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Michelle On - Giovanni Ghost Whisper


TiffanyKorta

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Personal Details

Real Name: Michelle On
Nature Pedagogue
Demeanor Traditionalist
Clan: Giovanni (Della Passaglia)
Generation: 8th

Sire: Antonio della Passaglia
Date of Birth: August 27th, 1967 (27)
Date of Embrace: March 23rd, 1993
Place of Birth: Hong Kong, China
Place of Death: Kowloon, Hong Kong

 

Background

Kowloon Walled City
With the urban jungle that was Kowloon Walled City, it was important to deal with the recently dead, sometime the bodies would raise as the hungry dead. So since the 19th century, the women of the On family had been taught the rare arts of calming the recently revived, leading them to a sacred place where someone, or something, would deal with them. Those that didn't rise were passed on to those who would ensure proper treatment of the body, so most of those living in the City would tell the On's of the bodies and keep them safe from even the most brutal of Tongs.

This had been noticed by the few Western Kindred living in Hong Kong including the Della Passaglia family of cla Giovanni, who wished to learn the secret ways the On had with dealing with these strange local Risen. In the narrow danger-filled streets of the Walled City these Kindred stood no chance, other supernatural defending the place aggressively, but in the 90s things were changing and with a few nudges the Della Passaglia was there when the walled city fell. On that night they entered the city and finally got their hands on the last of the Walled City On, Michelle On.

A disappointing Embrace
after being denied this necromantic secret for a century Antonio wasn't gentle biting into Michelle's flesh and rapidly drawing out her blood and life force. On the edge of death, Michelle was ready to use the last of her will to cross over and deny this Westerner the secret, but as she was about to she felt a hand take her own and the voice of her grandmother telling her that instead of death she could gain revenge on this monster before her. So mostly unwilling she joined the Della Passaglia family of the Giovanni Clan.

For Antonio, it was a further disappointment as Michelle told her sire that she could not recall the secret they were after, and even after (apparently) blood bonding her she would not or could not divulge the ritual he was after. Too prideful to admit that all this was for nothing he instead abandoned his childe to the lesser Kindred to teach her the ways of the clan.

They didn't have an easier time of things with Michelle playing dumb, pretending not to understand their instructions or even language, whilst with the help of NaaNaa On she rapidly outstripped their knowledge of Necromancy. Eventually, as the years went on they gave up trying to train this dumb local, instead giving her simple errands to carry out. This was perfect as she used them to carry out small petty revenge on the family. A missing component here, a misplace important message there and the none the wiser Della Passaglia gained a reputation for general incompetence. With increased pressure from both the local supernaturals and the Tremere, who had managed to keep a foothold in Hong Kong, they finally gave up and abandoned the city for greener pastures.

 

 

Edited by TiffanyKorta (see edit history)
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Attributes
Strength Charisma Intelligence
Dexterity
Manipulation Wits
Stamina Appearance Perception
Abilities
Alertness Animal Ken Academics
Athletics Crafts Computer
Awareness Drive Finance
Brawl Etiquette Investigation
Empathy Firearms Law
Expression Larceny Medicine
Intimidation Melee Occult
Leadership Performance Politics
Streetwise Stealth Science
Subterfuge Survival Technology
Disciplines Backgrounds Virtues
Dominate• Command
The vampire locks eyes with the subject and speaks
a one-word command, which the subject must be obey
instantly. The order must be clear and straightforward:
run, agree, fall, yawn, jump, laugh, surrender, stop,
scream, follow. If the command is at all confusing or
ambiguous, the subject may respond slowly or perform
the task poorly. The subject cannot be ordered to do
something directly harmful to herself, so a command
like “die” is ineffective.

The command may be included in a sentence, thereby concealing the power’s use from others. This effort at subtlety still requires the Kindred to make eye
contact at the proper moment and stress the key word
slightly. An alert bystander — or even the victim —
may notice the emphasis. Still, unless she’s conversant
with supernatural powers, the individual is likely to
attribute the utterance and the subsequent action to
bizarre coincidence.

System: The player rolls Manipulation + Intimidation (difficulty equals the target’s current Willpower
points). More successes force the subject to act with
greater vigor or for a longer duration (continue running for a number of turns, go off on a laughing jag,
scream uncontrollably).

Remember, too, that being commanded to against
one’s Nature confounds the use of this power. Being
told to “sleep!” in a dangerous situation or “attack!”
in police custody may not have the desired effect, or
indeed, any effect at all.
Generation Path of the Bones
Potence Herd

  

Necromancy Memento de MorteLore of the Clans (p107-108)

Michelle had a small shrine shipped from Kowloon that is used to burn spirit money. When lit and given an offering of "normal" spirit money it provides the bonus to her Necromancy.

You have a relic of middling power or two minor ones. +2 bonus dice to Necromancy rolls.
Conviction

 

The Sepulchre Path• Witness of Death
Before it is possible to control the dead, one must
perceive them. This power allows just that, attuning
a vampire’s unliving senses to the presence of the incorporeal.

