Carl-Henrik Viktorin

Beskrivning

ROLLFORMULÄR

Carl-Henrik, eller C-H som han kallas, är arvtagare till den Viktorinska förmögenheten, intjänad under de många år som det tagit hans far och farfar att bygga upp företaget .

Aspirationer

  • Välja väg - Invictus eller Rörelsen?
  • Få tag på Gustav Klimt-skiss
  • Göra Franz stolt

Mask & Dirge

Mask: Social kameleont

A social chameleon blends with his surroundings, and fits in wherever he may go. He considers no group to be exclusive.
Single Willpower: Ingratiate yourself to a new social clique.
All Willpower: Burn an important bridge to guarantee acceptance in a new group.

Dirge: Ifrågasättare

A questioner cannot accept anything at face value. She must poke and prod, finding the holes in logic and function. She asks the questions that everyone else wants to ask.
Single Willpower: Challenge an accepted truth.
All Willpower: Put a long-believed truth to the test, at your own peril.

Animalism

● Djuriska viskningar

Slag: Manipulation + Animal Ken + Animalism | Kostnad: Ingen | Handling: Omedelbar | Varaktighet: Scen, befallning kan vara genom natten.

Du övermannar djurets instinkter och tvingar det till förståelse. Du kan ställa frågor som det svarar på till bästa förmåga och kan med ytterligare tryck få djuret att lyda.

Språket du använder kan vara mänskliga ord, eller gläfsande eller kvitter. Så länge de är inom synhåll kan du kontrollera en flock fåglar eller flera råttor.

Utfall

Fummel: Djuret missförstår sig och förvanskar svaret på frågan eller befallningen.
Misslyckande: Djuret flyr från dig i rädsla.
Framgång: Du kan kommunicera med djuret eller ge enkla befallningar.
Exceptionell framgång: Djuret blir otroligt lydigt och hjälpsamt.

Resiliens

Resiliens

Slag: Inget | Kostnad: Ingen eller 1 Vitae per effekt | Handling: Ingen (för långvarig effekt) eller Reflexiv (för aktiv effekt) | Varaktighet: Permanent (för långvarig effekt) eller En tur (för aktiv effekt)

The Kindred are walking corpses, free of the frailties of a mortal form. Their bodies are capable of great endurance, but Resilience harnesses the Beast to take that endurance beyond “great” and into “impossible.” With Resilience a vampire could continue to act even when his body has been reduced to little more than bone and tendon.

Like other physical Disciplines, Resilience has two kinds of effects: persistent and active. Persistent effects are always on, and have no cost. Active effects are Reflexive, and cost one Vitae per effect.

Persistent: Add the vampire’s dots in Resilience to his Stamina. This may raise a character’s Stamina above the normal limits imposed by his Blood Potency. Whenever he is dealt aggravated damage, for each dot of Resilience he possesses, downgrade one point of aggravated damage to lethal. This applies to damage from fire and all acquired banes, but not sunlight. Resilience offers no reprieve from the sun’s blazing eye.

Active: By spending Vitae a vampire can dismiss grievous wounds, even those from banes. For each point of Vitae spent, choose one effect from the following list. A vampire may spend additional Vitae to invoke multiple effects simultaneously, but no effect of Resilience may be used more than once per turn.

  • Subtract his Resilience dots plus one from all non-bane sources of damage. Mechanically this is similar to armor, but does nothing to reduce the visual and superficial signs of injury. Removed damage appears to be dealt, but resisted wounds do not inhibit the vampire physically in any way, though in a social context they likely create some difficulties. All superficial wounds may be healed completely for one Vitae whenever he next slumbers.

If an injury specifically removes a limb, an eye, or so on, the vampire does suffer logical impairments from the injuries.

This method of reducing damage does make it more difficult to stake a vampire.

  • Subtract his Resilience dots from all damage from fire or other acquired banes. Sunlight still remains beyond the power of Resilience to defend against. All superficial signs of damage remain: Even if a vampire lost no Health while dashing through an inferno, he still emerges a burnt corpse. In this case, however, the visible damage is only as severe as it would be for a mortal who’d suffered the same level of harm.

Dominans

● Hypnos

Slag: Intelligence + Expression + Dominate vs. Resolve + Blood Potency | Kostnad: Ingen | Handling: Omedelbar

All a vampire has to do is meet her victim’s eye to catch him in her thrall. Her control isn’t obvious; she just asks him to do something and her victim acquiesces. He could unlock a door, pass her a gun — or forget ever meeting her. Some cruel vampires mesmerize passers-by just to take the rap for their crimes.

Utfall

Fummel: The victim sees through the vampire’s attempt to control his mind; emboldened, he gains the Steadfast Condition.
Misslyckande: The vampire’s victim proves stronger-willed than she’d thought.
Framgång: The vampire holds her victim’s gaze for just a second, but it’s enough to inflict Tillståndet Hypnotiserad (Mesmerized p. 305).
Exceptionell framgång: The vampire’s control flows over the victim’s brain like water. They want to do whatever the vampire says. The vampire can issue a command in the same action as mesmerizing the victim.

