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  • Ban for Big Bad

    Executive Summary: VII is a spirit of darkness that simultaneously inhabits 7 vampires it claimed 3500 years ago. Periodically, it/they travel through the Shadow, pop out through loci, and consume all the non-torpored vampires in a city. I developed these guys a decade ago, but now that players are about to face them, I need to have a few basic stats.

    Question: Could you folks give me some possible Bans to work with?


    VII (Claimed) Clan: Enku
    Mental Attributes: Intelligence 3(7), Wits 4(6), Resolve 8
    Physical Attributes: Strength 5(14), Dexterity 7(9), Stamina 8
    Social Attributes: Presence 5(12), Manipulation 6, Composure 3(7)
    Mental Skills: Academics 7, Investigation 5, Occult 9, Politics 5, Science 6
    Physical Skills: Athletics 3, Brawl 6, Larceny 2, Stealth 7, Survival 5, Weaponry 5
    Social Skills: Empathy 7, Expression 5, Intimidation 10, Subterfuge 5
    Disciplines: Auspex ••••, Celerity•••••, Dominate•••••, Majesty ••, Blood Tenebris •••••, Kenisi ••••• Resilience •••
    Devotions: ••
    Merits:
    Influences: Influence: Darkness 4, Vampires 1
    Essence: 50 (pool accessible to all 7 individuals)
    Health: 11/16 Willpower: 11/15 Size: 5
    Speed: 17/28 Defense: 12/14/17 Armor:
    Initiative Mod: 10/16
    Humanity: 2 Blood Potency: 10 Vitae/per Turn: 64/15
    Banes: An arrow fashioned from a Tamarisk harvested in Iraq, marked by sigils and consecrated to the sun-god Utu.
    Ban: *
    The Duguthim known as VII have the following abilities:
    -They can sense each other’s location and mood, and can share thoughts if in physical contact. If one takes damage, the shock will affect the others.
    -Dark sight: can see in total darkness.
    -Cannot Embrace: The spirit doesn’t want to spread its vital essence further, and will exert all influence to keep the thought out of the host’s head.
    -Humanity is effectively 2, but doesn’t change/
    -Solid Darkness: +3 to Defence except against sunlight
    -Remembering: To remember something from the distant past (incl. from before torpors), may roll 1 die for each of the seven in physical contact.
    -When drinking, VII loses 1 vitae in 3 to feed the spirit within.
    -They may commit Diablerie; however, many of the memories of the murdered Kindred may be salvaged by the spirit, who may or may not share them.
    -The Beast is shackled by the spirit; VII will not frenzy so long as the spirit is in control.
    -VII may sense vampires within a city, as they send out spiritual tendrils touching each one. It may take only a few moments or minutes for each contact. Scouting by Harbingers makes target acquisition quicker. Hetkepu or other spiritually-active Kindred are easier to locate. Spiritually-aware Kindred will sense that they’ve been found. Kindred in torpor are easy to overlook. Once discovered, VII may keep track of the vampire until they move out of range (leave the city). VII may be aware of hundreds of vampires in a large city in only a few hours.
    -VII sends out shadowy arms (100 feet or longer) that can grab, carry, throw, or tear with strength of 14. The tendrils can also draw blood and souls at a furious rate, turning a vampire to dusk in a matter of moments.

    Who is VII?

    A Kindred, made nameless by time, created seven progeny among the Sumerians and surrounding peoples. They were thirsty gods, night-stalkers, Akhkharu. They lived through dynastic struggles, watching civilization’s halting evolution. At last, the hunger of the Kindred grew too rich; the seven akhkharu, who were now suffering from the paranoia common to their kind, went to separate ends of Mesopotamia, to thin their blood in secret tombs. In the times between sleeps, they went from gods to demons, but always they hunted, and watched, and plotted. The cycle repeated itself for centuries until, in the dying days of Babylon, they were all awakened by the shock of their sire’s death. Though distrustful of each other, they gathered to find the culprit and seek revenge. The focus for their wrath was a high priest who was filled with the spirit of his god. But the spirit had foreseen the end of his worship as conquerors brought their new gods, and it had felt the power of its akhkharu adversary. Through the priest it spoke craftily, offering them great power, and a common bond of unity among them not present since the early nights. After some consideration, they accepted. The one wisest in the lore of the otherworld crafted a ritual. The bound priest was painted with forgotten symbols, and fragrant herbs were burned and gold and magic stones placed around the sacrifice. At the appointed hour, the seven drained the blood from the priest, taking part of the spirit into themselves. Soon after, they went together into a cave and fell into torpor. When they awoke, the spirit had settled into their souls. Each of the Seven could feel the presence of the others, no matter how far they traveled. So connected, they no longer distrusted the others as they once had. Also, the spirit rode the Beast within, muting its cries and allowing the Kindred to think more clearly through the hunger, rage and fear which had burdened them for a thousand years. In return, the spirit gained the power of seven bodies which were far stronger than the fragile frame it had ridden in previously.

