Author Topic: Force: the Requiem
MarcusDade 
Registered: Apr '06
6406_Alderaan Concept Art
Date Posted: 9/23/07 9:48pm Subject: Force: the Requiem - Date Edited: 9/23/07 9:59pm (2 edits total) Edited By: MarcusDade
Force: The Requiem

Like most people, you’ve probably had the sense — at least once — that things were not right with the galaxy and that not everything was as it seemed. You’ve felt that sinister truths hid behind a façade of normality, veiled partially by the rational, orderly “natural laws” we call the Force. You know that this feeling is more than simply what the Jedi call the "Dark Side." And when night falls, when the shadows grow long and the wind whistles through the trees, you shudder and remember the truths of your ancestors, who were right to fear the dark.

You’ve just entered the Galaxy of Darkness, a galaxy very much like our own, save that the shadows hide very real monsters, much more frightening than any Sith.

In Force: The Requiem, your character follows the story of some of these monsters, namely those force sensitive mortals who find themselves transformed into vampires (or Kindred, as they call themselves). Neither truly alive nor dead, the Kindred survive on the blood of mortals. They can shrug off terrible injuries, they never grow old, and they have a variety of inhuman abilities. Nevertheless, the Kindred fear many things, from the burning touch of sunlight or fire, to the widespread exposure of their kind before their mortal prey. Most of all, they fear the Beast, that savage aspect of their damned souls that hungers for blood and violence and can drive them into uncontrolled rage or acts of sheer depravity.

Their origin is lost to time, but many Kindred think that the curse comes from the Force itself as punishment for terrible sins. Others, especially former Jedi, believe that the curse is in response to the different times in their life that they fell to the darkside. Former sith usually believe it is the ultimate reward for following the dark side. Kindred society has existed in some form for the last two millennia. These days, the most powerful vampire in a domain usually goes by the title of Lord or Lady and rules over a feudal hierarchy of smaller domains and hunting grounds. The most powerful vampire in the Galaxy goes by the title of Grand Lord or Lady, but there has not been a Grand Lord for Centuries because of how all of the Lords have fought over who truly is the most powerful with them. The Lord are always decided upon by the Court, which is a ruling council of the Particular Sector, made up of all the Lords and Ladies of the different Domains of the Sector. The various Lords and Ladies, however, decided never to set up the Grand Council, because over the centuries, they have only killed each other. However, there is talk that they are debating about taking their chances in the near future.

The Kindred divide themselves both by blood (into five large extended families known as clans, which are traced from sire to childe) and by association (into several powerful covenants, political groupings of like beliefs and outlooks). Personal rivalries, alliances and other distinctions complicate even these simple divisions. Ultimately, every Kindred must make her way alone through the endless night.

The Setting
Our Story is set in the Correlian quarter of Coruscant, and it begins just after midnight on Republic day. When the sun rises this morning, the celebrations will end and thousands of people will leave the planet for their homes, a little wiser, a little hung over, perhaps with a few more guilty secrets. The residents of the planet will return to business, cleaning up after one of the world’s biggest parties. Many of them will go to Mass, or some other religions ceremony and receive ash on their foreheads, ostensibly to show their need for repentance during this time of year. Of course, not all of the visitors to Coruscant leave after the festivities die down. A decent number die here, their blood spilled to slake the thirsts of the undead. And so our story begins......

The Game
Force: The Requiem is a Storytelling (or roleplaying) game centering around Vampires in the Star Wars universe. Each player takes on the role of a single Kindred, except for the Storyteller, or the GM (me). I will take on every other role, describing the world to the other players, acting out the parts of other characters and determining what challenges the players’ characters face. I will decide results of actions in certain cases and I will not describe in other cases. It is your job to know what types of things you should leave open to me and what types of things you don't need to leave open to me. Jumping out of a moving car without getting hurt would require you leave the action result up to me; leaving a stationary one wouldn’t.

The Rules

No Godmoding: Godmoding should be common sense, but I will define it simply. Godmoding is making your character more powerful than he should, letting him survive things he should not and not letting him take damage. It is also related to powerplaying, which is making your character more powerful than he should be in any way shape or form. Also, do not auto hit. Auto hitting is posting damage for another player. Don't do it.

GM is law: What I say goes. If you have a problem with it, send me a PM, don't argue with me in the game.

Be Reasonable: Know what your character could and couldn't do. Also know what would be hard and what would not. Use common sense. If your character was not a Jedi, a Sith or some other force using person before becoming a vampire, he's not going to be able to consciously use the force. If your character tries to climb a wall that's covered with slime or rain, its going to be harder than climing a wall when its dry, and it will certainly be harder than climbing a wall with plenty of hand and foot holds.

Types of Actions: Almost anything a character does is considered a simple action. These require no contemplation or decision from me. In combat you can perform one simple action per turn. Sometimes, you’ll be asked to take an extended action, which represents doing something over a period of time, like researching something in a library or searching a room. In this case, you are given a certain length of time to do it (described in the text), at which point something happens, or you run out of time. Some actions can also be contested, which means that two people are working against each other, such as in an arm-wrestling match, or when a character tries to sneak past a watchful guard. In a contested action, each player describes the action they aretrying to do in order to gain the upper hand and the GM decides who wins. Finally, some actions are reflexive, which means that they happen automatically and don’t take up any time — you can perform them and still perform a simple action in that turn. These reflexive actions will be RP'd by the GM when he (I) believes that they should happen. You can also RP them if you like, but make sure that they fit your personality and character traits. A calm and composed character most likely wouldn't do something on the fly without thinking about it first.

    • Turns and Scenes: A turn is a post. You do NOT have two turns in a row. You do not get another turn until either the tagged person replies, or a GM post happens. A scene is a longer period (usually as long as it takes for everyone to do what they want in a particular place). Some vampiric powers function for a single turn, while others last the whole scene.


The Character Sheet

The Character sheet contains numbers that define a character’s capabilities, divided
into a variety of types of traits. Most traits are rated from 1 through 5. Different traits represent different things:

    • Attributes represent inherent capabilities, such as Strength, Intelligence or Presence.

    • Skills represent learned abilities, like Firearms or Medicine. A word or phrase in parentheses next to a Skill indicates a Specialty, an area of the overall Skill in which the character is particularly talented. If you are asked to roll a dice pool in which your character doesn’t have the right Skill, you suffer a penalty of either -1 (for a missing Physical or Social Skill) or -3 (for a missing Mental Skill). If, on the other hand, you have a relevant specialty in the Skill in your dice pool, you get a +1 modifier.

    • Willpower represents your character’s reserves. You can spend one point (and one point only) of Willpower on any roll, and you get three additional dice in your dice pool. Alternatively, you can spend a point to raise your Defense trait by two against a single attack. Willpower is valuable, and you regain it only for acting in accordance with your character’s Virtue or Vice (see individual character descriptions). Willpower is ranked from 1 to 10, unlike most of other traits.

    • Blood Potency represents the inherent power of the character’s vampiric nature.

    • Vitae: This is the amount of blood the vampire can hold. You spend Vitae to activate different vampiric powers. The less vitae the more often you need to feed. The more vitae, the less you need to feed.

    • Disciplines are special vampiric powers, which are explained in the character’s description. These are usually not unique to the character.

    • Merits are special edges a character has, such as Contacts or Resources or Stunning Looks. The effects of each are explained in the character’s description. These are usually unique to the character.

    • Defense is how well your character can defend herself and how well she can dodge blows.

