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Dante Orso

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Nature: Sensualist - - Demeanor: Benefactor
Character Type: Mage - - Concept: Night Owl
Player Name: Belgrakas - - Affiliation: Traditions
Essence: - - Sect: Cult of Ecstasy

Attributes

Physical Social Mental
Strength (Deceptive Strength) 4 Charisma 3 Perception 3
Dexterity (Feline Reflexes) 4 Manipulation 3 Intelligence 3
Stamina (Tough) 4 Appearance (hawt, captivating) 5 Wits 3

Perception goes to 5 (uncanny sight) when he's wearing his Wonder glasses (see notes).


Abilities

Talents Skills Knowledges
Alertness 3 Animal Ken 1 Academics 1
Athletics 4 (5) (Swimming) Crafts 0 Computers 1
Awareness 2 Drive 1 Cosmology 0
Brawl 2 Etiquette 0 Finance 0
Empathy 3 Firearms 3 Investigation 2
Expression 2 Melee 0 Law 0
Intimidation 1 Performance 3 Medicine 1
Leadership 0 Stealth 1 Occult 2
Streetwise 1 Survival 2 Politics 0
Subterfuge 1 Technology 1 Science 0
Uncommon Talents Uncommon Skills Uncommon Knowledges
0 Meditation 3 Enigmas 1
0 0 Pharmacopoeia 3
Lores Ratings
Awakened 2
Gallian 0
Undead 0
Spirits 1
Shapeshifters 0
Reborn 0
The Hunt 0

Backgrounds Merits and Flaws

Backgrounds:

  • Avatar: 3
  • Resources: 4
  • Node: 2
  • Sanctum: 3
  • Mentor (Keith Richards): 3
  • Chantry: 3
  • Ally (Tina): 1
  • Contacts (Utkena): 1
  • Contacts (Famiglia Grazielli): 1
  • Fame: 2
  • Media Influencer: 1
  • Familiar: 3 (Polpettone)

Merits:

Languages: Enochian Languages: Italian Socially Connected Prestigious Mentor Common Sense


Flaws:

Enemy (Judas, Camarilla Prince of Jacksonville: 4 (to be updated) Echoes (Stray dogs follow him): 2

Resources

Arete: 4
Willpower: 7 / 7
Quintessence: 4 / 4
Paradox: 0

Spheres

Sphere Ratings
Correspondence 4
Entropy 4
Forces 4
Life 4
Matter 3
Mind (Affinity. Mastered) 4
Prime 4
Spirit 3
Time (Mastered) 4

Sphere specialties: Mind: Mind Shielding
Time: Time Travel
Corr: Wards
Life: Healing
Entropy: Fate
Mind: Mind-Shielding
Forces: Motion
Prime: Creation

Paradigm

Focus:
See below

Paradigm:
“Everything is Chaos - You only think it makes sense”

Practice:
Art of Desire (Ars Cupiditae)

Instruments:
Personalized Instrument: See Mind sphere.

  • Eye Contact
  • Scents and Incense
  • Gems, stones and minerals
  • Music and Dance
  • Meditation
  • Fashion
  • Sex and Sensuality
  • Drug and poisons
  • Voice and Vocalizations

Backstory

Physical Description:
Character Bio: Dante is 28 years old. He's a ruggedly attractive, well-built, outgoing guy. He owns a bar, called Dante's Place. He's currently rehabbing it into Dante's Inferno, a rockin' night club with 9 distinct rooms with their own vibe.

Personality:
Dante's casually dating a few guys. He's everybody's friend, gay, straight, man, woman …beast (stray dogs tend to follow him home, kinda like stray people). He tries to help whenever and however he can. As a result of all of this, he has attracted a lot of followers and hangers-on. Strays, people and dogs, tend to follow him around.