Once she has inflicted the Mesmerized Condition, the vampire can command the victim as an instant action. Her commands can’t be longer than three or four words, and she has to be direct — her control doesn’t extend to issuing vague commands. “Follow me,” “Shoot your husband,” and “Repeat after me…” are all suitable commands, while “Forget,” “Submit,” and “Do my bidding” have too much room for interpretation. She can even mess with the victim’s memory, making one statement about the current scene that victim will remember as truth. While she can still only use simple and unambiguous commands, she can pack a lot of changes into four words: “You killed that man” and “I was not here” combine to frame the victim for murder.

●● Edikt av järn

Slag: Inget | Kostnad: 1 Vitae | Villkor: Du måste ha försatt personen i Hypnotiserat Tillstånd | Handling: Omedelbar

Once she’s got a hotline into her victim’s mind, the vampire can take some time to play with his thoughts and memories. While it takes more of her power to relay complex commands, she goes from jerking her victim’s strings to controlling him like a puppeteer, making his ever movement dance to her tune.

The vampire can issue a longer command to a Mesmerized victim. This edict can be up to three sentences long, and can include a successive series of actions. The command takes two turns per sentence to convey. As with Mesmerize, the vampire’s control doesn’t extend to commands that rely on the victim’s interpretation. The victim takes the Dominated Condition (p. 302) and will follow the vampire’s commands as soon as she finishes speaking them. He continues to follow the order until he has completed his task, or the sun rises. Many Kindred use Iron Edict to issue a simple command, such as “Obey my direct instructions when I give them to you,” which effectively gives them control over the minion until the sun comes up — though it doesn’t extend the duration of the Mesmerized Condition.

●● Begraven befallning

Slag: Intelligence + Subterfuge + Dominate - offrets Resolve | Kostnad: 1 Vitae | Villkor: Du måste ha försatt personen i Hypnotiserat Tillstånd | Handling: Omedelbar | Varaktighet: En vecka eller månad per lyckad tärning (se nedan).

The vampire has enough control over her meat-puppet to implant a subconscious trigger, a specific set of conditions that will turn him into her slave when he encounters them. She can force her victim into a suggestible state when he points a gun at her, make him transfer all of his money into her account when he hears Beethoven’s Ninth Symphony, or only allow him to remember his son when he smells lilacs.

Utfall

Fummel: The vampire’s attempt to set up a trigger backfires. The victim loses his Mesmerized Condition. For the next week, when he encounters one trigger that the vampire attempted to set he instead gains the Steadfast Condition (p. VtR2 306).
Misslyckande: The attempt to set triggers in the victim’s mind doesn’t take. Is he fighting back, or is there another reason?
Framgång: The vampire can implant a number of subconscious triggers equal to the number of successes rolled to trigger specific effects of other Dominate powers. She must pay any Vitae cost for these powers as normal. These triggers remain in place for one week per success, or one month per success if the victim is in any stage of Vinculum towards the vampire. During that time, the effects of the trigger emerge each time the victim encounters the stimulus.
Exceptionell framgång: The vampire’s commands slip into the victim’s subconscious with ease. Reduce the Vitae cost by one when implanting Edikt av järn and Förljugna minnen (The Lying Mind).
Each trigger is a specific event or sensory stimulus that causes the linked effect to emerge. The vampire must pay any Vitae cost for other Dominate powers, but only need do so once to attach that power to any number of triggers. Using [[[Dominate2| Edikt av järn]] in conjunction with Begraven befallning to force a man to show up at a nightclub when he argues with his wife, and making him fill a USB stick with sensitive information from his workplace all costs only one point of Vitae. Describing both the trigger and its specific effect on the victim takes about two turns per trigger.

Other Dominate abilities work as follows when channeled through Begraven befallning:

  • Hypnotisera: Offret försätts i tillståndet Hypnotiserad when he encounters the trigger. If the vampire isn’t present to capitalize on his state, the effects soon fade.
  • Edikt av järn: When the victim encounters the trigger, he immediately gains a Dominated Condition relating to the imprinted command. As he is entirely under the vampire’s sway when Dominated, he does not encounter other triggers until he resolves the Condition.
  • Förljugna minnen: The trigger serves as a switch for memory alteration. Encountering it once causes a memory to emerge (or to vanish), while encountering it again reverses the change.

Carl-Henrik Viktorin

Carl-Henrik Viktorin
Spelare — Tobias
Koncept — Arvtagare
Klan — Ventrue
Förbund — Oansluten
Skapare — Okänd
Scenarion — Nattkvarter
Inträde — Nattkvarter
Citat — CITAT
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