    • Speed is the number of yards a character can move in one combat turn and still perform an action. A character can run up to twice his Speed rating yards in a turn if he sacrifices his action. Speed will most likely come into play in a chase.

    • Humanity is a measure of your character’s morality, of how far he has succumbed to the Beast. Your character can lose Humanity over the course of play. Humanity is ranked from 1 to 10, unlike most of other traits. When you reach 1 you are nothing but a mindless blood-sucking beast. If you are at 10 you will pretty much hate yourself every single time you have to feed. Note that it is VERY rare for any vampire to ever have a humanity higher than 8. If they're a 10 they will literally be unable to consume human blood because of their guilt. And thus they will either lose humanity eventually or they will become weak and die.


Combat:

Stealing blood from the living and subject to beastly frenzies, Kindred attract violence. When a fight breaks out, it can be important to keep track of who is doing what, and how badly they are hurting each other.

I am a believer in common sense, so I expect everyone to use it. Do not do something that would be unlike your character, too powerful for your character or just plain stupid. ALL combat actions will be decided through your better judgement. You aren't invincible. Your character is going to get hurt, so play like it. Let him get hurt and hit as well as letting him block punches. If you do not play in a fair manner I will step in and control the fight. Also, I will only let fights last so long until I step in and end it somehow.

Complications
    • Avoiding Damage in Close Combat: Your character’s Defense trait represents his instinctive ability to duck and weave and make close-combat attacks harder, and so serves as a penalty to incoming attacks. If your character hasn’t yet acted this turn and is willing to forgo that action, he can dodge, which doubles his Defense for the rest of the turn if he continues to not attack but just defend. If your character is attacked multiple times in the same turn, however, it becomes harder for him to avoid being hurt. Remember that and play to what you believe is common sense.

    • Avoiding Damage in Ranged Combat: Unless a ranged attacker is close enough that he could just as easily attack in close combat (a few feet), or is throwing a weapon, Defense doesn’t apply. To avoid damage in a firefight you can either find cover (hide behind something solid) or fall prone (drop flat to the ground). In both instances it will be harder for the attacker to hit you. Obviously use common sense. If you fall prone right in front of them, that wouldn't do much good, now would it? wink

    • Range: Every ranged weapon has three ranges listed in yards in the format short medium/long. An attacker suffers no penalty when her target is within the short range. If the target is at medium range, she suffers a -2 penalty. At long range, this penalty goes to -4. Now this obviously isn't literal, dont sit there with a pen and paper. Just remember that at long range you will be far less accurate than at medium range and at medium range you will be far less accurate than short range.


Health and Damage
    • Damage Types: There are three types of damage, each more serious than the last: bashing, lethal and aggravated. Bashing damage generally results from blunt or stunning attacks. Lethal damage generally results from cuts, gunshots and other more serious attacks. (Note that, because they have no functioning internal organs to damage, Kindred take bashing damage instead of lethal from gunshots.) Aggravated damage generally results from especially vile supernatural attacks.

    • Healing: Mortals recover from damage thanks to rest and medical attention. Kindred need to spend Vitae to heal.


Effects of Vampirism:
    • Blood Consumption: Kindred have a trait called Vitae, which represents the amount of blood in their system. They automatically spend one point of Vitae to rise every night, so eventually they must feed from the living. They also spend Vitae for other effects. Most young vampires can only spend one Vitae per turn and hold at most 10 Vitae. A vampire without any Vitae left suffers a lethal wound when she rises (when she would normally spend a point of Vitae). Any other effects that require Vitae expenditure fail if the character has none to spend.

    • Reduced Damage: The Kindred anatomy is animated by a supernatural curse, not the functioning of delicate organs, so it takes a lot to inflict serious damage upon them. Firearms inflict bashing damage to Kindred instead of lethal damage. Blades and arrows still inflict lethal damage, however. In addition, a vampire does not fall unconscious if she loses her health. She remains able to act but still suffers a -3 wound penalty. Additional damage upgrades existing wounds as normal. If all a Kindred’s health is depleted by lethal damage, she enters a coma-like state called torpor.

    • Healing: Kindred do not heal like mortals. Instead they must spend Vitae to do so. One point of Vitae heals two points of bashing damage or one point of lethal damage. The vampire can take other action in the same turn as healing bashing or lethal damage. Aggravated damage is much harder to heal. It takes five points of Vitae and two full nights per point of aggravated damage to heal.

    • Physical Augmentation: Vampires can boost their Physical Attributes (Dexterity, Strength, Stamina) for a moment by spending Vitae. Certain Disciplines allow for more efficient use of this ability.

    • Fire and Sunlight: Vampires suffer terrible damage from exposure to fire or sunlight. Both anathema cause a number of automatic points of aggravated damage per turn, depending on their intensity and the amount of exposure. A cigarette lighter held to one’s skin or a hand held in sunlight that is filtered through heavy drapes would inflict only one point per turn. Being tossed in a wood fire or looking out a window on an overcast day would inflict three points per turn. Being caught in a chemical fire or fully exposed under direct sunlight would inflict five (or more) points per turn. Some different clans are more or less sensitive to sunlight and fire than others.

    • Daytime Slumber: Vampires are overcome by a crushing fatigue upon the rising of the sun and remain immobile (and to all appearances truly dead) until sunset. If they are attacked during the day, they can rise, but it is extremely difficult: remember this and play your characters accordingly. Also, it is possible that they will lose humanity if they are forced to rise during the day as it may be more of an animalistic instinct reaction than a thoughtful reaction.

    • The Masquerade: One of the Kindred’s firmest traditions is the Masquerade, an edict that they hide their existence from mortals (and thus act as mortals would when in their company). This law is more than a social edict, however. It reflects an inherent part of the vampiric nature. A Kindred’s reflection (and any photographs or video) appears slightly blurred or grainy. This is not enough to stand out at first glance (viewers often assume there’s a flaw in, or dirt on a lens or mirror) but it is enough to make identifying individuals and their features very difficult. Kindred can suppress this effect for a scene if they have high enough willpower.

    • Frenzy: The Beast within all Kindred is violent and savage, and it can overwhelm the conscious mind with overwhelming anger, fear or hunger. If your character is about to enter a frenzy you can only stop it one way: You must first have at least 5 or higher humanity. Secondly, you must have your character attempt to compose himself three times. The first time he will succeed in stopping it slightly. By the third time, if he succeed, he will stop the frenzy from happening and will gain a point in humanity. The GM (me), however, will decide whether or not you succeed or fail in your attempts. You will simply RP that your character is attempting the three times nad you will explain what he does to compose himself. If the player manages to accumulate a total of three successes, the frenzy subsides. If, however the player fails one of these attempts, the character immediately enters frenzy. Hunger frenzies are triggered only when the character has four or fewer Vitae in his system. Anger frenzies are triggered by especially infuriating circumstance (public humiliation, the triumph of a rival, being assaulted) or the Predator’s Taint. Fear frenzies are triggered by being near fire or sunlight or by the Predator’s Taint. The Storyteller can increase or decrease the number of successes needed for a frenzy to subside depending on the intensity of the trigger. A vampire in frenzy attacks, runs or feeds (as appropriate) at the exclusion of all else. These vampires can’t do anything complex, but the Beast’s savagery does give them some advantages. They gain immense strength, speed and agility, making them next to invincible for a few minutes. The frenzy usually subsides once the thing that triggered it is either destroyed or out of sight.