Backstory:
Dante grew up in Miami, where he was in the minority as the son of Italian immigrants. Like some other immigrants, his family was short on means and so lived in a poor part of town, where he was mercilessly teased as one of the few “outsiders” there. So, he learned how to defend himself in fights and focused on making his physical self strong over academics. Eventually, he got strong enough and good enough at fighting that kids stopped picking on him. It didn't hurt that his uncle showed him how to shoot a gun. In his teenage years, his looks developed. Between his ripped body and ruggedly handsome features, other kids were drawn to him. He became a very popular kid, invited to all the parties, and developed a thrill-seeking sense of adventure. It was during this period that he realized he was gay. After high school, he started going out, experimenting with drugs, but never hardcore and never to the point of abuse. But because he was so damn good-looking, he got a lot of play and came to love the thrill of sex. He is a bit of a sex addict. He owns a nightclub that he inherited from his Uncle Daniele (Danny) when he died (shot in the back of the head). Dante is currently transforming the place into Dante's Inferno, a club with 9 distinct rooms, each representing a circle of Hell with its own distinct vibe and music. It's going to be the bomb. His club serves as a neutral location for supernaturals of all types. It contains a hidden 10th distinct area in the basement that contains a natural node and is his sanctum. It's where he hosts private events. He lives above the club in a small apartment. Devil's Revenge is a Street gang who frequented the club when Uncle Bruno opened it. They used it as a base to sell drugs and engage in sex trafficking. Dante kicked them out. It got heated. He called the police. Several members were arrested. Since that time, the Camarilla Prince Judas seems to hold a serious grudge against him. Dante has purchased several guns and a kevlar vest but against a powerful and respected elder, it might not be enough.

(Add what happened to him during his first stay and then the year off)

Notes

Avatar -
Resources - Owner of a club named 'Dante's Inferno'
Node - His club above which his apartment is also located contains a small node in is basement
Sanctum - The basement of the club was set up as such, it also conceals the node.
Echoes - Stray dogs tend to follow him.

Equipment\weapons:
Leather vest, pants and jacket (armor rating 2)
Fabulous Jacket (Armor rating 4) (see below)
Fierce Ring (see below)
Cool Shades (see below)
Focus Chew (see below)
Mind Grenades (see below)
White leather Gucci belt with signature Gucci logo on large buckle (20 point periapt - currently holds 20 quint.
Rubix cube encrusted with gems (instrument), formerly belonging to Keith Richards (Can be used to locate him)

Anti-Addition Pills (10 batches, each batch last a month)
Clear Quartz on a leather thong around his neck
Antique non-functioning pocket watch with a picture of his mother and uncle in it
Colt Anaconda (.44 Magnum), Dmg. 4, Range 35, Rate 2, Clip 6, Conceal J
Rifle (Remington M-700), Dmg. 8, Range 200, Rate 1, Clip 5+1, Conceal N
Glock 17 (9mm), Dmg. 4, Range 20, Rate 4, Clip 17+1, Conceal P
Kevlar Vest (armor rating 3)
4 Biggs X5 R Protector (any ammo)
2 MAC-10 machine pistols, serial numbers filed off
1 P90 Submachine Gun, serial number filed off
Tome (Mind 3/Spirit 3) - copied from Eliana's Grimoire
Tome (Time 3/Entropy 3) (Joy is borrowing)
Tome (Mind 4/Time 4)
Tome (Corr 4/Life 4)
Tome (Forces/Entropy 4)
Healing Potion from Eliana: Arete 4, Difficulty 5 to heal that many levels. If aggravated damage get a + difficulty on next roll
Potion of Flying from Eliana: Grants flight by growing wings for one scene. -1 DEX for duration
Potion of Speed from Eliana: Grants +2 DEX for a scene. Difficulty 8 to avoid pacing
iPhone and ear pods
Sage and other herbs for incense
Lighter



Dante's Cool Shades - Wonder 4

Sparkly “Gucci” glasses (authentic Gucci glasses) but magically enhanced and turned into a wonder. Gucci glasses are worth 2000 dollars and are to be provided by Dante.

Function 1 (selected by pushing the Gucci symbol on the right): “Who do I spy?” Spirit1/Life/Prime1/Cor 1: Is there a live being or a spirit around me? The shade allow you to perceive the presence of Spiritual Energy or Magical Energy or life in a 30 foot cone in the direction you are looking, normal wall not an issue. It tells you how many and how powerful the source (e.g. a human being radiates more than a pet, a mortal radiates more than an undead or reborn) but no more. It cannot read auras or see through illusions. For activation, Roll Arete, diff 4. 2 successes needed (additional successes go to duration). Diff can’t be reduced but WP can be used. 'Effect:' Difficulty -2 on detection rolls. Both rolls can be performed on the same turn without penalty.

Function 2 (selected by pushing the Gucci symbol on the left): “X marks the spot” Entropy1/Life1/Matter1: Detect flow in physical or biological patterns as long as they’re within your line of sight. For activation, Roll Arete, diff 4. 2 successes needed (additional successes go to duration. Diff can’t be reduced but WP can be used. ). 'Effect:' add 2 more dice to the Damage roll if the target is hit successfully. Both rolls can be performed on the same turn without penalty.

Function 3 (trinket): High protection against the sun, perfect vision (human standard). Allows you to roll with the equivalent of Perception 5. Permanent effect, no Arete roll needed.

