Once Upon a Time in Dresden

From The World Is A Vampire
Revision as of 16:24, 9 January 2021 by Bruce (talk | contribs) (Aapep)
Jump to: navigation, search
Dresden

Jason's Agenda
I'm figuring for about 3-5 days before Brenda gets back to Dresden so here's the short descriptions here:

Night one - Decompression/debriefing; basically just hanging out with Tina and Cass. Working on blood prep to effectively give Cass a 6-pack of cold "beer". Jacuzzi/sauna. Get a few appointments together for night three.

Night two - gambling. There's a couple casinos in Dresden, so Jason's going to head to one, let the manager know he's a professional (and present the bona fides) and ask if there's a high-stakes game he can quietly get into.

Night three - Mortal politicking. He's going to start talking to mortal functionaries and advisors and reminding them that Turkey did apply to join the EU at one point, and that the region would be far better off if it were under the guidance of the EU. He'll also be communicating with the undead who'll listen about the bolsheviks and how they're using the areas' instability to further their own attempts to reshape the area.

Night four - Followup on the honey trap. He'll be dropping in on the noted sites on the university servers including the one he set up, and try to get a feel for anything useful that'll let him track down the Zelenka Brujah.

Night Five - Tina night. Whatever the heck she wants to do. Stroll along the riverbank, clubbing, sitting in an outdoor cafe until 4 am, what have you. He's not going to say no to Tina coming along on any of his other sojourns, but this is basically a night that's just straight up for his childe.

Temple of the Serpent God

Serpentine Combat

Snake Bite: The Aabt Kindred in their normal snake form have no need to grapple in order to bite, whether they are feeding, biting for damage or injecting poison.

Serpentine Crush: Obviously, the subject cannot speak, use any tools, grasp objects while transformed. She does, however, have the ability to grab and crush opponents by wrapping her massive coils around them. The python makes a standard attack roll; one success gives her a minor hold on her opponent for Strength damage. Two or more successes puts the opponent fully in the serpent's grasp. Flexing powerful snake muscles inflicts Strength + 3 damage, and an opponent so entwined must make a contested Strength + Survival roll (difficulty 6) against the python to break free.

Tail Thrash: The Aabt Kindred and those Followers of Set who spend significant time in snake form may use a thrashing attack with their tails. System: Dexterity + Brawl = 5. If successful, the snake’s tail becomes a three foot lone flexible club. Damage = Strength +1 bashing.

Aabt Kindred

- Setite bloodline
- Disciplines: Animalism, Potence, Serpentis
- Clan Flaw: Light Sensitivity & Mental Attributes cost double
- The Aabt Kindred may ghoul animals or humans normally.
- When bestowing the Embrace on snakes they may pass on their bloodline, but humans Embraced by them are normal Followers of Set, though they may have an extra flaw or merit based on their serpentine lineage.

Aapep

Circa: 2031 C.E.
Plots: Aapep has long desired to the be leader of the nest and with Sethis in torpor, he now does what he desires.
Secrets: Other than his jealousy of his elder sibling, no.
Haven: The temple below Dresden.
Clan: Aabt Bloodline of the Setite Clan
Generation: 5th
Born: Pre-Christianity
Embrace: 1888
Sire: Nefertiti
Nature: Conniver
Demeanor: Bravo
Apparent Age: It is impossible to be sure.
Physical: Strength 6, Dexterity 7, Stamina 5
Social: Charisma 3, Manipulation 5, Appearance 2
Mental: Perception 2 (+2 dice for smell, -2 dice for hearing), Intelligence 3, Wits 2
Talents: Alertness 4 (smell), Athletics 4 (climb), Brawl 5 (bite, crush), Dodge 3, Intimidation 3, Leadership 2, Streetwise 1, Subterfuge 3
Skills: Animal Ken 5 (snakes, rodents, commands), Etiquette 3 (ancient Egyptian), Stealth 5, Survival 5 (hunting, underground, sewers)
Knowledges: Investigation 1 (physical searches), Linguistics 1 (Ancient Egyptian & modern German), Occult 3
Disciplines: Animalism 3, Celerity 3, Fortitude 3, Obfuscate 2, Potence 3, Serpentis 7
Discipline Techniques: The Aabt Kindred have had some difficulty picking up discipline techniques that don’t involve their clan disciplines of Animalism, Potence, and Serpentis. However, it is likely that each has developed a single special trick of their own that they would be unwilling to share with their fellows.
Advanced Disciplines: Serpentis 6: Cobra Fangs & Serpentis 7: Set's Curse
Sorcerous Paths: None yet.
Rituals: None yet.
Backgrounds: Progeny (blood-bound) 5: Formerly century old African cobras. The progeny are newly Embraced, blood bound cannon-fodder bound to obey only their sire. Most have not been ghouls for very long and have only an animal intelligence.
Merits: Prey Preference = Rats
Flaws: Blood Bound 3pt - supernatural (Nefertiti)
Virtues: Conviction 3, Instinct 5, Courage 3
Morality: Road of the Beast 8
Willpower: 7
Destiny:


Ammon

Circa: 2031 C.E.
Plots: Ammon seeks to rise in his sire’s eyes through daring deeds and careful skullduggery, under the right circumstances he would consider killing one or more of his brood mates, but only if the reward were certain. Otherwise he is likely to hang back and attack the weakest opponent he can find.
Secrets: Like his twin sister Amunet, he has mastered the difficult discipline of Obfuscate and uses it to great effect.
Haven: The temple below Dresden.
Clan: Aabt Bloodline of the Setite Clan
Generation: 5th
Born: Pre-Christianity
Embrace: 1889
Sire: Nefertiti
Nature: Rogue
Demeanor: Conformist
Apparent Age: Who could say?
Physical: Strength 5, Dexterity 7, Stamina 6
Social: Charisma 4, Manipulation 3, Appearance 2
Mental: Perception 2 (+2 dice for smell, -2 dice for hearing), Intelligence 2, Wits 3
Talents: Alertness 4 (smell), Athletics 4 (climb), Brawl 3, Dodge 5, Intimidation 5 (dread gaze, threats, mental maze), Leadership 1, Streetwise 3, Subterfuge 3
Skills: Animal Ken 5 (snakes, rodents, commands), Etiquette 2 (ancient Egyptian), Stealth 7, Survival 4 (hunting, underground)
Knowledges: Investigation 2 (physical searches), Linguistics 2 (Ancient Egyptian & modern German)
Disciplines: Animalism 3, Celerity 3, Fortitude 3, Obfuscate 6, Potence 3, Serpentis 6
Discipline Techniques: The Aabt Kindred have had some difficulty picking up discipline techniques that don’t involve their clan disciplines of Animalism, Potence, and Serpentis. However, it is likely that each has developed a single special trick of their own that they would be unwilling to share with their fellows.
Advanced Disciplines: Obfuscate 6: Mental Maze , Serpentis 6: Cobra Fangs
Sorcerous Paths: None yet.
Rituals: None yet.
Backgrounds: Progeny (blood-bound) 5: Formerly century old African cobras. The progeny are newly Embraced, blood bound cannon-fodder bound to obey only their sire. Most have not been ghouls for very long and have only an animal intelligence.
Merits: Prey Preference = Rats
Flaws: Blood Bound 3pt - supernatural (Nefertiti)
Virtues: Conviction 3, Instinct 5, Courage 3
Morality: Road of the Beast 8
Willpower: 7
Destiny:


