Balthazar

Player: Jan

Predator: Grim Reaper

Clan: Hecata Generation: 10th

Bane: Steeped in death, the fangs of the Hecata bring not bliss, but agony. Victims caught unawares will violently resist unless restrained, and few people submit willingly to the torture that is the Hecata Kiss.

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 2, Stamina 3, Charisma 2, Manipulation 2, Composure 4, Intelligence 3, Wits 2, Resolve 3

Skills: Occult (Necromancy) 4, Academics (Ethnology) 3, Insight 3, Leadership 3, Survival 3, Subterfuge 2, Politics 2, Stealth 1, Etiquette 1, Awareness (Death) 1

Disciplines:
Oblivion 3
Oblivion's sight
On activation, the user’s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivion’s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.
, Where the Shroud Thins
Following a Rouse Check, the player rolls Wits + Oblivion (6 dice) (Difficulty 3) and on a win may determine the density of the Shroud in their nearby area, as large as an entire building or landmark. On a critical win, this roll reveals whether the Shroud’s density recently changed. On a total failure, the power backfires and gives a false reading. Without use of this power, Oblivion users cannot benefit from a thinning of the Shroud. The following table expresses the different degrees of Shroud density, and the effects they have:
SHROUD DENSITY POSSIBLE CAUSE EFFECT
ImpenetrableNo deaths took place here, consecrated landVampires and wraiths cannot cross the Shroud here
ThickLong ago a death took place here, a place of joyNo effect
ThinA death recently took place here, melancholic mortals often pass through this place−1 Difficulty on Oblivion rolls
FrayedA series of deaths took place here, necromancers often enact Ceremonies here−2 Difficulty on Oblivion rolls
AbsentA necromancer used Split the Shroud here, spectres regularly pass through this part of the Shroud−2 Difficulty on Oblivion rolls, wraiths can freely pass to and from the Shadowlands, mortals suffer two Superficial Health damage in this area that cannot be healed until they depart
, Ashes to Ashes
The vampire makes a Rouse Check to expend vitae, and introduces the vitae to the corpse. Unless the corpse is animated, the body disintegrates over three turns with no test necessary. If it is, the user rolls a contest of Stamina + Oblivion (7 dice) vs Stamina + Medicine (Corpses with Fortitude may resist with Stamina + Fortitude). If the user wins, the animated corpse dissolves in five turns, minus the margin (minimum one, and disintegrating corpses suffer physical Impairment). On a critical win, the corpse disintegrates immediately. On a total failure, the corpse putrefies but does not disintegrate, and is subsequently immune to this power from any user.
Fortitude 2
Auspex 1
Rituals:
Summon Spirit ()
The caster daubs the fetter with their vitae and makes an Oblivion Ceremony roll (7 dice) . The wraith cannot pass through the Shroud if it’s impenetrable in the Ceremony location, and moving the fetter after the Ceremony doesn’t help, as the wraith’s ability to pass through the Shroud disappears if the fetter leaves the Ceremony site. The wraith disappears at the end of the scene unless a separate Ceremony is used to compel or bind them.
, Compel Spirit (• •)
The vampire’s player makes an Oblivion Ceremony roll (7 dice) vs. the wraith’s Resolve + Composure. If they have no way of physically threatening the fetter, the player must also make a Manipulation + Intimidation (2 dice) roll (Difficulty equal to the wraith’s Resolve + Composure). If the player rolls more successes than the wraith’s resistance roll on their Oblivion Ceremony roll, the vampire can command the wraith to perform a number of moderately difficulty tasks (spying, research, answering questions truthfully, etc.) equal to the number of successes rolled. For every two successes, the vampire can instead command the wraith to perform a difficult task (such as attacking someone, doing something repugnant to the wraith’s sensibilities, etc.). On a critical win, the vampire can demand any action from the wraith, and it will try its best to complete the task. The wraith remains in the vampire’s service until the end of the chronicle or until it has fulfilled its master’s commands, at which point it returns to the Underworld with an eternal enmity for the necromancer. If the wraith wins the contest, the vampire suffers the margin in Superficial Health damage. The wraith then re-enters the Underworld. The compulsion placed on the wraith ends immediately if the vampire attacks them. If the vampire harms the threatened fetter, the wraith suffers between one and three Aggravated Willpower damage (depending on the importance of the fetter) and the wraith is sent back to the Underworld to be tormented by, and possibly converted into, a murderous spectre (see Vampire: The Masquerade, p. 377).

Backgrounds: Allies 1 (Doctor), Resources 3, Retainers 3 (Passe-Partout), Mask 2 (Richard Burton)

Merits: Bonding 2 (Short Bond)

Flaws: Prey Exclusion 1 (Healthy Mortals), Debt 1 (Freemasons), Enemies 1 (Ex mason)