    • Predator’s Taint: Vampires know each other on sight because their Beasts rise to the challenge of another predator’s presence. Normally this reaction feels like nothing more than a simple undercurrent of tension. When Kindred meet for the very first time, though, this tension is so acute that it can cause frenzy. The nature of the frenzy (anger or fear) is determined by the relative Blood Potency of the vampires. Vampires with lower Blood Potency than those they face must resist fear frenzy; vampires with equal or greater Blood Potency must resist anger frenzy. This risk of frenzy can be decreased or eliminated by circumstances that make meeting other Kindred less traumatic, such as when the newcomer makes an immediate offer to help or the meeting occurs in a place where the characters both feel safe. In general, a single success is needed to resist frenzy caused by the Predator’s Taint. Sometimes Vampires will have disciplines that affect the Predator's Taint.

    • Losing Humanity: A Kindred’s worst fear is giving in completely to the Beast. The more heinous sins they commit, the stronger the Beast grows and their Humanity trait falls. At Humanity 7 (where all characters start), theft or any worse misdeed can cause moral degeneration (a loss of Humanity). When the character commits such an act, the GM lowers their humanity based on the severity of the sin. The worse the sin is, the more points are deducted. Characters with reduced Humanity justify their sin to themselves instead of repenting, and they become that much more callous. It will now take a worse sin to cause another roll to degenerate. At Humanity 6, only grand theft or worse can spark such a roll. At Humanity 5, it takes intentional mass property damage or worse. At Humanity 4, it takes an impassioned crime such as manslaughter. Characters who do lose Humanity also risk becoming unhinged mentally. This can be any form of minor but pervasive mental disorder, such as depression or a phobia. The player should roleplay this new character quirk.

    • Dealing with Mortals: Kindred are no longer truly human, and as they degenerate, they tend to lose the instinctive understanding of social cues among the living. When dealing socially with the living, a Kindred’s Humanity trait serves as her maximum. Thus a vampire with a humanity of 10 would blend in perfectly with mortal society. however, a vampire with humanity of 1 would be as noticeable as Count Orlock staring you straight in the face.


Players

There are a total of 6 characters needed for this game. There can be more, though, if you are really interested in playing and all of the spots have been filled. The first four characters are the main characters that the story will center around. These four people have just been turned into Vampires and we follow them as they try to discover how they came to be as they are.

These four people are:

1. The young scoundrel. Adept at slicing doors, computers and building various technological gadgets. Is very smart, borderline genius, but is quite unadept when it comes to combat. He solves everything with his brains. Age: between 16-20

2. The Jedi Padawan. A young female Jedi padawan who used to frequently disobey her Jedi master. She has had frequent 'falls' to the dark side in her career. He is quite adept at the force and lightsaber combat, but has a very naive view of the galaxy. Age: 18-26

3. The Crime Daughter: A beautiful young daughter or servant of the local crime lord. She is very famous in this sector so most anyone who saw her would recognize her. She has a lot more knowledge than most people her age because of her father's profession. Age: 16-19

4. The Sith Warrior: A wayward Sith warrior who until the night before our scenario had his heart content on visiting a popular lady in the red-light sector. He is wayward because he is not as dedicated to the dark side as he probably should be. He is adept in the force just as the padawan, but of course has darker beliefs. Age: 23-30[/ol]

The less important characters are the "guides." Only two of these characters are open for play all of the rest will be played by the GM. The person who gets this character shall also be co-GM. If I can't find someone suitable I will just play this part myself.

    1. The Lord's Servant: The servant of the Main lord of our Domain. He is quite young for a vampire but still quite powerful. He is very understanding and sympathetic to the new Vampires. Age: appears late 20's but is really about 60-70 years old.

    2. The Vampire Hunter: Either a Jedi, Sith or Bounty hunter (or former Jedi, sith or bounty hunter) that is dedicated to hunting and erradicating Vampires. He will continually follow our main characters and make their lives difficult by trying to kill them and turn them into a lovely pile of smoking ash.

    3. The Lord of the Domain: Played by me, this is the most powerful vampire of the domain. His name is Lord Dastchel. He is a former Correlian who moved to Coruscant many many years ago. his age is unknown.


All character sheets shall be PM'd to me for approval.


Character sheet:

Name:
Homeworld:
Gender:
Apparent Age:
True Age:
Virtue:
Vice:
Clan:
Covenant:

Appearance: (Pictures are awesome. happy )

Attributes

    Power (9 points)
      ---Intelligence
      ---Strength
      ---Presence


    Finesse (9 points)
      ---Wits
      ---Dexterity
      ---Manipulation


    Resistance (9 points)
      ---Resolve
      ---Stamina
      ---Composure


Skills
    Mental (10 points)
      ---Academics:
      ---Computer Use:
      ---Security:
      ---Creation: (weapon, armor, gadget)
      ---Investigation:
      ---Awareness:
      ---Medicine:
      ---Occult:
      ---Politics:
      ---Science:
      ---The Force: (only available to Jedi or Sith)


    Physical (10 points)
      ---Athletics:
      ---Brawl:
      ---Drive/Fly:
      ---Firearms:
      ---Lightsaber: (only available to Jedi or Sith)
      ---Stealth:
      ---Survival
      ---Weaponry: (range and melee combat)


    Social (8 points)
      ---Animal:
      ---Empathy:
      ---Expression:
      ---Intimidation:
      ---Persuasion:
      ---Socialize:
      ---Streetwise:
      ---Subterfuge:


Other Traits

    Merits (9 points)
      ---
      ---
      ---
      ---
      ---
      ---
      ---
      ---
      ---


    Flaws (6 points)
      ---
      ---
      ---
      ---
      ---


    Size: (height and weight)
    Defense: (1-10)
    Speed: (1-10. 3=average human speed. 10=nearly 20 times regular human speed.)

    Disciplines (this shall be assigned to you)
      ---
      ---
      ---
      ---
      ---
      ---
      ---
      ---
      ---
      ---


    Willpower: (1-10)
    Vitae: (10-100)
    Blood Potency: (1-10)
    Humanity: (1-10. average is 7)


Biography: (none of the characters know who sired them so if you put anything down about the night they were turned, please remember that they do not know the information of who turned them into a vampire.)


Disciplines, Merits and Flaws:
Merits and Flaws may be anything from your imagination. Think of them as the same thing as strengths and weaknesses. You are required to have at least one flaw. You may have up to 9 merits, but remember that you only have 9 points to distribute between them. With flaws you have 6 points that you MUST distribute. So you should decide whether its better to have three minor flaws or one major flaw.

Disciplines are Vampire powers. These shall be assigned to you depending on which clan you choose.

Clans: There are five large clans throughout the galaxy in which all of the vampires belong to depending on their bloodline.

Clan Daeva: Emotional and sensual, the Daeva cultivate both desire among their prey and physical perfection among themselves. Sexual predators and sensual hedonists alike populate the ranks of the clan. Succubus sires look for some combination of charm, culture, seductiveness, desire to achieve, passion and physical beauty. Many Daeva Embrace mortals to whom they have become attached, but this attachment almost invariably proves false, a mixture of lust and simple hunger. Few relationships are as euphoric as those between a Daeva and a newly Embraced childe, and few grow cold as swiftly.?---Nickname: Succubi?---Disciplines: Daeva are masters of Majesty, the vampiric Discipline of lust and want. Their blood also favors the inhuman grace and power of the Disciplines of Celerity and Vigor.?---Weakness: The Daeva’s cursed blood enslaves them to darker passions. Any time a Daeva has an opportunity to indulge her Vice but does not do so, she loses Willpower.