Amunet

Circa: 2031 C.E.
Plots: Amunet seeks to gain the favor of her sire through seduction, while she is still perfecting her skill on vampires, she is quite proficient at seducing mere mortals.
Secrets: Outwardly, Amunet seems very much like her brother Ammon, but she is both more charismatic and has secretly mastered the use of discipline of Presence.
Haven: The temple below Dresden.
Clan: Aabt Bloodline of the Setite Clan
Generation: 5th
Born: Pre-Christianity
Embrace: 1889
Sire: Nefertiti
Nature: Deviant
Demeanor: Survivor
Apparent Age: Who could say?
Physical: Strength 4, Dexterity 6, Stamina 5
Social: Charisma 5, Manipulation 5, Appearance 3
Mental: Perception 2 (+2 dice for smell, -2 dice for hearing), Intelligence 2, Wits 3
Talents: Alertness 4 (smell), Athletics 4 (climb), Brawl 3, Dodge 5, Empathy 4 (detecting fear, detecting desire), Expression 4 (innocent banter, pillow talk), Intimidation 3, Leadership 2, Streetwise 2 (night-clubs), Seduction 5 (snakes, mammals, humans), Subterfuge 2
Skills: Animal Ken 5 (snakes, rodents, commands), Etiquette 2 (ancient Egyptian), Stealth 4, Survival 4 (hunting, underground)
Knowledges: Investigation 1 (physical searches), Linguistics 1 (Ancient Egyptian & modern German)
Disciplines: Animalism 3, Celerity 3, Fortitude 3, Obfuscate 6, Potence 3, Presence 6, Serpentis 4
Discipline Techniques: The Aabt Kindred have had some difficulty picking up discipline techniques that don’t involve their clan disciplines of Animalism, Potence, and Serpentis. However, it is likely that each has developed a single special trick of their own that they would be unwilling to share with their fellows.
Advanced Disciplines: Obfuscate 6: Mask of Janus, Presence 6: Passion
Sorcerous Paths: None yet.
Rituals: None yet.
Backgrounds: Progeny (blood-bound) 5: Formerly century old African cobras. The progeny are newly Embraced, blood bound cannon-fodder bound to obey only their sire. Most have not been ghouls for very long and have only an animal intelligence.
Merits: Prey Preference = Rats
Flaws: Blood Bound 3pt - supernatural (Nefertiti)
Virtues: Conviction 3, Instinct 5, Courage 3
Morality: Road of the Beast 8
Willpower: 7
Destiny:


Sacmis

Circa: 2031 C.E.
Plots: Sacmis sees herself as the best of the Aabt, viewing the others as little more than animals, whereas she has evolved to a higher state of consciousness. While there is considerable hubris in this point of view, it is also not without some justifiable truth.
Secrets: Sacmis under the tutoring of her sire Nefertiti has learned and mastered the difficult occult science of Setite sorcery or Ahku. As such, she is a great deal more dangerous than she seems and is the true power behind the temple in Dresden; her siblings are unaware of this at this point and if she has her way, it will stay that way.
Haven: The temple below Dresden.
Clan: Aabt Bloodline of the Setite Clan
Generation: 5th
Born: Pre-Christianity
Embrace: 1892
Sire: Nefertiti
Nature: Enigma
Demeanor: Conformist
Apparent Age: Who could say?
Physical: Strength 4, Dexterity 5, Stamina 3
Social: Charisma 2, Manipulation 6, Appearance 2
Mental: Perception 5 (+2 dice for smell, -2 dice for hearing), Intelligence 3, Wits 4
Talents: Alertness 4 (smell), Athletics 4 (climb), Brawl 3 (bite), Dodge 5, Empathy 4, Expression 4, Intimidation 3, Leadership 4, Streetwise 1, Subterfuge 4
Skills: Animal Ken 5 (snakes, rodents, commands), Etiquette 2 (ancient Egyptian), Stealth 4, Survival 4 (hunting, underground)
Knowledges: Investigation 1 (physical searches), Linguistics 3 (Ancient Egyptian & modern German), Occult 5 (curses, rituals, summonings)
Disciplines: Animalism 5, Ahku 5, Celerity 3, Fortitude 3, Obfuscate 2, Potence 3, Serpentis 5
Advanced Disciplines: None
Discipline Techniques: The Aabt Kindred have had some difficulty picking up discipline techniques that don’t involve their clan disciplines of Animalism, Potence, and Serpentis. However, it is likely that each has developed a single special trick of their own that they would be unwilling to share with their fellows.
Sorcerous Paths: The Immanence of Set 5
Sorcerous Rituals: Several Ahku sorcery rituals of levels 1 through 5.
Backgrounds: Progeny (blood-bound) 5: Formerly century old African cobras. The progeny are newly Embraced, blood bound cannon-fodder bound to obey only their sire. Most have not been ghouls for very long and have only an animal intelligence.
Merits: Prey Preference = Rats
Flaws: Blood Bound 3pt - supernatural (Nefertiti)
Virtues: Conviction 3, Instinct 5, Courage 3
Morality: Road of the Serpent 8
Willpower: 9
Destiny:


Dr. Dietmar Vogel

Circa: 2031 C.E.
Plots: Without a doubt.
Secrets: Everyone does.
Haven: A forgotten, underground bunker complex.
Clan: True Brujah
Generation: 8th
Born: 1895
Embrace: 1945
Sire: Countess Klara Wehunt
Nature: Scientist
Demeanor: Enigma
Apparent Age: 50ish
Physical: Strength 3, Dexterity 3, Stamina 3
Social: Charisma 3, Manipulation 5, Appearance 2
Mental: Perception 5, Intelligence 5, Wits 5
Talents: Alertness 5, Athletics 3, Brawl 3, Dodge 3, Empathy 4, Expression 3, Intimidation 3, Leadership 3, Subterfuge 4
Skills: Animal Ken 3, Crafts 3, Drive 3, Etiquette 4, Firearms 3, Melee 3, Performance 4, Security 3, Stealth 4, Survival 3
Knowledges: Academics 5, Computers 4, Finance 3, Investigation 4, Law 3, Linguistics 5, Medicine 5, Occult 5, Politics 3, Science 5
Disciplines: Auspex 5, Dominate 3, Fortitude 3, Potence 2, Presence 3, Temporis 5, Thaumaturgy 4
Alternate Discipline Ratings: Inertial Acceleration (Temporis 3), Metabolic Acceleration (Temporis 3)
Discipline Techniques: Yes, a new one.
Advanced Disciplines: None.
Sorcerous Paths: Conjuring 4, Biothaumaturgic Experimentation 4, Corruption 4
Rituals: Level 1 (the most common), Level 2 (a mixture), Level 3 (a half dozen uncommon & rare rituals)
Backgrounds: Allies 5 (The Fourth Reich), Contacts 5 (The Intelligentsia), Fame 1 (Institut für Wehrwissenschaftliche Zweckforschung - "Institute for Military Scientific Research"), Generation 5, Herd 5 (Aryan blood), Influence 3 (Neo-Nazi organizations), Resources 5 (Nazi gold), Retainers 5 (Waffen-SS), Secrets 4 (Dresden), Status 3
Merits:
Flaws:
Virtues: Conviction 3, Self-Control 4, Courage 3
Morality: Bones 5
Willpower: 9
Destiny:


Cannonfodder

Circa: 2031 C.E.
Plots:
Secrets:
Haven:
Clan: Aabt Bloodline
Generation: 6th
Born:
Embrace: 2031
Sire:
Nature:
Demeanor:
Apparent Age:
Physical: Strength 1, Dexterity 1, Stamina 1
Social: Charisma 1, Manipulation 1, Appearance 1
Mental: Perception 1, Intelligence 1, Wits 1
Talents: Alertness, Athletics, Brawl, Dodge, Empathy, Expression, Intimidation, Leadership, Streetwise, Subterfuge
Skills: Animal Ken, Crafts, Drive, Etiquette, Firearms, Melee, Performance, Security, Stealth, Survival
Knowledges: Academics, Computers, Finance, Investigation, Law, Linguistics, Medicine, Occult, Politics, Science
Disciplines: Animalism 1, Potence 2, Serpentis 1
Discipline Techniques:
Advanced Disciplines:
Sorcerous Paths:
Rituals:
Backgrounds: Allies, Contacts, Fame, Generation, Herd, Influence, Mentor, Resources, Retainers, Status
Flaws / Merits:
Virtues: Conscience 0, Self-Control 0, Courage 0
Morality:
Willpower:
Destiny: