Archive for the 'Antagonist' Category

Thirty Silver Coins

July 30th, 2009 | Category: Antagonist, Mechanics

This post requires the Reliquaries book to make sense of.  You are warned.

Thirty Silver Coins

Somewhere someone finds an old coin.  It may be a clear Roman silver denarius.  It may be a tarnished and blackened disc that is barely recognizable as metal.  Regardless the coin is oddly cold to the touch, as if it had just been removed from a freezer.  Despite that it feels comfortable as if something had just slipped loose from their mind, something bothering them.  And then the voice appears.  Rough or kind, sly or direct, it varies with the coin but consistent.  Each coin is different.  The legend is that Judas Iscariot betrayed his brethern and fled with thirty silver coins.  he died alone in a field, his guts exploded and his coins scattered as they fell.  Some say he rose himself damned, while his coins were gathered by a magician who bound thirty damned souls or thirty fallen angels into them.  Others laugh at this.  Thirty?  How many have really been seen?  A dozen at most?  Well, some are held by the church.  The arguments can persist for hours as obscure texts are cited and references made to odd cults.  And the arguments are fairly friendly, a recurring thing among antiquarians familiar with the dark items of the world.  They don’t laugh if they find one though.

The entities in the silver coins may or may not be angels but they are creatures of pure intellect, bound to the coins and unable to effect the world around them except through the will of their owner.  Once touched with the skin the coin may speak to the owner through a psychic link by implanting a part of its own consciousness in the mind and brain of its owner.  After that the consciousness has all of its victim’s lifetime to teach them, to convince them to take up the coin and invite in the full awareness of that entity.  What follows are two separate sets of power.  One is for a coin that has been touched, where the entity is trying to corrupt the wielder.  Alone that is a powerful artifact.  Most who have touched a coin can hope for nothing more than by pure will power to ignore the voice, the voice of an ancient tempter who knows human nature and its variants well.  Time tends to favor the one who knows how to manipulate virtue as well as vice and blurs the line.

Reward Temptation – This power has no chance of failure with the coin, it always succeeds with the coin’s awareness bolstering the wielde’rs though an exceptional success only occurs on the wielder’s own roll.  The degeneration that this encourages certainly helps when they eventually succumb and fully take up the coin.  And the coin does deliver power though it may not fully explain the cost.

Soul Inheritance – This power offers much of the intangible temptation to the coin holder as it allows them great skill in one area.  Which category of skills can be boosted depends upon the coin, not the wielder and most are mental though a few are social or physical.  Ultimately, those can increase physical skills are the least dangerous and mental the most.  Many of the coins can teach very obscure magical knowledge if mental skills are their forte through their bonuses.  Many coin holders have gained skills as sorcerers, alchemists, body thieves, skin changers and more.  Unsurprisingly for those who value their own self above all else they often seek a way for immortality quickly.

Is the voice of the coin a damned magician, an ifreet or a fallen angel?  Answers have varied but all those listed are skilled liars and they may not even know themselves.  It is rumored that a soul fully corrupted by the coin becomes one with it, knows all its secrets and bound to join it before death.  Such a soul if redeemed would know how to destroy it but by then they do not want redemption.  Only a wielder who out of virtue willingly abandons the coin can be free it of it and although cases have been documented they are also rare and none fully corrupted have.  No established magic can destroy the coins though legends claim that each does have a bane.

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This entry was inspired by the Order of the Blackened Denarius from The Dresden Files.  However, I took the coins in a different direction and was inspired to make them a more subtle bit of shadow in the world, an enabler rather than being raw vibrant power unlike those Harry Dresden has to face.

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Highlander Killer

Gerald Torvinisch

(Books used beyond WoD & VtR: Armory, Armory Reloaded and Slashers)

A pre-teen when the first Highlander movie came out Gerald Torvinisch re-invented himself as Gerry Torvins to anyone he didn’t have to give his social security number to.  He saved up money from teenager jobs to buy a real sword (a custom Angel Sword with a +1 bonus due to high quality) at a time when most kids with that much money would buy a used car.  He absorbed the various comics, movies and TV shows that followed (except Highlander 2, Raven and the Source, those fucking sucked).  It finally all made sense.  He belonged.  At first this meant going to conventions and hanging out with others and staging mock sword fights.  He schlumped through high school, being absolutely unexceptional.  He made it to a second year of college before dropping out, now convinced of why it all made sense – he was one of them, an immortal.  As this conviction set in the few friends he had drifted off but that was OK, he didn’t need them, he was like Connor, a hero, destined.  Someone was writing the movies, the books, just to communicate with those like him.  That’s why the others didn’t get it, they didn’t feel it in them.  He hadn’t become immortal yet but you had to have a traumatic death to trigger it.  Heck, they were even adopted just like he had been (he wasn’t really adopted but that’s another issue).