Under its effects, a necromancer sees ghosts as translucent phantoms gliding among the living and hears
their whispers and moans. She feels the spectral cold
of their touch and smells their musty hint of decay. Yet
one cannot mistake the dead for the living, as they lack
true substance, and appear dimmer and less real than
creatures of flesh and blood. When a vampire uses this
power, her eyes flicker with pale blue fire that only the
dead can see.
Ghosts resent being spied upon, and more powerful
shades may use their own powers to inflict their displeasure on the incautious.
System: The player rolls Perception + Awareness
(difficulty 5). Success allows the vampire to perceive
ghosts as described for the rest of the scene (in the
mortal world — seeing ghosts in the land of the dead
requires Shroudsight, on p. 163). Failure has no special
effect, but a botch means the vampire can see only the
dead for the scene; everything else appears as shapeless,
dim shadows. While the vampire’s other senses remain
attuned to the living, he is all but blind in this state
and suffers a +3 difficulty to most vision-based Perception rolls and attacks. Ghosts notice the glowing eyes
of a vampire using this power only with a successful
Perception + Alertness roll (difficulty 7).
•• Summon Soul
The power of Summon Soul allows a necromancer to
call a ghost back from the Underworld, for conversational purposes only. In order to perform this feat (and indeed, most of the feats in this path), the vampire must meet certain conditions:

• The necromancer must know the name of the
wraith in question, though an image of the wraith obtained via Witness of Death (see above), Shroudsight
(see p. 163), Auspex, or other supernatural perception
will suffice.

• An object with which the wraith had some contact
in life must be in the vicinity, though it need not be
something of significant importance to the ghost’s living consciousness. A piece of the ghost’s corpse works
well for this purpose (and even provides a -1 difficulty
modifier).

Certain types of ghosts cannot be summoned with
this power. Vampires who achieved Golconda before
their Final Deaths, or who were diablerized, are beyond
the reach of this summons. Likewise, many ghosts of
the dead cannot be called — they are destroyed, unable to return to the mortal plane, or lost in the eternal
storm of the Underworld.

System: The player spends one blood point and rolls
Manipulation + Occult (difficulty equal to 7 or the
ghost’s Willpower, whichever is higher). The vampire
must know the name of the ghost and have on hand an
object the ghost had contact with in life. Provided that
the target has died and become a ghost, success means the shade appears before the necromancer as described above. Not everyone becomes a ghost — it requires a strong will to persevere in the face of death, and souls that have found peace pass on to their eternal rewards.

Moreover, it is possible for the dead to suffer spiritual
dissolution and destruction after they become ghosts.
The Storyteller should consider all these factors when
deciding whether a particular ghost exists for a vampire
to summon.

Vampires know if their summons should have succeeded by a feeling of sudden, terrifying descent as they reach too far into the great Beyond, so this power can be used to determine whether a soul has endured beyond death. While a failure means the vampire wastes blood, a botch calls a spirit other than the one sought — usually a malevolent ghost known as a Spectre (see p. 385). Such a fiend torments the one who summoned it with every wicked power at its disposal.

Once a ghost is summoned, it may not deliberately
move out of sight of the vampire, though it can take
any other actions, including direct attack. The vampire’s player may spend a Willpower point to dismiss
the ghost at any time (unless he rolled a botch). Otherwise, at the end of the scene, shadows engulf the spirit once more and return it to its original location.

••• Compel Soul
With this power, a vampire can command a ghost to
do his bidding for a while. Compulsion of the soul is a
perilous undertaking and, when used improperly, can
endanger vampire and wraith alike.

System: The vampire locates and approaches the intended ghost or calls it to his presence with Summon
Soul. As with the previous power, he must have the
ghost’s name and an object it handled in life. His player
then spends one blood point and rolls Manipulation +
Occult in a resisted roll against the ghost’s Willpower
(difficulty 6 for both rolls).

If the vampire wins, the number of net successes determines the degree of control he has over the ghost
(as described below). Moreover, the vampire’s control
keeps ghosts that have been called with Summon Soul
from returning to their original locations at the end of
the scene. If the ghost wins, the vampire loses a number of Willpower points equal to the ghost’s net successes.
On a tie, the roll becomes an extended contest that
continues each turn until one side wins. If the vampire
botches at any point, the ghost is immune to any use
of the vampire’s Necromancy for the rest of the scene.
If the ghost botches, it must obey as if the vampire’s
player had rolled five net successes.

Successes Result

1 success The ghost must perform one simple
task for the vampire that does not
place it in certain danger. It must
attend to this task immediately,
although it can delay the
compulsion and pursue its own
business at a cost of one Willpower
point per scene. The ghost may not
attack the vampire until this task is
complete. It is possible to issue the
task of answering one question, in
which case the ghost must answer
truthfully and to the best of
its knowledge.

2 successes The vampire may issue two orders
or ask two questions as outlined for
one success. Alternatively, the
vampire may demand a simple task
with a real possibility of danger, as
long as the danger is not certain. The
ghost may delay this compulsion with
Willpower.

