Dario Barrabas

Player: Greg C.

Predator: Osiris Convictions: None may control meTouchstones: A human you admired in life or their descendant

Clan: Tremere Generation: 10th

Bane: Once the clan was defined by a rigid hierarchy of Blood Bonds reaching from the top to the bottom of the Pyramid. But after the fall of Vienna, their Blood has recoiled and aborted all such connections. Tremere vitae can no longer Blood Bond other Kindred, though they themselves can be Bound by Kindred from other clans. A Tremere can still bind mortals and ghouls, though the corrupted vitae must be drunk an additional number of times equal to the vampire’s Bane Severity for the bond to form.

Blood potency: 2

Blood SurgeAdd 2 die

Mend Amount2 points of Superficial

Power BonusAdd 1 die

Rouse Re-RollLevel 1

Bane Severity2

Feeding PenaltyAnimal and bagged blood slakes half Hunger

Hunger

Resonance
Health

You have two-dice penalty to physical pools
Willpower

You have two-dice penalty to social and mental pools
Humanity

You have two-dice penalty to all pools

Attributes: Strength 1, Dexterity 3, Stamina 2, Charisma 3, Manipulation 3, Composure 3, Intelligence 4, Wits 2, Resolve 2

Skills: Melee (Canne Epée) 2, Athletics (Esquive) 2, Etiquette 2, Intimidation 2, Performance (Public Speaking) 2, Persuasion 3, Academics (Teaching) 3, Finance 1, Occult (Magie du sang, Infernalist) 4, Politics 3

Disciplines:
Blood sorcery 4
A taste for blood
The user dabs the blood on their tongue and makes a Resolve + Blood Sorcery (7 dice) roll (Difficulty 3). With a win, the user can determine the resonance and intensity of the blood if human. They can also identify whether the blood belongs to a mortal, ghoul, vampire, or other supernatural creature (it may not necessarily be able to identify the supernatural creature if not Kindred or ghoul). Tasting vitae also determines the relative Blood Potency (and thus the likely generation band) of the vampire. A critical win also reveals whether the subject has ever committed diablerie, and the generation (within one) of the vampire. If the user knows of the supernatural creature in question, they can identify the specific supernatural creature on a critical win after tasting the blood.
, Extinguish vitae
The user rolls a contest of Intelligence + Blood Sorcery (9 dice) vs the Stamina + Composure of a target vampire in line of sight while concentrating for a turn and gesturing subtly. A win increases the target’s Hunger by one while a critical win increases it by two. The victim can discern who afflicts them if they can see the user while making an Intelligence + Occult vs Wits + Subterfuge roll.
, Blood of potency
The user makes a Resolve + Blood Sorcery (7 dice) roll against a Difficulty of 2 + their Blood Potency. A win increases their Blood Potency by one for that scene; a critical win increases it by two. The vampire can use this power to exceed their generation limit on Blood Potency during its duration.
, Theft of vitae
The user makes a beckoning gesture toward a mortal target in line of sight and rolls their Wits + Blood Sorcery (7 dice) vs Wits + Occult. A win opens an arterial wound, and the vampire can start feeding from across the room. (A target wearing full-body protection such as a hazmat suit merely bleeds ecstatically out into the suit.) The user can do nothing else while feeding, but they can feed at twice the normal speed (at triple speed on a critical win) thanks to the sorcerous pressure of this power.
Dominate 1
Rituals:
Coax the Garden ()
A win on the Ritual roll (9 dice) following the casting of the Ritual ingredients animates the plant life. The affected flora causes a two-dice penalty to physical dice pools for those caught in the range of the Ritual, as plants trip and grip them. Victims who stay in the area for longer than a turn must make a Dexterity + Athletics roll (Difficulty 3), or be grappled and suffer one point of Superficial Health damage for each turn ensnared. If the caster achieves a critical win, the damage from plant attacks doubles. On a total failure, the plants attack the caster. The plants will target anyone who isn’t the caster. They remain active until the end of the scene.
, Fire in the Blood (• • •)
The player makes a Ritual roll (9 dice) following the incantation versus the target’s Resolve + Occult (or Resolve + Fortitude, if the target is a creature with this Discipline). Each point of the vampire’s margin is applied as Superficial Health damage that also inflicts wracking pain upon the victim, forcing them to incur a −2 dice penalty to Physical pools for the remainder of the scene. On a critical win, the penalty increases to −3. A Kindred target must make a Rouse Check due to the damage to their vitae.
, Essence of air (• • •)
Make the Ritual roll (9 dice) when reducing the mixture. (A critical win prepares two doses worth of potion.) The caster can tell whether the ritual succeeded, so they won’t end up with a dud. The resulting black potion retains its potency for a night and activates when imbibed. The potion enables the caster (and only them) to fly or hover at approximately running speed for a scene. The caster can carry a human-sized mass, though their speed drops to walking speed. Grabbing and carrying aloft an unwilling subject, or pulling the flier to the ground, both require a contest between the caster’s Strength + Blood Sorcery (5 dice) and the other’s Strength + Athletics.

Backgrounds: Herd 2, Fame 2, Status 3, Resources 2 , Feeding 1

Flaws: Enemies 2, Yearning 3

Combat's Actions

J'esquive (6 dice)

Principal feats

Fais moi confiance (6 dice)

Ecoute c'est facile (7 dice)

Comprendre un rituel interdit (9 dice)