Sir Clifford Galway

Player: Seb

Predator: Osiris Convictions: Protects the humans against the surnaturel, Protect England Touchstones: Eleanor Galway , Suri Chohan

Sire: Rebecca Grey 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 2, Dexterity 1, Stamina 2, Charisma 2, Manipulation 3, Composure 3, Intelligence 4, Wits 3, Resolve 3

Skills: Craft (Sketch) 1, Larceny 1, Etiquette 3, Insight 2, Intimidation 1, Persuasion 1, Subterfuge 1, Academics (Old languages) 2, Awareness 1, Finance 1, Investigation 1, Occult (Blood Magic, Cthulhu Mythos) 3, Politics 3, Science (Chemistry) 2, Technology 2

Disciplines:
Blood sorcery 5
A taste for blood
The user dabs the blood on their tongue and makes a Resolve + Blood Sorcery (9 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 (10 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.
, Scorpion’s touch
The user concentrates for a turn and forces Blood through an open, usually selfinflicted, wound. Each Rouse Check worth of poison made takes a turn and emits enough Blood to coat one bladed melee weapon stickily or to fill one mouthful to be spat at a foe. Spitting poison at someone involves a Dexterity + Athletics attack roll (which can be dodged like any ranged attack), although vampires have been known to French kiss a victim and transfer the poison that way. Even more subtle vampires scorpionate their Blood to poison would-be diablerists: drinking poisoned Blood from the vein guarantees a hit! Aside from such vein-to-fang transmission, however, scorpionated Blood is a contact poison that sublimes away in liquids and is too viscous to inject with a syringe. The user cannot poison beverages with it or (thanks to the pressure differential) inject it by their own bite. Arrowheads and bullets carry too little Blood to use this power with ranged weapons; the effect does not last long enough for the user to fill hollow bullets with scorpionated Blood. If the poison hits, the user rolls a contest of Strength + Blood Sorcery (8 dice) vs Stamina + Occult. (Vampires with Fortitude may resist with Stamina + Fortitude.) If the user wins, the poison does the margin in Aggravated Health damage to mortals and in non-halved Superficial Health damage to vampires. A mortal who takes even one point of damage collapses unconscious.
, Theft of vitae
The user makes a beckoning gesture toward a mortal target in line of sight and rolls their Wits + Blood Sorcery (9 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.
, Cauldron of blood
The user pays the cost and touches the victim (Dexterity + Athletics (1 die) in combat or similar situations), rolling a contest of Resolve + Blood Sorcery (9 dice) vs Composure + Occult. (Vampires with Fortitude may resist with Composure + Fortitude.) On a win, each point of margin causes one point of Aggravated damage in the victim. Mortals taking at least one point of damage die screaming. Vampire victims add 1 Hunger per point of damage inflicted, until Hunger is at 5.
Auspex 3
Heightened senses
The user adds their Auspex rating to all perception rolls. If exposed to extreme sensations, such as loud bangs, flashes of intense light or overpowering smells while the power is active the user must succeed on a Wits + Resolve (6 dice) (Difficulty 3 or more) roll to dampen their senses in time, or the overload causes them to sustain a -3 dice penalty to all perception-based rolls for the rest of the scene.
, Sense the unseen
Whenever there’s something supernatural hiding in plain sight, the Storyteller makes a hidden roll of Wits + Auspex (7 dice) against a Difficulty they choose. Against an entity actively trying to stay hidden, the Storyteller can call for a blind roll (“Lisa, roll seven dice for me”) as a contest against the target’s relevant pool. (For example, detecting a vampire using Obfuscate would be a roll of Wits + Auspex vs Wits + Obfuscate) If the vampire actively searches for a hidden supernatural entity, they roll Resolve + Auspex (7 dice) similarly
, Scry the soul
Make an Intelligence + Auspex (8 dice) vs Composure + Subterfuge roll. On a win, the Storyteller truthfully answers a number of questions equal to the margin of the roll about the target’s aura and psyche, including: The emotional state of the subject The Resonance in the subject’s blood Whether the subject is a vampire, werewolf, ghoul or any other supernatural being Whether the subject is under the influence of Blood Sorcery or other magic Whether the subject has committed diablerie in the last year A critical win allows discovery of something unexpected, as determined by the Storyteller If scanning a crowd, roll versus a Difficulty determined by the size of the crowd and external distractions, as well as the type of trait being sought. (Finding the vampire in the living room might only be a Difficulty 3, while finding the most nervous person at a crowded rave is most likely Difficulty 6 or higher.)