Clan Gangrel: Primal and savage, the Gangrel hunt in the untamed places and show no mercy. Gangrel can come from nearly any former life, but all Savages possess a strong survival instinct. Gangrel loathe personal weakness and admire those whose greatest strengths are those of the self – self-awareness, self-confidence and self-reliance.?---Nickname: Savages?---Disciplines: Masters of the vampiric Discipline of Protean, Gangrel let their bestial nature affect their very shape, becoming wolves, bats or the very mist on the night air. Their blood also grants them an aptitude with their bestial brethren (in the form of the Discipline of Animalism), and the supernatural toughness of Resilience.?---Weakness: The Gangrel's blood curses them with a potent bestial instinct that sometimes makes it difficult for them to think clearly. It is much easier for them to enter rage quickly and they will frequently let their beast shine through, whether they want to or not.

Clan Mekhet: Secretive and wise, the Mekhet are masters of all things hidden. They hunt from the shadows, preying secretly on victims and unlocking secrets that no one should know. The only common thread linking Mekhet is an affinity for the night itself or some metaphorical darkness, such as a pained soul or a thirst for knowledge. Mekhet are tutored intensely by their sires so that they understand the nature of the clan and its duties. Some prefer to let their progeny discover the Kindred world on their own, but not even these sires stray so far that they can’t watch a protégé’s progress.?---Nickname: Shadows?---Clan Disciplines: Mekhet master Auspex, the Discipline of preternatural perception, gaining insights that make them particularly dangerous to Kindred. While they reveal others secrets, the Mekhet keep their own, and they have an affinity for Obfuscate, the Discipline of concealment. Finally, they move with the blinding speed of Celerity, as quick as they are deadly.?---Weakness: As creatures of darkness, the Mekhet suffer certain banes of vampiric existence more acutely than their fellow Kindred do. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of aggravated damage from that source.

Clan Nosferatu: Stealthy and disturbing, the Nosferatu wield fear itself like a hunter’s blade. Their very presence unnerves people, whether by physical ugliness, foul stench or nebulous personal malignance. Nosferatu come from society’s castoffs, such as the homeless, the mentally ill and criminals. Haunts tend to be self-reliant individuals who actually manage their new condition.?---Nickname: Haunts?---Clan Disciplines: Nosferatu are masters of Nightmare, the vampiric Discipline of terror and phobia.?Their weakness tends to make them rely on Obfuscate to counter their appearances when necessary. Their bodies are also able to utilize Vigor, a blood-granted supernatural strength.?---Weakness: Nosferatu are cursed to be social pariahs, and their very presence is uncomfortable for others. This manifests in a myriad of ways, ranging from clear physical deformity to an indefinable aura of menace, passing through such things as a charnel odor or the undeniable manner of a predator. With regard to dice pools based on Presence or Manipulation Attributes in social situations, the 10-again rule does not apply.

Clan Ventrue: Regal, commanding and aristocratic, the Ventrue are the harsh lords of the Danse Macabre. The Ventrue most often come from the closest the modern world comes to feudal nobility: the ranks of professionals, the cream of high society, the scions of old money or political dynasties. As new professions and new forms of power arise, the Ventrue bring them into the clan. Through whatever means necessary, the Ventrue rise to the top of the undead heap.?---Nickname: Lords?---Clan Disciplines: The Ventrue master Dominate, the Discipline of mental subjugation. Their strength is not diminished on beasts, as they exert themselves with the power of Animalism over lesser creatures. And as Lords must be fit enough to resist challengers, their undead bodies are gifted with Resilience.?---Weakness: Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred's moral bearings. Over time, a Ventrue's mind becomes fragile. Therefore, Ventrue characters are more prone to gaining derangements when they suffer a loss of Humanity.


Once again, remember to PM your character sheet to me.

 

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Gosei and Senator of The Templars of Twilight
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MarcusDade 
Registered: Apr '06
6406_Alderaan Concept Art
Date Posted: 9/24/07 6:45am Subject: RE: Force: the Requiem
Character changes:


I want to let everyone know that the characters are not set in stone. I simply provided a bit of a backstory to give you an idea of how the characters might act. I want you to know that the Sith doesn't have to be a guy, the jedi doesn't have to be a girl and so on and so forth. A couple people have PM'd me or IM'd me concerned about this. You may change any of the characters any which way you like. They must only follow these guidelines:

Jedi: Must still be a Jedi padawan
Tech Whiz: Must still be between ages 16-20 and be a tech whiz
Politicians child: Must be a politicians or other social figure head's son or daughter or some other type of family that would make them a famous socialite. Must be in the age range specified
Sith: Must still be a sith.

Thos are really the only major guidelines. So have fun! Hopefully this clears up any questions.

 

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Gosei and Senator of The Templars of Twilight
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Kaiser1990 
Registered: Aug '07
24119_Duel
Date Posted: 9/24/07 1:41pm Subject: RE: Force: the Requiem
PM being sent in soon peace

 

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"Emperor show mercy to the fool that stands against me, for I shall not."
-Warmaster Demetrius, at the outset of the Salonika Crusade, 733.M38
Warhammer 40k Woop!
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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 9/25/07 2:30pm Subject: RE: Force: the Requiem - Date Edited: 9/25/07 2:37pm (1 edits total) Edited By: Yuul_Shamar
OOC: a couple questions

1. are kindred jedi/sith still force sensitive?
2. Do we start off kindred or are we normal and then bitten during the first nite?

Edit: I'll send in a C_S, though I'll have to do it tommorow. If possible I'd like the padawan, if it's not taken. anyway I'll get that C_S sent as soon as possible.

 

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"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano
Most Eager Newbie - Spring RPF awards 2008
Most Eager GSE Player!
Sith Lord! Watch out!
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MarcusDade 
Registered: Apr '06
6406_Alderaan Concept Art
Date Posted: 9/25/07 2:37pm Subject: RE: Force: the Requiem
Yuul_Shamar posted:
OOC: a couple questions

1. are kindred jedi/sith still force sensitive?
2. Do we start off kindred or are we normal and then bitten during the first nite?


1. Yes. They retain their force powers along with the vampire powers that they aquire. However, only force sensatives are able to become kindred. So whether they are a jedi, sith or not, all vampires are force sensative. Its how they get their powers.
2. The game begins the night after you were made into a vampire. So your character doesn't know they're a vampire yet.

 

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Gosei and Senator of The Templars of Twilight
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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 9/25/07 2:40pm Subject: RE: Force: the Requiem
actually im still not sure who i want to play just yet... but i will send in a CS

 

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"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano
Most Eager Newbie - Spring RPF awards 2008
Most Eager GSE Player!
Sith Lord! Watch out!
John 3:16
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MarcusDade 
Registered: Apr '06
6406_Alderaan Concept Art
Date Posted: 9/25/07 4:15pm Subject: RE: Force: the Requiem
Sith position taken. The Jedi position is pending, and the Crime/Political daughter is pending as well. The other position(s) are still open.

