Since I love to create characters, I decided to create a thread for them. Every once in a while, I will post ideas for character concepts here, and you can say which ones you would like me to write up.
Golden Heights
Agatha Bishop
The Vulture
Golden Heights
Born from the ruthless ambition and paranoia that permeates corporate environments, this spirit is not only powerful and subtle, it is personal. It loves to use its powers to pose as workers of different ranks, pulling strings here and there and nursing the Essence of intrigue like a fine Cuban cigar.
Description: When posing as a mortal of high status, it is usually male, and always over 7 feet tall and charming regardless of weight. Its blonde hair and beard are finely groomed, its smile is a lighthouse and all its clothes and accessories are much better than yours. When posing as one of low status, it looks normal for its surroundings and is easily overlooked. It is often followed and helped by lesser spirits of bureaucracy, procrastination, greed, envy and similar concepts. In its true form, Golden Heights is a humanoid mass of different masks that quietly laugh, curse and lick their lips. Behind each mask are human eyes whose optic nerves can stretch and bend around corners. Its putrefied hands are always busy making gestures of confidence and masterful planning.
Storytelling Hints: It delights in lending its Numina through Grant Blessing, no matter if the target is an errand boy or a Sponsored. Occasionally, when it sees an especially promising worker, it will tell them about the supernatural players hiding in certain corporations. Most of the mortals who delve too deep into this end up fired under dubious circumstances or disappear, but a few manage to please a supernatural faction enough to join it and become "one of them" (usually a ghoul, wolf-blooded and such).
Rank: 4
Attributes: Power 10, Finesse 10, Resistance 8
Willpower: 10
Maximum Essence/Per Turn: 40/12
Initiative: 9
Defense: 7
Speed: 14
Size: 6
Corpus: 14
Influences: Intrigue •••, Ambition •••
Manifestations: Twilight Form, Fetter, Materialize, Discorporate, Sponsorship
Numina: Aggressive Meme, Grant Blessing, Hallucination, Sever Fetter, Sign, Mortal Mask, Eye Spy
Ban: Must use its powers to to help someone for a scene if the requester claims someone else's work as their own.
Bane: A symbol or badge of high corporate status (assume 3 or 4 dots) acquired without committing a single crime.
Description: When posing as a mortal of high status, it is usually male, and always over 7 feet tall and charming regardless of weight. Its blonde hair and beard are finely groomed, its smile is a lighthouse and all its clothes and accessories are much better than yours. When posing as one of low status, it looks normal for its surroundings and is easily overlooked. It is often followed and helped by lesser spirits of bureaucracy, procrastination, greed, envy and similar concepts. In its true form, Golden Heights is a humanoid mass of different masks that quietly laugh, curse and lick their lips. Behind each mask are human eyes whose optic nerves can stretch and bend around corners. Its putrefied hands are always busy making gestures of confidence and masterful planning.
Storytelling Hints: It delights in lending its Numina through Grant Blessing, no matter if the target is an errand boy or a Sponsored. Occasionally, when it sees an especially promising worker, it will tell them about the supernatural players hiding in certain corporations. Most of the mortals who delve too deep into this end up fired under dubious circumstances or disappear, but a few manage to please a supernatural faction enough to join it and become "one of them" (usually a ghoul, wolf-blooded and such).
Rank: 4
Attributes: Power 10, Finesse 10, Resistance 8
Willpower: 10
Maximum Essence/Per Turn: 40/12
Initiative: 9
Defense: 7
Speed: 14
Size: 6
Corpus: 14
Influences: Intrigue •••, Ambition •••
Manifestations: Twilight Form, Fetter, Materialize, Discorporate, Sponsorship
Numina: Aggressive Meme, Grant Blessing, Hallucination, Sever Fetter, Sign, Mortal Mask, Eye Spy
Ban: Must use its powers to to help someone for a scene if the requester claims someone else's work as their own.
Bane: A symbol or badge of high corporate status (assume 3 or 4 dots) acquired without committing a single crime.
Agatha Bishop
Background: Before her Devouring, Agatha was a skeptical and isolated woman who felt suffocated by the many rules of society. She rarely got along with her peers, and preferred to spend her time alone among books and trees. Her emotional detachment gave her a clinical outlook on social dynamics, and she would often try to warn people that their destinies were the fruit of their habits, and nothing more. Despite this, she always felt that there had to something more than neurochemistry guiding human nature.