Dominate 3
Rituals:
Blood walk (•)
A win on the Ritual (10 dice) roll (see General Systems) allows the user to learn the generation and name of the subject as well as the subject’s sire. A Critical Win also informs the user of any Blood Bonds active on the subject, as regnant or thrall.
, Wake with evening’s freshness (•)
Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll (10 dice) then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.
, Communicate with kindred sire (• •)
Make the ritual roll (10 dice) after 15 minutes have passed. A win allows for ten minutes of two way silent mental communication once 15 more minutes have passed. A critical win allows immediate communication. Any major disturbance on either end breaks the connection.
, Ishtar’s touch (• •)
The user makes a Ritual roll (10 dice) vs. the Stamina + Resolve of the target mortal or vampire after they make contact with the affected vitae. For the remainder of the scene, the victim suffers a dice penalty equal to the margin of win on the Ritual roll on all resist pools involving Composure or Resolve. (Apply the penalty only once in case the pool involves both Attributes.) The narcotic vitae retains its potency until it is touched, up until the end of the scene.
, Essence of air (• • •)
Make the Ritual roll (10 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 (7 dice) and the other’s Strength + Athletics.
, Firewalker (• • •)
Make a Stamina + Resolve (5 dice) test (Difficulty 3) to cut off a fingertip. On a winning Ritual roll (10 dice) , a bluish flame consumes the Blood and fingertip, signaling the completion of the ritual. For the rest of the night fire damage to the caster is halved. This ritual can be performed on others, but the fingertips sacrificed must all belong to the caster. The mutilation is not enough to count as damage to the caster; the fingertip regrows during day-sleep.
, Eyes of the nighthawk (• • • •)
On a winning Ritual roll (10 dice) the caster can control the bird and see through its eyes. On a critical win, the bird can perform simple actions under control, such as picking up objects or manipulating keys or dials. The caster can use most nonphysical Disciplines through the bird, even Dominate assuming the caster has Telepathy (p. 252) or some other way to communicate with targets non-verbally. There is no limit to the range the bird can fly, though unless the caster plucks the eyes out of the bird at the end of the night they themselves suffer blindness for three nights to come.
, Incorporeal passage (• • • •)
Make a Ritual roll (10 dice) . If the roll is a win, the caster assumes an incorporeal form as long as they hold a shard of the broken mirror. While incorporeal, the caster remains immune to everything except fire, sunlight, and arcane weapons and rituals capable of damaging spirits. The caster can still be seen and heard but cannot interact physically with anything or anyone. They cannot Rouse the Blood while incorporeal. Incorporeal casters have no access to any spirit realm; the ritual does not make them wraiths or spirits. The caster can walk through walls and other objects but must do so in a straight line; they cannot change direction while inside solid matter. This Ritual lasts for one scene or until the caster drops the shard. Returning to the material while inside solid matter can result in anything from destruction to entombment to minor inconvenience (the ashtray is stuck halfway through the caster’s arm); the Storyteller decides the precise outcome.
, Defense of the sacred haven (• • • •)
The process takes an hour or more, depending on the state or the area to be warded. The area can be no larger than a circle with a six-meter radius. The ritual automatically fails if the caster steps out of the area at any time after the warding is complete. The caster makes the Ritual (10 dice) roll once the sun rises. On a Win, shadow blankets the area, closing off any view of the outside but also preventing any sun damage to the vampires within. On a critical win, those inside can spy the outside world dimly. The Ritual lasts through an entire day unless ended by the caster stepping outside the area.

Backgrounds: Status 2 (Ancien), Fame 1 (Blog sur Lovecraft), Herd 2 (Mythos cult geek), Resources 5, Haven 6 (Library 2; Laboratory 1;) , Mask 2

Merits: Bonding 2 (Short bond)

Flaws: Enemies 1, Dark secret 1, Addiction 1 (Megalomany), Stalkers 1, Debt 1, Folkloric Block 1 (Crossing a threshold to a home uninvited by the owner)

Ancien agent du BPRD

Fait vampire au début de la seconde guerre mondiale pour infiltrer l’entourage de Churchill

Aujourd’hui politicien & Lobbyiste actif dans l’ombre de son Sire