Function 1 & 2 cannot be activated simultaneously. Function 3 is always active.

Warning/Disclaimer: the prolonged use of the activated Wonder (Above 3 straight hours) may cause headaches, or blurry vision.

Dante's Fabulous Jacket An expensive Jacket in light but highly resistant material and some metallic spikes that Joy painted to make it look more impressive (padded) and enhanced the impressive look of the spikes. The illusion is seemingly perfect until the jacket is hit by an Elemental Force (like Fire or electricity). Enhanced clothing that grants 4 soak dice and 0 dex penalty. If the jacket is hit with an Elemental Force (like fire or lightning), after the attack has resolved, the soaking is reduced by half for one day.

Fierce Ring An ancient ring that is bound to Dante and cannot be taken off except at death. It effectively increases the wearer's Athletics Score by +1 and allows Dante to change his hair color once a week without a magical feat roll. This item was obtained as a supplemental scene reward from Sinful in “A Dance with Shadows” on 4.29.19


Focus chew (3 packs of 10) A batch of ten chews requires: Int+Science or pharmacopoeia (would be better) : to learn how to make the appropriate mixture Ingredients required: your choice (but I have suggestions)
Creation : Prime 2 / Mind 1 ⇒ 1 dot charm: 3 Tass. No XP required. The chew is usable one for up to one scene (duration), you can make up to 10 with your additional successes.
Effect: Chewing the gum enhances the ability of the person chewing it to relax and focus on a task during stressful conditions. Rolls involving Intelligence / Perception / Wits have a difficulty reduced by -1.
One chew = 1 scene (when the flavor wears off, the effect does too)

If a person other than the maker uses the charms:
- Mage or supernatural believing in the Magick: can use it as is
- Supernatural who doesn’t believe in the effect of the charm/sleeper: 1 point WP spent
- Non-believer: can’t use it (because they can't take paradox).


Mind Fog Grenades (10, -1 to Joy, -1 to Sig) Effects: On a successful throw, a Mind Fog Grenade will explode into a cloud of mind fog that has the following effects:

Mundane Smoke Effect:
For One Turn:
+1 difficulty on perception/dodge
+1 difficulty on all actions someone caught in the mind fog takes

Mind Fog Magick Effect:
1st Round: Victims in the cloud must also make a WP roll, difficulty 7, or be confused;
2nd Round: Victims in the cloud must also make a WP roll, difficulty 6, or be confused.
The effect vanishes thereafter.


Anti-Addiction pill (“A Lover’s Soul”) – Charm (9 Quint, Arete 4, Rating 3, Mind 3, Life 2)
10 batches of pills, each batch lasts one month. These pills help Dante fight his sex addiction that he acquired through the practice of his Art as a cultist. He’s motivated to do so because he’s in love with Geoff and wants to show the true strength of his feelings.

Buying off the Addiction Flaw: As long as Dante takes a pill (once a week at most, but it can be less often, no penalty for skipping weeks), he has to roll WITS + Expression to summon the memories of his lover. He needs to succeed the roll WITS + Expression 10 times to obtain justification to buy off his addiction flaw. Fail do not affect the progression, just delay one week, but botches cancel progress.

Additional Note: This pill effectively prevents Dante from obtaining an addiction to any of the substances he takes as part of his Art and only works on Dante (since Life 2).

Dante's rotes

*'I Will Walk Through The Fire:' Effect: Alters mage's pattern to be resistant to fire. The more powerful the spell, the more effective the resistance. Mechanics: /r 4d10>=4f1 #Ritual to Fortify Life Pattern From Fire for the Day. Life 4/Prime 2/Forces 1. Base Diff. 7, -1 in Sanctum (Sanctum 2), -1 Node, -1 Ritual (Extended Roll). Max Rolls: 3 (Stamina 3). Base Number of successes for duration of one day is 5 successes. Additional successes soak damage levels per #mage-talk chart.

*'I Think I'm Ok:' Effect: Automatically heals the mage upon the happening of a triggered event. The more powerful the spell, the more effective the healing. Mechanics: /r 4d10>=4f1 #Ritual to Set Pre-determined conditions to trigger automatic healing spell. Time 4/Life 3. Base Diff. 7, -1 in Sanctum (Sanctum 2), -1 Node, -1 Ritual (Extended Roll). Max Rolls: 3 (Stamina 3). Base Number of successes for duration of one scene once triggered is 3 successes. Additional successes heal damage levels per #mage-talk chart. One quintessence is spent each time the healing is used. This is an automatic action.