 

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Apadamek 
Registered: Jul '07
7933_Admiral Motti
Date Posted: 9/25/07 6:04pm Subject: RE: Force: the Requiem - Date Edited: 9/25/07 6:14pm (3 edits total) Edited By: Apadamek
Name: Stenton Carrios
Homeworld: Coruscant
Gender: Male
Apparent Age: 22
True Age: 22
Virtue: Stenton is a loyal friend to all who earn his trust and respect. He can be funny and kind a sweet fellow to his friends, a result of his jedi training. Stenton is saddened though slightly optimistic at the fate of the galaxy but only if he can convince enough of the truth.
Vice: Stenton as most of the Nosferatu clan is a hunter, a undeniable presence of someone who would kill in an instant lurks around him and his moral compass is a little askew, he will never help a woman being attacked or give money to a beggar only those who help themselves.
Clan: Nosferatu
Covenant:

Appearance: (Pictures are awesome. happy )

Attributes

Power (9 points)
---Intelligence 2
---Strength 3
---Presence 4

Finesse (9 points)
---Wits 3
---Dexterity 4
---Manipulation 2

Resistance (9 points)
---Resolve 2
---Stamina 4
---Composure 3



Skills

Mental (10 points)
---Academics:
---Computer Use:
---Security: 2
---Creation: (weapon, armor, gadget)
---Investigation: 2
---Awareness: 2
---Medicine:
---Occult: 2
---Politics:
---Science:
---The Force: 2

Physical (10 points)
---Athletics: 1
---Brawl:
---Drive/Fly: 1
---Firearms:
---Lightsaber: 3
---Stealth: 3
---Survival
-2-Weaponry: 2

Social (8 points)
---Animal:
---Empathy: 1
---Expression: 2
---Intimidation: 3
---Persuasion:
---Socialize: 1
---Streetwise:
---Subterfuge: 1



Other Traits

Merits (9 points)

Powerful Fighter 3
Lightning Reflexes 3
Understand of the force 3

Flaws (6 points)

Angered easily 1
Low Pain Tolerance 2
Haunted by past 2
Loner: 1


Size: Stenton stands at 6'2 and weighs 170 pounds
Defense: 4
Speed: (5

Disciplines (this shall be assigned to you)
Celerity (1): This Discipline allows Stenton to boost his speed beyond normal levels. To activate Celerity, you must spend one Vitae. Doing so does not cost an action and the Discipline is then active for the rest of the turn (you must spend a Vitae to keep it active in each subsequent turn).

Monstrous Countenance (Nightmare 1): By bearing his fangs and emitting a terrible, animalistic hiss, Stenton can spark sheer terror in a victim. The player or character that he does this to must have a higher composure by 2 points in order to resist this. If they have a lower or equal compose than they will run in fear and avoid him for the rest of the scene. However, if they are another nosferatu, this power will have no effect on them.

Vigor (1): This Discipline makes Stenton superhumanly strong. Spend one Vitae. For the rest of the scene, Stenton adds his Vigor (1) to his Strength (note that boosting Strength directly with Vitae lasts for only one turn).

Clan Weakness (Nosferatu): Stenton’s blood is cursed to cause discomfort in those around him, manifesting in his case in the form of his jaundiced complexion. Over time, his features will turn more animalistic. As such, he will find it hard to blend into normal society without them noticing him. He will also find it hard to persuade anyone to do anything. If he uses a force mindtrick, people are more likely to be able to resist it.

Willpower: (6
Vitae: 27
Blood Potency: 5
Humanity: (6
Biography:
Stenton was raised in the jedi temple with little remembrance of his parents or family. He was a good student ready to aid the order in any way he could and always ready and excited to become a jedi. He made friends with an older padawan and they spent much time together.

When he became an apprentice to a jedi master he was excited the galaxy was a rich and beautiful place one of which he'd only read about in holo books, his master was a respected jedi who taught him much in the years that followed. During this time Stenton was always confident in the galaxy, the force and the power of good even though they faced dark forces such as slavers and scheming crime lords daily.

His first experience with the dark side was a mission on the planet of Terminus. Crime was one and all of Terminus it was called Neo-Nar Shardaa by some for the boastfulness and plan of the local crime lord who hoped to turn Terminus and its neighboring planet of Trantor into a crime empire enough to rival the hutt's. The jedi knew that the hutt's were too united by violence to stop, but this man had only a growing organization and the possibility of stopping him before crime war sparked.

Entering his palace they were greeted as guests, negotiations were long and they were offered a place to sleep. However the crime lord had no plan to leave these men alive the war was soon to start. The assassins who came to their rooms were highly trained professionals Stenton had let his guard down after all the crime lord had let them in and they had talked. When the assassins came he was unprepared and as the Assassins mocked him he grew angry, who would do that? why? he'd never hurt anyone he'd HELPED them! Ungrateful whelps! his anger took over him and he attacked the assassins and killed them thanks to a quck force pull. Running out of his room and meeting up with his master they escaped the palace but they knew they had to go back.

They entered again in disguise pretending to be hired muscle of the crime lord, able to convince him to enter his chambers alone they proceeded into "forceful" negotiations. The crime lord refused, pulled a blaster which was deflected by Stenton's master and as the crime lord turned it on Stenton, his master sliced the hand off and ordered the man to stop. The crime lord agreed but Stenton felt the job wasn't over.

Expressing his concerns his master explained to him that though the crime lord was doing crime, he would be arrested by authorities soon thanks to a tip by the jedi master and would lead him to a life in prison. Stenton just felt it wasn't justice and he had to repay the favor. He entered the palace again, slew the guards and killed the crime lord a sense of joy coming into him, returning to his master. When news came of the slaughter his master was suspicious and sent him out on a journey to face the dark side and conquer it.

Stenton however still remembered the feeling of joy, the power, the knowledge of what he had done was right. The trip was hard and in the end Stenton had went over all he had seen, good people who believed and followed the rules eeked a living while crime lords and criminals lived well. Obviously you had to make your own rules to succeed and when his master awaited his return, he did not. Weeks later he came back fully dark sided and wanted to kill the master, the master of course was ready to fight and win but he could not give up on his student. Stenton eventually broke down and ran, he could not kill the old master it wasn't right. He felt sickly after that he had no idea what to do, he travelled alone consumed by darkness.

Then the older padawan of his childhood came, a full knight now to take him back. Stenton and him engaged in a duel, the older padawan clearly in the advantage when another man appeared wielding a saber and struck the older padawan down. The man was a sith master and he explained to stenton that only anger, hatred, emotions and power could have killed a knight in an instant. Stenton's frail mind believed him and he trained with him for several years.

The brutal training was hard and Stenton often found himself acting cruelly and feeling well about it, but sometimes not feeling it was right but he had to he had to show the galaxy that following the rules got you killed, you had to be strong enough to fight the galaxy by yourself. He never however forgot his masters final words to him about the lightside and friendship.

Eventually the sith lord left him having "taught him enough" The night was late and Stenton awaited a contact in the street.

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 9/26/07 3:16pm Subject: RE: Force: the Requiem
GM Approved happy

Name: Kira Sarken
Homeworld: Coruscant
Gender: Female
Apparent Age: 21
True Age: 21
Virtue: Patience
Vice: Prideful
Clan: Mekhet

Appearance: Light tan tunic, reddish brown cloak rather then a standar brown. She herself has reddish brown hair and deep green-blue eyes. If you stare at them long enough her eyes begin to draw you in in a mezmerizing way.