In her nightmares, this thought would come to life in the form of a great witch who controlled fiends and people alike from her hut in the woods. At first she was frightened of entering the woods and facing this creature. She had a nagging feeling that whatever she would find there would shatter her understanding of what moved the passions of mankind. But other people would enter the woods and alert the witch, who would send its fiends to lay terrible curses upon the trespassers.
The Devouring happened when she followed the fiends out of the woods and into the city. Watching them closely, Agatha realized there was a pattern to their predation. Writing down their faces and their names in her memory during each dream, she would wake up and research them. Eventually she discovered a gateway to the Shadow in the woods near her home, and went through it.
Once she had crossed to the other side, she made a barrier around her so that the spirits would not harm her, and meditated into a deep and revelatory dream. Mustering up her courage, she entered the hut of the witch, and realized they were one and the same. The creature grabbed her by the neck with a long branchlike limb and snapped it. As she lay on the floor, the witch got closer and closer until they merged.
Appearance: Even though she is in her late thirties, Agatha was honed by her life in the woods and the Shadow into a lean and functional shape. She keeps her brown hair in single short braid, and prefers clothes suited to the outdoors, crafted by her if possible. She has tribal tattoos from the neck to her feet which work as permanent Fetishes with a multitude of uses. Wherever she goes, she carries a large backpack filled with survival gear, supplies, hard cash and books. When she goes into the Shadow, she carries an additional Fetish in the form of a wooden staff with an oil lamp dangling its curved tip, which helps her pinpoint several sorts of spiritual entities and phenomena even if they are supernaturally concealed. She is very formal and has little in the way of charisma, but she is good at diplomacy and can keep a steady voice even during heated conflicts. When asked to tell her renditions of both famous and obscure folk tales, her normally aloof expression lights up and she gives a huge, welcoming smile.
Her Horror is a humanoid tree covered in lurid carvings of powerful spirits. Occult items of bone, leather and stone dangle from its many limbs, each one a Fetish given to her by werewolves whose hunts she assisted. The bark is pitch-black, save for the eyes, which glows like twin moons that emit a ghastly mist.
Storytelling Hints: Agatha is built for ease of use in any game where the Shadow and spirits play a significant role, especially Werewolf games. She can help a pack figure out the weakness of an invading Idigam by going on a quest in the Shadow to interview and trade favors with many spirit Choirs. She can assist Hunters in chasing down a Left-Handed Thyrsus who has been conducting unethical experiments on humans and spirits. She can even aid Mages in seeking out a lost Familiar or Artifact that has been taken into the Deep Shadow by Gulmoth.
Despite her tendency to act as an ally, she can also become an enemy if she feels those she is working with are taking advantage of her or damaging the balance between the mortal realm and the Shadow. Her preferred victims are irresponsible and corrupt shamans of all stripes, from the lowest wolf-blooded to the most experienced Bone Shadow. Her methods of punishment usually involve the manipulation of individual spirits to lay subtle curses. However, if someone goes as far as to destroy loci, create Wounds or spread Shartha, she can cash in favors to summon the help of entire Choirs and even the Royal Avatars of Rank 6+ entities.
