accountant. Albert, a second son of a minor noble, was given away to a monastery to avoid inheritance complications. Early on he showed a good head for numbers, and apprenticing under the older quartermaster built up economic savvy. From the monastery's library Albert learned natural and occult sciences, delving into numerology and following its principles in business dealings. Albert is a portly and jovial man, happy to socialize with everyone, and holding no prejudice - he rubbed shoulders with almost every kind of person in Venetian ports. Past that facade, is a calculating business-oriented mind. However, Albert is not especially corrupt - he's truly pious, earnestly believes in God, and tries to do good by his fellow man.     Resources. Albert's position as the money man in one of the richest monasteries in Europe has enabled him to establish quite a bit of personal wealth. Distributed across European banks, stakes in trade routes, and noble loans, the humble monk has access to money virtually everywhere. Influence. In the monastery Albert had an opportunity to meet and hobnob with many nobles and their scions. He's also famous across the Benedictine order as a skilled worker who multiplied the wealth of his monastery. Rival. Felix, a Bohemian caravaneer. Felix lost money trading with San Giorgio monastery, and is convinced that Albert is to blame.
  5.              Name: Albert of Venice Nature: Philosopher Generation: Generation Player: Longes Demeanor: Architect Concept: Biz wiz Chronicle: Chronicle Clan: Clan Haven: Haven     PHYSICAL Strength ●○○○○ Dexterity ●○○○○ Stamina ●○○○○ SOCIAL Charisma ●●○○○ Manipulation ●●○○○ Appearance ●○○○○ MENTAL Perception ●●●○○ Intelligence ●●●○○ Wits ●○○○○       TALENTS Alertness ●○○○○ Athletics ○○○○○ Awareness ○○○○○ Brawl ●○○○○ Empathy ●○○○○ Expression ●●●○○ Intimidation ●○○○○ Leadership ●●●○○ Legerdemain ○○○○○ Subterfuge ●●●○○ SKILLS Animal Ken ○○○○○ Archery ○○○○○ Commerce ●●●○○ Crafts ○○○○○ Etiquette ●○○○○ Melee ○○○○○ Performance ○○○○○ Ride ○○○○○ Stealth ●○○○○ Survival ○○○○○ KNOWLEDGES Academics ●○○○○ Enigmas ○○○○○ Hearth Wisdom ○○○○○ Investigation ●○○○○ Law ○○○○○ Medicine ○○○○○ Occult ●●●○○ Politics ○○○○○ Seneschal ●●●○○ Theology ●●○○○     DISCIPLINES Discipline ○○○○○ Discipline ○○○○○ Discipline ○○○○○ Discipline ○○○○○ Discipline ○○○○○ BACKGROUNDS Resources ●●●●● Influence ●●●○○ Background ○○○○○ Background ○○○○○ Background ○○○○○ VIRTUES Conscience/Conviction ●●●○○ Self-Control/Instinct ●●●●○ Courage ●●●●○         MERITS/FLAWS Lucky 4 Multi-Lingual 2 Literate 1   Can't Cross Running Water 4 Touch of Frost 1 Deep Sleeper 1 Rival 1 ROAD Humanity ●●●●● ●●○○○ Aura: Aura ( )   WILLPOWER ●●●●● ●●●●○ □□□□□ □□□□□   BLOOD POOL □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ Blood Per Turn: ■ HEALTH Bruised       □ Hurt -1       □ Injured -1    □ Wounded -2    □ Mauled -2     □ Crippled -5   □ Incapacitated □   WEAKNESS Weakness   EXPERIENCE Experience  
×
×
  • Create New...