Attributes


Power

---Intelligence: 4
---Strength: 3
---Presence: 2


Finesse

---Wits: 2
---Dexterity: 4
---Manipulation: 3


Resistance

---Resolve: 4
---Stamina: 2
---Composure: 3


Skills

Mental

---Academics:
---Computer Use:
---Security:
---Creation: (weapon, armor, gadget)
---Investigation: 2
---Awareness: 3
---Medicine:
---Occult:
---Politics:
---Science:
---The Force: 5


Physical

---Athletics: 1
---Brawl:
---Drive/Fly:
---Firearms:
---Lightsaber: 4
---Stealth: 4
---Survival 1
---Weaponry:


Social

---Animal:
---Empathy:
---Expression: 1
---Intimidation: 2
---Persuasion: 2
---Socialize: 1
---Streetwise:
---Subterfuge: 2


Other Traits


Merits

Focused: 2
Lightfooted: 5
Fast: 2


Flaws (6 points)

Bad with Firearms 6


Size: 5' 11"
Defense: 8
Speed: 8

Disciplines (this shall be assigned to you)

Touch of Shadow (Obfuscate •): This power allows Kira to hide small items in her grasp or on her person. Even if someone is looking for the item on her person, the power keeps it hidden.

Mask of Tranquility (Obfuscate ••): Most vampires feel a flare of fear or anger — the Predator’s Taint — when they meet another Kindred for the first time. Kira, however, doesn’t cause that effect in other vampires, though she does still suffer from it and can thus recognize other vampires. Kira may “turn off” this power if she wishes.

Clan Weakness (Mekhet): Kira’s Kindred body is cursed to be even more sensitive to fire and sunlight than most. If she is exposed to these anathema of vampiric existence, she suffers one more point of aggravated damage per turn than other vampires



Willpower: 7
Vitae: 20
Blood Potency: 6
Humanity: 7

Bio: Kira was taken at a later age then most into the jedi order. She remembered some things about her time before but they were always in fleeting glimpses. Most people said she didn't deserve a master as she had always had a problem with pride. Regardless she was finnally chosen by Master Renning, a jedi who normally bent the rules of the order and even he had problems with his new padawan. It was very difficult for Kira to ask for help as she often wished to do things herself. Other then her Pride she was a remarkable jedi, she excelled in both her studies of the force and skills with a lightsaber. Her training progressed and on several occasions her pride brought her close to the dark side and as this became more frequent her master kept a closer eye on her. She had only just begun to earn his trust back when she was sent on a solo assignment on Coruscant. The last thing she remembers was taking a shortcut through an alleyway.

 

-----signature-----
"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano
Most Eager Newbie - Spring RPF awards 2008
Most Eager GSE Player!
Sith Lord! Watch out!
John 3:16
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Kahn_Iceay 
Registered: Mar '06
46177_Malcolm Reynolds
Date Posted: 9/26/07 5:23pm Subject: RE: Force: the Requiem - Date Edited: 9/26/07 5:24pm (1 edits total) Edited By: Kahn_Iceay
Marcus tested. Dade approved

Birth Name: Markus Kaare
Chosen Name: Hurakan (Formerly Darth Hurakan)
Homeworld: Coruscant
Gender: Male
Apparent Age: 23
True Age: 27
Virtue: Kindness
Vice: Pride
Clan: Ventrue
Covenant:

Appearance: Note: despite image, still uses a normal lightsaber.

Attributes
Power (9 points)
---Intelligence 3
---Strength 4
---Presence 2


Finesse (9 points)
---Wits 3
---Dexterity 2
---Manipulation 4


Resistance (9 points)
---Resolve 3
---Stamina 3
---Composure 3


Skills
Mental (10 points)
---Academics:
---Computer Use: 1
---Security: 1
---Creation: (weapon, armor, gadget) 1
---Investigation:
---Awareness: 2
---Medicine:
---Occult: 1
---Politics:
---Science:
---The Force: (only available to Jedi or Sith) 4


Physical (10 points)
---Athletics: 1
---Brawl:
---Drive/Fly: 2
---Firearms: 1
---Lightsaber: (only available to Jedi or Sith) 3
---Stealth: 1
---Survival: 1
---Weaponry: (range and melee combat) 1


Social (8 points)
---Animal: 2
---Empathy:
---Expression: 1
---Intimidation: 2
---Persuasion: 2
---Socialize:
---Streetwise: 1
---Subterfuge: 2


Other Traits
Merits (9 points)
--- Understanding of the Force - 3
--- Uncanny Agility 2
--- Unnatural Strength 2
--- Heighten Reflexes 2


Flaws (6 points)
--- Easily Angered 3
--- Vain 1
--- Arrogant 2


Size: 5'11”
180 lbs
Defense: 5
Speed: 8

Disciplines (this shall be assigned to you)
1.Command (Dominate 1): This power allows him
to give a one-word command to a target, such as
“Freeze!” or “Quiet!” This command cannot cause
the target to harm herself.

Mesmerize (Dominate 2): This power allows
Hurakan to implant hypnotic suggestions and issue
complex commands to his victim. He cannot rearrange
or alter memories, but he can force a victim
to leave a door unlocked, to fetch him an item,
to guard a door during the day or even something
subtle such as waiting for a particular person and
then spilling a drink on that person.
Hurakan must make eye contact to use either Command
or Mesmerize.

Resilience (1): This Discipline makes Hurakan
supernaturally tough. Spend one Vitae point to
activate this Discipline.

Clan Weakness (Ventrue): As a member of
the Ventrue clan, Hurakan is cursed to grow paranoid
and delusional with time.


Willpower: 5
Vitae: 29
Blood Potency: 6
Humanity: 4
Biography: Hurakan, formerly Darth Hurakan, originally Markus Kaare, was born on Corellia to two smuggler parents. His parents where both, rather addicted to gambling, constantly winning and losing fortunes as they flew the space lanes. And they had the misfortune of betting against a Sith Lord once, unable to pay with credits, they payed with their lives, and Hurakan, then 3, became the property of the Sith.

For 16 years Hurakan endured the hardships and torment of Sith Training. The Force, Lightsabers, Killing, Manipulation, all these things were daily parts of Hurakan's life, and as such he became proficient in all these things. by the age of 19 he had rose to the the ranks of the Sith Assassins, and earned his name Darth Hurakan.

For four years Hurakan preformed his actions as an Assassin with great skill and cunning, moving in ways that normal individuals and even jedi can't sense him till its to late. But he himself ended up the pray one evening. On Coruscant, having recently 'removed' a crime lord who had information that could have lead him to the Sith, and could have been given to the Jedi. Hurakan was returning to the hotel that he had arranged to house him for his stay on the planet when a shadow fell upon him. What ever it was, it operated so quickly that Hurakan was incapacitated before he could even think to move for his lightsaber.

Hurakan awoke, an unknown amount of time later in the hotel room he had been heading towards. His body ached and his blood burned like fire. He tried to take a breath and his lungs burned, but soon after moments and several more tries he was able to do so, though the pain was still there. He sniffed the air, and smelled blood. He had smelled blood before, used to it as he was a killer, but this time, the sent made his mouth water.

As he rose to find the source of the scent, a voice from the shadows spoke to him. The voice was commanding, and he was forced, as if in a trance to listen. The voice spoke of beings, dark, immortal, deadly. He spoke of clans, of powers, of what Hurakan now was. For the better part of an hour the voice spoke, before disappearing. Leaving Hurakan with the knowledge of what he had become. Finally Hurakan rose, following his nose to the back room of the hotel suite he was in. Inside was the blood he had smelled, it was a young woman, bound, gagged, and frightened. It was instinct that drove Hurakan to feed on her, and feed he did, draining her entirely.

- - - -

For the next four hears Hurakan lived, fed off the people of Coruscant, homeless, aristocrats, criminals, even Jedi. Taking credits from his pray, and forging a life on what to him was basically a giant buffet.