*'Time Bubble:' Effect: Dante sequesters himself in his Sanctum for up to one month to learn any Skill or Knowledge (but no Sphere or Talent) or to create a wonder. He can only learn one dot of the same Skill or Knowledge in the same Time Bubble and not more than fits in duration of the Time Bubble (by adding up the normal number of days needed). Afterward, Dante's Stamina is reduced by half rounded up for half the period of time he was gone in real game time. For example, if Dante spent 2 weeks in a Time Bubble, his stamina would be reduced in half for 1 week. The XP cost for Skills and Knowledges learned during that time is reduced by 2. The XP reductions count for the cap of XP reductions for the month. And the completion time is only 1 day for the purchases. Purchase requests must be submitted before Dante casts the Ritual to obtain approval from ST. If Dante botches the ritual, he doesn't lose the XP but has to wait one day before he may try again (from scratch) and diff is increased by 1. For making a Wonder in the Time Bubble, botch of rolls will disrupt the Time Bubble and be destroyed. Dante can only create one or two Wonders during the time the bubble last (the cost of Tass is not reduced). Mechanics: /r 4d10>=4f1 #Time Bubble Ritual. Time 4/Corr 3/Mind 1. Base Diff. 7, -1 in Sanctum (Sanctum 2), -1 Node, -1 Ritual (Extended Roll). Base Number of successes is 15, plus 3 for duration.

*'Distance Dodgeball:' Effect: Grants everyone in the scene -2 diff to dodge, deflect or counter an attack, or the attacker has +2 diff if the attack cannot be dodged. Mechanics: /r 4d10>=4f1 #Spell to protect allies in combat. Corr 3/Mind 3/Entropy 2. Base Diff. 6, -2 for Mind Mastery and Personalized Focus, -1 Ritual (Extended Roll). Dante needs 1 success base and 2 for duration, + 1 for each extra target, + 2 successes to have a -2 diff for them to dodge.

*'Can I get a Connection?:' Effect: Links the minds of everyone in the scene (who is not immune to mind magick) so that they can take advantage of tactics. And if Dante has his Cool Shades Function 2 Activated, they can see what he sees and get the benefit of +2 damage dice by targeting the critical areas of the enemy. Mechanics: /r 4d10 >3f1 #Arete (Mind 3, Cor 2, Entropy 1, coincidentally). Base Diff. 6, - 2 diff specialized and mastery - 1 diff extended. Dante needs 4 success base, +1 success for duration, and +1 success per target.

*'Wake Up!:' Effect: Breaks someone out of a fog or lifts a mental effect. Mechanics: /r 4d10 >4f1 #Arete (Mind 3/Life 3). Base Diff. 6, - 2 diff specialized and mastery. Dante needs 1 base success, and +1 success per target.

*'All that Glitters is Gold:' Effect: Changes silver objects into gold Mechanics: /r 4d10 >7(6)f1 #Arete (Corr 3/Matter 2). Base Diff. 6, +1 Vulgar (unless using white gold - which is coincidental). Dante needs 2 successes base, and 1 success for scene (to affect the whole battle field), the extra success would go to either duration or perimeter.

*'Stuck in the middle with you:' Effect: Entangles enemies in grasses, roots and undergrowth. Mechanics: /r 4d10 >5f1 #Arete (Life 3/Mind 3/Prime 2). Base Diff. 6, +1 for vulgar (without witnesses), -2 for Mind Mastery and Personalized Focus. Dante needs 1 base success, and +1 success per target or “group” (at ST's discretion).

*'Black Hole Sun:' Effect: Creates one-sided portal to outer space that can be timed to close perfectly once the enemy has been sucked through into the vacuum of space. Mechanics: /r 4d10 >6f1 #Arete (Corr 4/Life 3/Time 2/Entropy 2). Base Diff. 7, +1 for vulgar (without witnesses), -2 for Time Mastery and Unique Focus. Dante needs 5 base successes to open the portal anywhere, and +1 success per each additional target over the first. The portal lasts one turn. Additional successes can go to targets or duration.

*'Remembrance of Times Passed:' Effect: View a location or person in the past. (Time 3/ Corr 2 for location. Time 3/ Life 3 for person. Mechanics: /r 4d10 >3f1 #Arete (Time 2/Corr 2 or Time 3/ Life 3). Base Diff. 6, -3 for Time Mastery and Unique Focus. Dante needs 1 base success, and additional successes for duration (+1 scene, +2 day, +3 story, +4 six months, +5 ST discretion).

pc/dante_orso_sheet.txt · Last modified: 2022/Feb/05 22:53 by belgrakas