3 successes The vampire may issue three orders
as outlined for one success.
Alternatively, he may demand the
ghost fulfill one difficult and
dangerous task or a simple assignment
that has an extended duration of up
to one month. The ghost may delay
such orders with Willpower.

4 successes The vampire may issue four orders,
as outlined for one success, or assign two tasks, as for two successes.

Alternatively, the vampire may command the ghost to perform one complex assignment that puts the ghost at extreme risk, or perform any number of non-threatening tasks as the vampire’s slave for up to one month (or, if the necromancer spends a permanent point of Willpower, for a year and a day). It is possible for ghosts to delay individual tasks, but not put off enslavement.

5+ successes The vampire may issue multiple
orders that have a sum complexity or danger of five successes’ worth.

Instead, the vampire may order the ghost to perform any one action that it is capable of executing within one month. Such a task can place the ghost in immediate peril of destruction, or even force it to betray and assault loved ones. It is not possible for ghosts to delay a task of this magnitude with Willpower — they must obey.

•••• Haunting
Haunting binds a summoned ghost to a particular
location or, in extreme cases, an object. The wraith
cannot leave the area to which the necromancer binds
it without risking destruction.

System: The player spends one blood point while
standing at the location for the haunting or touching
the intended prison. She then has the ghost brought to
her by whatever means she desires, though Summon
Soul is quickest and most reliable. Her player then
rolls Manipulation + Occult (difficulty is equal to the
target’s current Willpower points if resisted, to a minimum of 4; otherwise it is 4). The difficulty rises by one if the vampire wishes to place the ghost in an object.

As usual, the difficulty decreases by one if the necromancer has a part of the spirit’s corpse in addition to knowing its name (minimum difficulty 3).

Each success binds the ghost within the location or
object for one night. This duration extends to one week
if the player spends a Willpower point or a year and a
day for a dot of permanent Willpower. A wraith attempting to leave the area of a haunting must make an extended Willpower roll (difficulty 9, four cumulative
successes necessary in a single scene) or take a level of aggravated damage for each roll. If the wraith runs out
of health levels, it is hurled deep into the Underworld
to face destruction.
Resources Self-Control

 

The Ash Path• Shroudsight
Shroudsight allows a necromancer to see through the
Shroud, the mystical barrier that separates the living
world from the Underworld. By using this power, the
vampire can spot ghostly buildings and items, the landscape of the so-called Shadowlands, and even wraiths themselves. However, an observant wraith may notice when a vampire suddenly starts staring at him, which can lead to unpleasant consequences.

System: A simple roll of Perception + Awareness
(difficulty 7) allows a necromancer to utilize Shroudsight. The effects last for a scene.

•• Lifeless Tongues
Where Shroudsight allows a necromancer to see ghosts, Lifeless Tongues allows her to converse with
them effortlessly. Once Lifeless Tongues is employed,
the vampire can carry on a conversation with the enizens of the ghostly Underworld without spending blood or causing the wraiths to expend any effort.

System: To use Lifeless Tongues requires a roll of
Perception + Occult (difficulty 6) and the expenditure
of a Willpower point.

••• Dead Hand
Similar to the Sepulchre Path power Torment, Dead
Hand allows a necromancer to reach across the Shroud
and affect a ghostly object as if it were in the real world.
Ghosts are solid to necromancers using this power,
and can be attacked. Furthermore, the necromancer
can pick up ghostly items, scale ghostly architecture
(giving real-world bystanders the impression that he’s
climbing on air!), and generally exist in two worlds.
On the other hand, a necromancer using Dead Hand is
quite solid to the residents of the Underworld — and
to whatever hostilities they might have.

System: The player spends a point of Willpower and
makes a successful Wits + Occult roll (difficulty 7) to
activate Dead Hand for one scene. For each additional
scene the vampire wishes to remain in contact with
the Underworld, he must spend a point of blood.
Spirit SlavesLore of the Clans (p 108)

You’re the boss of three lesser ghosts or fewer who
can do more.
Courage

 

RitualsCall of the Hungry Dead (lvl 1)    
 Bearing  

 Silence

           
Merits Flaws Willpower
Consanguineous Resistance Permanent WoundOn the left side just above the collar bone, Michelle has an almost lamprey-like wound, caused by her sire draining her, that constantly leaks a black ichor.

At the beginning of each night, you rise from sleep at the Wounded.
 
LanguagesCantonese (Native), English, Italian, Korean, Mandarin Sire Resentment    
Natural Linguist        
Spirit Mentor        
Blood Weakness Experience
 
2 / Turn

▶ When a Giovanni feeds upon a mortal, she does twice as much damage as the Kiss of another vampire would inflict.

0 / 50

 

Experience Tracker

Freebies:

  • Backgrounds
    • Generation + 4 dots
    • Resources & Spirit Slaves + 2 dots
    • Memento de Morte +1 dot
  • Willpower
    • +1 dot
  • Merits
    • Spirit Mentor (3 points), Languages (2 points)

Experience:

  • Disciplines
    • Sepulchre Path +4 dots, 5+10+15 xp
    • The Ash Path 3 dots, 7+4+8 xp
Edited by TiffanyKorta (see edit history)
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