 

-----signature-----
Kage Luminis of the Templars of Twilight
- - -
How could I be condemned,
For the things that I've done,
If my intentions were good?
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Rilwen_Shadowflame 
Registered: Mar '05
19061_Mara Jade
Date Posted: 9/29/07 10:12pm Subject: RE: Force: the Requiem
Approved:

Name: Vasud Sokaris
Homeworld: Nar Shaddaa
Gender: Male
Species: Morganian
Apparent Age: 27
True Age: 64
Virtue: Diligence
Vice: Vanity
Clan: Daeva


Appearance: Picture. Tall, quite slender, with pale green eyes and hair of a genuine golden hue, Vasud tends to wear expensive and attractive clothing, of diverse designs. He has extremely pale skin and pointed ears, features of his species. He is considered quite good-looking by most…and by himself.

Attributes
Power (12 points)
---Intelligence: 5
---Strength: 3
---Presence: 4


Finesse (12 points)
---Wits: 4
---Dexterity: 4
---Manipulation: 4


Resistance (12 points)
---Resolve: 4
---Stamina: 3
---Composure: 5


Skills
Mental (16 points)
---Academics: 1
---Computer Use: 1
---Security: 1
---Creation: 2
---Investigation: 1
---Awareness: 3
---Medicine:
---Occult: 1
---Politics: 1
---Science: 1
---The Force: 4


Physical (16 points)
---Athletics: 2
---Brawl: 2
---Drive/Fly: 2
---Firearms: 1
---Lightsaber: 3
---Stealth: 2
---Survival 2
---Weaponry: 2


Social (14 points)
---Animal: 1
---Empathy: 1
---Expression: 2
---Intimidation: 2
---Persuasion: 2
---Socialize: 2
---Streetwise: 2
---Subterfuge: 2


Other Traits
Merits (9 points)
--- Charm 2
--- Agility 2
--- Strength 2
--- Force Knowledge 2
--- Attractive Appearance 1


Flaws (6 points)
--- Womaniser 1
--- Hedonist 2
--- Pride/Arrogance 1
--- Swift Emotions 1
--- Curiosity 1


Size: Approx 6’0”, approx 150lbs
Defense: 6
Speed: 7

Disciplines (this shall be assigned to you)
Celerity (2): This Discipline allows Vasud to boost his speed to preternatural levels. To activate Vasud’s Celerity, you must spend one Vitae.

Resilience (2): This Discipline makes Vasud supernaturally tough. All damage is considered lethal damage while he has this power activated and as such is easier to heal. It lasts for one scene.

Awe (Majesty 1): This power allows Vasud a supernatural degree of charm; people affected by the power fawn over him and are fascinated by him. They won’t take actions that will result in harm to them, but they will be polite and deferential.

Revelation (Majesty 2): This power subtly undermines a subject’s will, making that person trust Vasud and tell him anything. It will also be easier for Vasud to get the subject to do things for him.

Entrancement (Majesty 3): This power warps the free will of the target, making her into Vasud’s slave. Someone subjected to this power believes that she is voluntarily serving Vasud, but when the power’s duration ends, she comes to her senses and might well feel violated and angry. To resist majesty, you must have higher wits, composure and resolve than Vasud. If any one of them are lower, the power succeeds.

Vigor rank 1: This Discipline makes Vasud superhumanly strong. Spend 1/4 of all Vitae. This lasts for the whole scene.

Clan Weakness (Daeva): Vasud was always inclined to be extremely vain and selfish, but as Daeva, he is a slave to those passions. Any time Vasud can indulge his Vanity but does not, he loses two points of Willpower.

Willpower: 8
Vitae: 34
Blood Potency: 7
Humanity: 6

Biography: Vasud, a Morganian, was born on Nar Shaddaa, rather earlier than his current appearance would suggest. He grew up with a relatively ordinary childhood, though he was forced to learn early how to fight, in order to defend himself, both from childish taunts and from those purveyors of slave markets who might have wished to capture so attractive a child.
Later, a traveller noted a different side of him and approached him. This time, it was Vasud’s Force abilities that had drawn attention. The Sith recruiter, for this was indeed what the traveller was, spoke at length to the boy, playing on his curiosity. When the traveller left Nar Shaddaa a week later, Vasud accompanied him.
Life amongst the Sith was very different to his earlier life, but Vasud adapted well, becoming skilled in using the Dark Side. He learned alongside other Sith apprentices, befriending some and developing strong rivalries with others. In time, however, his travels in service to the Order led him to Coruscant…and brought him to the gaze of a vampire. Admired from afar by one who appreciated those of attractive appearance, Vasud completed his mission, but did not leave Coruscant.
Instead, while prolonging his time around the strange woman who appeared to be busy during daytimes, he checked his ship’s systems, and discovered a flaw. Another apprentice had instigated programming so that while the jump that got Vasud to Coruscant was fine, his next hyperspace jump would trigger an explosion within the ship. While the young Sith considered his next move, the woman he’d been seeing offered to show him a new kind of power, with secrets that could bring him anything…even immortality.
It was at this point that Vasud made the choice that would change his life forever. The ship was sent on autopilot to its destruction, sending a ‘distress call’ that dumped all the data back in the Sith systems. The apprentice responsible would have his actions discovered, and the Order would believe Vasud to be dead.
That night, Vasud Sokaris underwent the transformation into a vampire. His new life suited him well as he learned the vampiric traditions. His relationship with the vampire woman, however, did not last long, though while it did it was intense. A Daeva herself, her attachment to Vasud soon waned.
He turned his attention to other matters, following this, and came to the attention of the Lord of the Domain, proving himself useful to Lord Dastchel. Persuasive and quick-witted, he became Lord Dastchel’s main servant, serving diligently.
There have been those who find him disconcerting, as his love of beautiful things, and fondness for enjoying himself, can drop away at any moment to reveal intense focus. Most of the time, he seems caught up in his personal amusements, but can abandon these in an instant if the Domain Lord requires him to act.

 

-----signature-----
*Sith Master in the Acolytes of Darkness*
~Sith Trials Lvl 9 Sith Warrior- Sith Assassin~
Count Dooku in the Sleepy Game
"You're always combative. You could be saying "I love you, dearest!" and make it look like a threat/insult."-Jello
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MarcusDade 
Registered: Apr '06
6406_Alderaan Concept Art
Date Posted: 9/30/07 12:42am Subject: RE: Force: the Requiem
TIMELINE: Now for a bit of our story. Our story takes place in the early years of the New Republic. It has only been about three years since the fall of the Galactic Empire and the New Republic flourishes under the new Regime on Coruscant.