If this was all there was to be, Gerald would have become marginalized, destined to be ignored despite the grandeur of his delusions unless he became violently unstable and he was just too pathetic for that.  Unfortunately, someone decided to guarantee that Gerald went too far.  While working the night shift at a crappy video rental store in the 1990s a Daeva took Gerald by force in Gerald’s shitty little apartment and proceeded to mind fuck him with Dominate, Majesty and Nightmare for a week before putting fang to him and then disappearing.  The result was Gerald was now convinced he had always been right.  The immortals were out there, were manipulating the media – it was just that they were vampires.  But of course they cloaked the truth.  And he had now died violently and awoke an immortal.  All the truth of vampires became wrapped up in Gerald’s Highlander fixation in a superficial manner that is only viable because he is both ignorant of kindred society and there is no one present to point out the inconsistencies in his logic.

Gerald views his current existence as the strengthening trials of the hero.  It hasn’t yet occurred to him that he might not be the protagonist of this tale.  The one thing that has fit into his world view is diablerie and the consuming of an enemy’s soul.  There is no doubt in Gerald’s mind that he should be the One though there is, of course, a period of obscurity that precedes greatness.  Although quite delusional Gerald isn’t stupid and has taken to his existence’s mission with passion.  And, while not exceptional in most ways, over fifteen’s year practice has made Gerald a very competent fencer.  Several careful kills also accelerated the thickening of Gerald’s blood and gave him talents that have diversified his disciplines.

While hunting his first few vampires he fed off animals and he decapitated his victims before drinking their heart’s blood.  He hunted at the fringe of society, protected by the unusually large kindred population of Khallam where the predator’s taint of an unfamiliar Kindred is not unusual and Kindred often pass through each other’s territories (though feeding rights are still fiercely protected).  Either luck, insight, or some subliminal conditioning from his mysterious sire has allowed Gerald to pick out pretty young Daevas from the crowd and drink from them.  He has stuck to neonates so far, running from what appear to be more powerful vampires knowing that he’s not ready yet.  Still, doing this has diversified his talents substanially as he only developed some Auspex and Vigor on his own.  (see the Daeva clanbook for a description of just how easy it can be to pick these kinds of social vampires out)

He has now diablerized five young Kindred, the evidence disappearing with dawn, his blood thickened to that of a vampire nearly sixty years his senior and his aura blackened fiercely by the sins.  He can feel the first stirrings of needing human blood and that has been his downfall.  He has killed four out of curiosity and drained them, finding them so rich and more satisfying than animals.  Unfortunately he has been sloppy and left two bodies to be found, both beheaded with a large sword.  The media gladly dubbed him the Highlander Killer, unaware of how close it hit to the mark.  Gerald has seen the news stories and is enraged with the jokes they’ve made at his expense.  He knows that now the hero should make a great decision but he doesn’t know what to do and certainly doesn’t want to admit to himself that he is more comfortable as a scavenger than hero or villain.

Story Ideas

- Byron isn’t happy about these killings at all.  Ritualized beheadings, katanas and ancient weaponry skills add up to vampires to him and point at a rogue vampire among the community in Shakurabashi, the community of Nipponese ex-patriots north of Khallam.  The masquerade must be protected.

- Young kindred have a certain mortality rate but the latest of the five to die was a promising Acolyte disciple and her sire has cast divinations that make murder clear.  Is it an Ordo plot?  Istavan will want it investigated to keep the peace and the sire he will reward those who help her gain vengeance.

- The Obed Museum of Antiquities & Art is hosting a traveling exhibit of classic Japanese weapons.  Gerald becomes obsessed with a katana in the exhibit and breaks into the home of Frank Marsh the director of the museum to intimidate him into getting the sword for him.  But Marsh may have friends of his own.

- Tingen is concerned that the whole exposure to the media and rumors running rampart among Kindred isn’t just a masquerade breach, which is bad enough, but it stinks to him of chasing the dragon’s tail. As a result questions are being ask about a lot of activities that are making various kindred who are innocent of this (but not necessarily innocent) very eager to have this cleared up.

Description: Gerald is just shy of six foot with brown hair that isn’t pretty enough to be chestnut, not dark enough to be dramatic.  He’s a bit unkempt but not enough to be slovenly but reminds someone of an early 90s slacker a month or two in need of a haircut.  Lately he’s taken to wearing a tan leather jacket thinking it makes him look cool.  In reality he alternates between awkwardly strutting and being overly self conscious.