Legend: Judgmental
Life: Honest
Family: Makara
Hunger: Punishment
Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 3, Dexterity 3, Stamina 3
Social Attributes: Presence 2, Manipulation 3, Composure 4
Mental Skills: Academics 2, Crafts (Woodcarving, Gardening) 3, Computer 0, Medicine (Herbs & Remedies) 2, Occult (Spirits) 4, Politics 1, Investigation 3, Science 1
Physical Skills: Athletics 2, Brawl 2, Drive 0, Firearms (Crossbow) 1, Larceny 2, Stealth (Woods) 3, Survival (Hunting) 3, Weaponry (Knife) 3
Social Skills: Animal Ken 3, Empathy 2, Expression (Storytelling) 1, Intimidation 3, Persuasion 3, Socialize 0, Streetwise 2, Subterfuge 2
Merits: Area Of Expertise (Spirits), Common Sense, Encyclopedic Knowledge (Occult, Survival), Holistic Awareness, Interdisciplinary Specialty (Spirits), Investigative Aide (Occult, Survival), Library 2 (Occult), Patient, Professional Training 4 (Shaman: Occult, Survival, Persuasion), Tolerance For Biology, Trained Observer 1, Iron Stamina 2, Hardy 3, Allies (Spirits 4, Werewolves 3), Contacts (Spirits, Werewolves, Clients), Resources 1, Hunger Management 2, Spoor 3, Mother’s Feast, Esoteric Armory 3, Light Weapons 3 (Knife)
Atavisms: Witchwood, Looming Presence, Monster From The Deep, Unbreakable, Eye Of Heaven
Nightmares: Behold My True Form, You Deserve This, They Are All Around You
Defense: 5
Initiative: 7
Speed: 11
Willpower: 7
Health: 12
Lair: 4
Starting Satiety: 3
Horror Traits: Power 5, Finesse 7, Resistance 7, Size 8, Health 12, Defense 6, Initiative 7, Speed 17
Lair Traits: Poor Light. Maze, Mirages, Engulfing
In her nightmares, this thought would come to life in the form of a great witch who controlled fiends and people alike from her hut in the woods. At first she was frightened of entering the woods and facing this creature. She had a nagging feeling that whatever she would find there would shatter her understanding of what moved the passions of mankind. But other people would enter the woods and alert the witch, who would send its fiends to lay terrible curses upon the trespassers.
The Devouring happened when she followed the fiends out of the woods and into the city. Watching them closely, Agatha realized there was a pattern to their predation. Writing down their faces and their names in her memory during each dream, she would wake up and research them. Eventually she discovered a gateway to the Shadow in the woods near her home, and went through it.
Once she had crossed to the other side, she made a barrier around her so that the spirits would not harm her, and meditated into a deep and revelatory dream. Mustering up her courage, she entered the hut of the witch, and realized they were one and the same. The creature grabbed her by the neck with a long branchlike limb and snapped it. As she lay on the floor, the witch got closer and closer until they merged.
Appearance: Even though she is in her late thirties, Agatha was honed by her life in the woods and the Shadow into a lean and functional shape. She keeps her brown hair in single short braid, and prefers clothes suited to the outdoors, crafted by her if possible. She has tribal tattoos from the neck to her feet which work as permanent Fetishes with a multitude of uses. Wherever she goes, she carries a large backpack filled with survival gear, supplies, hard cash and books. When she goes into the Shadow, she carries an additional Fetish in the form of a wooden staff with an oil lamp dangling its curved tip, which helps her pinpoint several sorts of spiritual entities and phenomena even if they are supernaturally concealed. She is very formal and has little in the way of charisma, but she is good at diplomacy and can keep a steady voice even during heated conflicts. When asked to tell her renditions of both famous and obscure folk tales, her normally aloof expression lights up and she gives a huge, welcoming smile.
Her Horror is a humanoid tree covered in lurid carvings of powerful spirits. Occult items of bone, leather and stone dangle from its many limbs, each one a Fetish given to her by werewolves whose hunts she assisted. The bark is pitch-black, save for the eyes, which glows like twin moons that emit a ghastly mist.
Storytelling Hints: Agatha is built for ease of use in any game where the Shadow and spirits play a significant role, especially Werewolf games. She can help a pack figure out the weakness of an invading Idigam by going on a quest in the Shadow to interview and trade favors with many spirit Choirs. She can assist Hunters in chasing down a Left-Handed Thyrsus who has been conducting unethical experiments on humans and spirits. She can even aid Mages in seeking out a lost Familiar or Artifact that has been taken into the Deep Shadow by Gulmoth.
Despite her tendency to act as an ally, she can also become an enemy if she feels those she is working with are taking advantage of her or damaging the balance between the mortal realm and the Shadow. Her preferred victims are irresponsible and corrupt shamans of all stripes, from the lowest wolf-blooded to the most experienced Bone Shadow. Her methods of punishment usually involve the manipulation of individual spirits to lay subtle curses. However, if someone goes as far as to destroy loci, create Wounds or spread Shartha, she can cash in favors to summon the help of entire Choirs and even the Royal Avatars of Rank 6+ entities.