Here is my character sheet for the Lord of Coruscant. happy

Character sheet: Lord Vidal Dastchell

Name: Lord Vidal Dastchell
Homeworld: Nar Shadaa
Gender: Male
Apparent Age: 28
True Age: 400
Virtue: Kindness
Vice: Gluttony
Clan: Mehket


Appearance:

Attributes

Power (30 points)
---Intelligence: 10
---Strength: 10
---Presence: 10


Finesse (30 points)
---Wits: 10
---Dexterity: 10
---Manipulation: 10


Resistance (30 points)
---Resolve: 10
---Stamina: 10
---Composure: 10


Skills
Mental (30 points)
---Academics: 6
---Computer Use: 3
---Security: 4
---Creation: (weapon, armor, gadget)
---Investigation: 2
---Awareness: 6
---Medicine:
---Occult: 6
---Politics: 3
---Science:
---The Force: (only available to Jedi or Sith)


Physical (30 points)
---Athletics: 3
---Brawl: 5
---Drive/Fly: 2
---Firearms: 5
---Lightsaber: (only available to Jedi or Sith)
---Stealth: 5
---Survival: 5
---Weaponry: 5


Social (20 points)
---Animal: 2
---Empathy:
---Expression: 2
---Intimidation: 6
---Persuasion: 5
---Socialize: 2
---Streetwise: 3
---Subterfuge:


Other Traits

Merits (20 points)
--- Extremely Proficient Martial Artist: 5
--- Deflect blasters with the force: 5
--- Cannot be tricked: 5
--- Loyal Followers: 5
---
---
---
---
---


Flaws (6 points)
--- Arrogant: 4
--- Easily Persuaded by Empathy: 2
---
---
---


Size: 6 feet / 198 pounds
Defense: 8
Speed: 10

Disciplines

Celerity (3): This Discipline allows Dastchell to boost his speed to preternatural levels. To activate Dastchell’s Celerity, you must spend one Vitae.

Resilience (3): This Discipline makes Dastchell supernaturally tough. All damage is null and void while he has this power activated.

Awe (Majesty 1): This power allows Dastchell a supernatural degree of charm; people affected by the power fawn over his and are fascinated by his. They won’t take actions that will result in harm to them, but they will be polite and deferential.

Revelation (Majesty 2): This power subtly undermines a subject’s will, making that person trust Dastchell and confess to him. To use the power, spend one Vitae and roll eight dice (Dastchell’s Manipulation + Persuasion + Majesty). The targeted character’s player should roll his or his Composure + Blood Potency. If you get more successes, the targeted character will answer a question to the best of his or his ability, even revealing deep, dark secrets.

Entrancement (Majesty 3): This power warps the free will of the target, making his into Dastchell’s slave. Someone subjected to this power believes that he is voluntarily serving Dastchell, but when the power’s duration ends, he comes to his senses and might well feel violated and angry.

Vigor rank 3: This Discipline makes Dastchell superhumanly strong. Spend 1/4 of all Vitae. This lasts for the whole scene.

Clan Weakness (Daeva): Dastchell was always inclined to indulge too much, but as Daeva, he is a slave to those passions. Any time Dastchell can indulge his Gluttony but does not, he loses two points of Willpower.


Willpower: 8
Vitae: 75
Blood Potency: 9
Humanity: 6

Biography: Dastchell is the Vampire Lord of Coruscant. He was born Nar Shadaa over 400 years ago, far before the fall of the Republic. Now in the time of the New republic, it is unknown to most people that there is a much more sinister on Coruscant than they could imagine. Much more about Dastchell's history, however, is unknown.

He is a very religious person, believing in the force, similar to most Jedi. He is very strong in the force and channels all of this power into his Vampiric Power. He has been the undisputed Lord of Coruscant for over 200 years now. There are, however, people who wish to wrest this power from him.

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 9/30/07 6:33am Subject: RE: Force: the Requiem
OOC: quick question, are you mehket or daeva? it says mehket on the top but at the bottom its says weakness(daeva).

 

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"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano
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MarcusDade 
Registered: Apr '06
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Date Posted: 9/30/07 11:26am Subject: RE: Force: the Requiem
Yuul_Shamar posted:
OOC: quick question, are you mehket or daeva? it says mehket on the top but at the bottom its says weakness(daeva).


bah. didn't catch that. He's a Daeva.

 

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Yuul_Shamar 
Registered: Nov '04
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Date Posted: 9/30/07 12:20pm Subject: RE: Force: the Requiem
ok thx for clarifying nerd

 

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"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano
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MarcusDade 
Registered: Apr '06
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Date Posted: 9/30/07 1:14pm Subject: RE: Force: the Requiem
Updated to clarify some things I missed. ^_^

Character sheet: Lord Vidal Dastchell

Name: Lord Vidal Dastchell
Homeworld: Nar Shadaa
Gender: Male
Apparent Age: 28
True Age: 400
Virtue: Kindness
Vice: Gluttony
Clan: Daeva


Appearance:

Attributes

Power (30 points)
---Intelligence: 10
---Strength: 10
---Presence: 10


Finesse (30 points)
---Wits: 10
---Dexterity: 10
---Manipulation: 10


Resistance (30 points)
---Resolve: 10
---Stamina: 10
---Composure: 10


Skills
Mental (30 points)
---Academics: 6
---Computer Use: 3
---Security: 4
---Creation: (weapon, armor, gadget)
---Investigation: 2
---Awareness: 6
---Medicine:
---Occult: 6
---Politics: 3
---Science:
---The Force: (only available to Jedi or Sith)


Physical (30 points)
---Athletics: 3
---Brawl: 5
---Drive/Fly: 2
---Firearms: 5
---Lightsaber: (only available to Jedi or Sith)
---Stealth: 5
---Survival: 5
---Weaponry: 5


Social (20 points)
---Animal: 2
---Empathy:
---Expression: 2
---Intimidation: 6
---Persuasion: 5
---Socialize: 2
---Streetwise: 3
---Subterfuge:


Other Traits

Merits (20 points)
--- Extremely Proficient Martial Artist: 5
--- Deflect blasters with the force: 5
--- Cannot be tricked: 5
--- Loyal Followers: 5
---
---
---
---
---


Flaws (6 points)
--- Arrogant: 4
--- Easily Persuaded by Empathy: 2
---
---
---


Size: 6 feet / 198 pounds
Defense: 8
Speed: 10

Disciplines

Celerity (3): This Discipline allows Dastchell to boost his speed to preternatural levels. To activate Dastchell’s Celerity, you must spend one Vitae.

Resilience (3): This Discipline makes Dastchell supernaturally tough. All damage is null and void while he has this power activated.

Awe (Majesty 1): This power allows Dastchell a supernatural degree of charm; people affected by the power fawn over his and are fascinated by his. They won’t take actions that will result in harm to them, but they will be polite and deferential.

Revelation (Majesty 2): This power subtly undermines a subject’s will, making that person trust Dastchell and confess to him. To use the power, spend one Vitae and roll eight dice (Dastchell’s Manipulation + Persuasion + Majesty). The targeted character’s player should roll his or his Composure + Blood Potency. If you get more successes, the targeted character will answer a question to the best of his or his ability, even revealing deep, dark secrets.

Entrancement (Majesty 3): This power warps the free will of the target, making his into Dastchell’s slave. Someone subjected to this power believes that he is voluntarily serving Dastchell, but when the power’s duration ends, he comes to his senses and might well feel violated and angry.

Vigor rank 3: This Discipline makes Dastchell superhumanly strong. Spend 1/4 of all Vitae. This lasts for the whole scene.

Clan Weakness (Daeva): Dastchell was always inclined to indulge too much, but as Daeva, he is a slave to those passions. Any time Dastchell can indulge his Gluttony but does not, he loses two points of Willpower.


Willpower: 8
Vitae: 75
Blood Potency: 9
Humanity: 6

Biography: Dastchell is the Vampire Lord of Coruscant. He was born Nar Shadaa over 400 years ago, far before the fall of the Republic. Now in the time of the New republic, it is unknown to most people that there is a much more sinister on Coruscant than they could imagine. Much more about Dastchell's history, however, is unknown.

He is a very religious person, believing in the force, similar to most Jedi. He is very strong in the force and channels all of this power into his Vampiric Power. He has been the undisputed Lord of Coruscant for over 200 years now. There are, however, people