Storytelling Hints: Gerald is a bit like a sad puppy but one that can turn rabid quickly.  He’s insignificant and hates it and even the gift that lets him be the monster will never change his core self image that he’s a nobody who needs to beleive he is someone.  Irionically he won’t ever be a very good monster either but that won’t keep him from doing a lot of damage trying to play the role.  He still thinks of himself as the hero of the story but that won’t last long at this point and when the change comes he won’t care – he just wants to be important.  That desire to be special will undermine any attempt to contact Gerald.  Its not enough to be a vampire he wants to be special even among vampires and once he finds out there is a whole society it will bring up the feeling of being nothing all over again and he’d rather die in a blaze of glory than face the power of the elders who might make him feel insignificant.  If contacted by other vampires his anxiety will hit him hard.  If he can take control of it he will try to play it cool, you know like Connor would man.  What the contacting vampires, say players, do from there will determine a lot.  Gerald is unlikely to ever be really sane but adequate time and age for his blood to cool down and thicken may stabilize him as unlikely as it seems he will ever exist long enough for that to happen.  Additionally if he can actually feel a sense of belonging (again, very unlikely)

it would fulfill a deep need for him.
Today’s Gerald:

He lives in the same run down apartment that he’s been in for years.  He can’t hold down most jobs even on the night shift because he isn’t qualified for much and his blurring on security cameras screws up most retail work.  Now he mostly just mugs people and breaks into cars to steal enough to fence for his rent and minimal utilities.  Out of curiosity he tried giving his blood to a dog to see what would happen and created a ghoul pet that guards him during the day.  Where he hunts is the old industrial district where a lot of closed down warehouses have been converted into large dance spaces.  The industrial sector has provided good hunting of vampires in the same spaces as humans and plenty of dark corners to act in.  The old frozen locker spaces of one abandoned warehouse provide him a haven when sunrise is coming too quickly.  A handful of bums often use the same warehouse but they know that the old storage area with the big metal walk ins should be stayed away from.  Still, he sees hints of other vampires there too often to consider it really safe.

Future Gerald:

Realistically Gerald only has three possible futures and while some are definitely more likely nothing is written in stone.  One is that he gets found out and executed.  There will be serious questions about who his sire is but the story mostly ends.

The second option is less likely but possible and that is that he is captured but not executed.  Technically Gerald’s sire should be held accountable for his crimes.  That won’t keep Gerald undead by itself but if he becomes the center of a political fight, perhaps seen as the intended tool of disrupting the power holders in Khallam – then a penitent Gerald, perhaps backed by a respected coeterie could find his requiem saved.  In time Gerald could find the respect and structure in the Invictus as muscle that he lacked in life and even enough dramatic action to validate his need to be a hero.  Even the stigma of diablerie will fade in a few years since despite the number of kills, theywere all very young.

The least likely scenario, but certainly within the rights of the Storyteller’s discretion, is to make sure that he isn’t captured and becomes more powerful.  Gerald is already a formidable combatant.  With a bit more diablerie to diversify his disciplines, perhaps getting a bit smarter and increasing his blood potency to 3 or 4 he could become a major danger to many.  If he learns more occult and builds his skills he could move from dangerous to scary.  To mark that transition he could even become a slasher, of the Avenger undertaking.  He already prefers the “pretty boys” and could fall into a psychosis where the good/bad immortal distinction becomes the good/bad vampires with him protecting humans the way the Highlanders stood up to bad immortals to protects humans.  His focus would be on the kind of pretty boys and girls he always felt inferior too and eventually that would translate into their human servants too.  Tragically by that time he will be so far gone all pretty humans will be their servants in his mind whether they are really ghouls or not.  He would also gain the Weaponry Monomaniac merit for the katana.

Clan: Daeva
Covenant: Unaligned
Embrace: 1992
Apparent Age: Early to mid 20s
Mental Attributes: Intelligence 2, Wits 2, Resolve 2
Physical Attributes: Strength 3, Dexterity 3, Stamina 3
Social Attributes: Presence 1, Manipulation 2, Composure 3
Mental Skills: Academics 1, Crafts 1, Occult 1, Science 1
Physical Skills: Athletics 2, Drive 1, Firearms 1, Stealth 2, Survival 1, Weaponry 3 (Sword)
Social Skills: Empathy 1, Intimidation 2, Streetwise 3, Subterfuge (Feign Weakness) 2
Merits: Fighting Style (large swords) 2, Haven (location 2, Warehouse), Haven (security 2, Apartment), Retainer 1 (ghoul dog), Resources 1
Willpower: 5
Humanity: 4

Virtue: Hope
Vice: Pride
Health: 8
Initiative: 5
Defense: 2
Speed: 10
Blood Potency: 2
Disciplines: Auspex 1, Celerity 3, Obfuscate 2, Protean 1, Vigor 3
Derangements: Anxiety (severe), Delusional (severe)
Mental Flaws: Vitae Addiction
Vitae/per Turn: 11/1

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