Legend: Judgmental
Life: Honest
Family: Makara
Hunger: Punishment
Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 3, Dexterity 3, Stamina 3
Social Attributes: Presence 2, Manipulation 3, Composure 4
Mental Skills: Academics 2, Crafts (Woodcarving, Gardening) 3, Computer 0, Medicine (Herbs & Remedies) 2, Occult (Spirits) 4, Politics 1, Investigation 3, Science 1
Physical Skills: Athletics 2, Brawl 2, Drive 0, Firearms (Crossbow) 1, Larceny 2, Stealth (Woods) 3, Survival (Hunting) 3, Weaponry (Knife) 3
Social Skills: Animal Ken 3, Empathy 2, Expression (Storytelling) 1, Intimidation 3, Persuasion 3, Socialize 0, Streetwise 2, Subterfuge 2
Merits: Area Of Expertise (Spirits), Common Sense, Encyclopedic Knowledge (Occult, Survival), Holistic Awareness, Interdisciplinary Specialty (Spirits), Investigative Aide (Occult, Survival), Library 2 (Occult), Patient, Professional Training 4 (Shaman: Occult, Survival, Persuasion), Tolerance For Biology, Trained Observer 1, Iron Stamina 2, Hardy 3, Allies (Spirits 4, Werewolves 3), Contacts (Spirits, Werewolves, Clients), Resources 1, Hunger Management 2, Spoor 3, Mother’s Feast, Esoteric Armory 3, Light Weapons 3 (Knife)
Atavisms: Witchwood, Looming Presence, Monster From The Deep, Unbreakable, Eye Of Heaven
Nightmares: Behold My True Form, You Deserve This, They Are All Around You
Defense: 5
Initiative: 7
Speed: 11
Willpower: 7
Health: 12
Lair: 4
Starting Satiety: 3
Horror Traits: Power 5, Finesse 7, Resistance 7, Size 8, Health 12, Defense 6, Initiative 7, Speed 17
Lair Traits: Poor Light. Maze, Mirages, Engulfing
The Vulture
For those ancient Ventrue who have maintained an iron grip over their domains for centuries, the notion that they are big fishes in small ponds is laughable. They do not comprehend the patience and cunning of the truly dead. These monolithic guardians of the other side have no children or sire, no strings to pull or hearts to bewitch. But for all the reach of their frigid eyes, there are tales of Kindred who fell into their lands and managed to escape.
One of them is supposedly a cloaked figure with filthy bandages over their eyes, and no tongue or lower jaw. On its back are broken stubs of wings, and a Strix is perched on its arm like a trained falcon. This entity has been named the Vulture due to its habit of invading domains that have been torn apart by the Strix and only have a few survivors. These Kindred who think themselves safe or innocent are patiently stalked by the Vulture, who sends its Strix to torment and weaken the survivors until they can't fight back anymore. In other times, he stalks those who are loved by many in a peaceful city. The Vulture takes them to a subterranean place filled with perfect darkness, and they are never seen again.
They say that the Vulture was a Ventrue who struck a bargain with a god of the dead. He is searching for a number of Kindred to fill a prison, or one who has committed specific and unforgivable crimes. He was disfigured as a symbolic punishment and a reminder of the wrongs he must right. Only when he completes this mission will he be set free. None of this can be confirmed with supernatural or mundane investigation directed at the Vulture himself. The Strix who accompanies him says that the kidnapped are sent to their homes, and that those who want to visit them one last time are free to follow. So far, all those who accepted have suffered the final death, and their remains were found smeared over the entrance to the earth below.
One of them is supposedly a cloaked figure with filthy bandages over their eyes, and no tongue or lower jaw. On its back are broken stubs of wings, and a Strix is perched on its arm like a trained falcon. This entity has been named the Vulture due to its habit of invading domains that have been torn apart by the Strix and only have a few survivors. These Kindred who think themselves safe or innocent are patiently stalked by the Vulture, who sends its Strix to torment and weaken the survivors until they can't fight back anymore. In other times, he stalks those who are loved by many in a peaceful city. The Vulture takes them to a subterranean place filled with perfect darkness, and they are never seen again.
They say that the Vulture was a Ventrue who struck a bargain with a god of the dead. He is searching for a number of Kindred to fill a prison, or one who has committed specific and unforgivable crimes. He was disfigured as a symbolic punishment and a reminder of the wrongs he must right. Only when he completes this mission will he be set free. None of this can be confirmed with supernatural or mundane investigation directed at the Vulture himself. The Strix who accompanies him says that the kidnapped are sent to their homes, and that those who want to visit them one last time are free to follow. So far, all those who accepted have suffered the final death, and their remains were found smeared over the entrance to the earth below.
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