    The Seven explored the world, separately and together. Some traveled where no human could go unaided, while others visited growing cultures and sometimes left their mark on them. From time to time, they met other Kindred; some they spoke with out of curiosity, while others they left alone. Whenever the undead found their way to the Fertile Crescent, the Seven drove them away or destroyed them. When the blood grew too heavy in their veins, the Seven gathered again to slumber, speaking to each other in the darkness of the wonders they had seen.

    Humanity spread. Bronze gave way to iron. And soldiers and merchants from far to the west came to claim the ancient lands for the city of Rome. With them came Kindred. After dispatching these interlopers, the Seven went west to investigate. They found many Kindred there, but not as individuals or small family groups; they were united much as the humans united, with government and common cause. The Seven had little territorial interests beyond Mesopotamia, but the spirit within them persuaded them that any Kindred – especially any organized group of Kindred – would eventually be a threat, and that all must fall. The Seven used millennia of cunning and strength to cripple this Camarilla – they did some damage, and even won some of the disaffected to their cause – but in the end they were overwhelmed and driven to a long torpor. Upon waking, they found the world much changed, but the old covenant had broken and the undead had reverted to solitary hunters and small tribes as in the old times. The Seven were more pleased with this, and went their own way.

    In recent times, however, new covenants formed and the undead increase as quickly as the mortals, spreading across the earth and weaving their webs of plots and power everywhere. The Seven, prodded by the godling spirit in their minds, dedicated themselves, not only to break the covenants, but to rid the world of all Kindred save themselves. The spirit acquired a taste for vitae, but gave its hosts a number of valuable powers as well – among them, the ability to endure the centuries without being forced by the blood into torpor.

    The Seven are among the most powerful vampires active tonight. Their blood is fully potent, and their mastery of many disciplines allows them powers beyond what their victims can imagine. Furthermore, Seven have a secret cult of willing dupes who gather intelligence and sow confusion and chaos among Kindred worldwide. These Harbingers infiltrate all Covenants all over the world and pass on what they learn to their masters.

    With the knowledge gained, the Seven will explore a target city, cloaked in invisibility and forgetability, until the night that they strike. By the following evening, all the elders and most of the other Kindred will be gone, either as dust or as prisoners to be fed from until the next strike.
    SEVEN ARE THEY!



  • #2
    Seems like the way to go would be vampire stuff. Like can't willingly step into the light of the sun, or use any Essence-based powers while in sunlight, or while the sun is up, forcing them to work through minions during the daylight hours, or act quickly at night.

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    • #3
      If you are looking for Bans (things that restrict actions but not cause damage) I'd suggest bans based on their number. For example:
      • Of the Seven, no more that two of them can be in a room, or within some fixed radius.
      • They can not be separated by more than some fixed radius (e.g. 7 leagues) or the most isolated one gets dusted.
      • Cannot cross a heptagram (seven pointed star).
      • Cannot attack a group of seven people that are holding hands.
      • If presented with six identical items they must either find a seventh or destroy all six. Almost being seven sets of their OCD. Similarly piles of 48 and 342 piss them off more.
      • Music in 7/4 time disrupts their ability to communicate or coordinate with each other.
      If you want Banes:
      • Killed by a seventh son or septuplets.
      • Seven sided weapons.
      • Can only be damaged by a weapon that has killed exactly seven people (or killed exactly seven vampires).
      • All seven must be damaged by the same method, which then becomes automatically aggravated.

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      • #4
        Not having seen a spirit evolve in the setting... wouldn't the Ban be a refinement of the original spirit's Ban? In other words, as the spirit grows in power, "retreats from illumination" becomes "can't harm others in daylight" to "returns to Twilight by a direct ray of sunlight"? I didn't think it would alter by its Claimed status -- although the unusual situation of inhabiting 7 bodies at once could certainly change that.

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        • #5
          Yes, bans evolve with a spiritual diet, and no, being claimed doesn't means the spirit is in dietary stasis.

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          • #6
            Fair enough, thanks for the ideas!

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            • #7
              Their ban could be a ritual. Strike one of them 7 times with a mace inscribed with the 31st Hymn of Shamash. It states that Utu is the rightful master of the (un)dead, not VII. Normally it stops it from using Numina until he submits to the sun's judgement (takes sunlight damage).

              However, if there is a hook shaped knot made of Iranian reed consecrated to Inanna, then that part of VII is sealed within it, making it a powerful fetish. It also frees the vampire's Beast, but its going to be both furious and angry, so care should be taken.

              If all 7 fetishes are gathered in one place, something happens, such a making them keystones that draw Kur into the area, making it have no Twilight and forcing spirits to manifest. The longer they stay together, the more the Essence of the Sumerian underworld starts to infuse and twist matter.


              New experiences are the font of creativity, when seeking inspiration, break your routine.


              The Agathos Kai Sophos, an Acanthus Legacy of strategists

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              • #8
                That's a rad ritual!

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