The Butcher of Babylon, now bound to a golden Venetian Carnevale mask, brought to the new world by a crewmate of Marco Polo. The former liege of Laura Gray during the Age of Wrath. Brought out of stasis by the execution of his former High Priest, Arioch is fixated on purging the Sabbat from Atlanta... but if it succeeds, it will only be a matter of time before it turns its attention elsewhere.
Name: | - | - | Celestial Name: Arioch | - | - | Player: NPC |
Nature: Enslaver | - | - | Demeanor: Enslaver | - | - | Concept: Best Served Cold |
House: Earthbound Slayer (Halaku) | - | - | Faction: Raveners | - | - | Reliquary: Perfect |
Attributes
Physical | Social | Mental | |||
---|---|---|---|---|---|
Strength | 3 | Charisma (Eloquent) | 4 | Perception | 3 |
Dexterity | 5 (Swift) | Manipulation (Coercion, Subversive) | 5 | Intelligence (Creative, Analytical) | 5 |
Stamina | 4 (Unbreakable) | Appearance | 3 | Wits (One Step Ahead) | 4 |
Abilities
Talents | Skills | Knowledges | |||
---|---|---|---|---|---|
Alertness | 3 | Animal Ken | 0 | Academics (World History, Philosophy) | 5 |
Athletics | 4 | Crafts (Engineering) | 4 | Computers | 0 |
Awareness | 3 | Drive | 0 | Cosmology | 2 |
Brawl | 4 | Etiquette | 1 | Finance | 0 |
Empathy | 0 | Firearms | 0 | Investigation | 2 |
Expression (Eloquence) | 4 | Melee | 2 | Law | 0 |
Intimidation (Threats of Violence, Blackmail) | 5 | Performance | 0 | Medicine | 5 |
Leadership | 3 | Stealth | 0 | Occult (Infernalism) | 4 |
Streetwise | 0 | Survival | 3 | Politics | 0 |
Subterfuge | 2 | Technology | 0 | Science | 0 |
Other Talents | Other Skills | Other Knowledges | |||
Recall | 2 | Torture | 2 | Lore: Undead | 2 |
Tactics | 3 | Indoctrination | 3 | 0 | |
0 | 0 | 0 | |||
0 | 0 | 0 | |||
0 | 0 | 0 |
Advantages
Backgrounds | ||
Cult | 2 | |
Hoard | 2 | |
Lore Mastery | 2 | |
Eminence | 4 | |
Thralls | 2 | |
Worship | 2 | |
Lore | ||
Death* | 5 | |
Spirits | 3 | |
Realms | 2 | |
Fundament | 0 | |
Humanity | 0 | |
Chaos | 3 | |
Contamination | 4 | |
Violation | 4 |
Urges | |||
Flesh | 3 | ||
Thought | 3 | ||
Emotion | 2 | ||
Misc | |||
Faith (P/T) | 8 | 20 | |
Torment (P/T) | 10 | X | |
Willpower (P/T) | 8 | 8 |
Health Levels | ||
---|---|---|
Bruised | -0 | |
Hurt | -1 | |
Injured | -1 | |
Wounded | -2 | |
Mauled | -2 | |
Crippled | -5 | |
Incapacitated | - |
Apocalyptic Form
Visage Features:
- Face of Horror: 0 points, automatic. When manifesting Apocalyptic Form, roll Appearance + Intimidation. Witnesses of the Apocalyptic Form must roll Willpower (8 for mundanes, 6 for sueprnaturals) to resist. If the Earthbound scores more successes than the witnesses, the witness either flees from the Earthbound presence, or if unable, curls up into a ball and goes into shock. Botching this roll may result in a Temporary Derangement at the ST's discretion.
- Armor: 4 points. Add four dice to the character's soak pools to resist all damage.
- Chimerical Attack: 3 points. Swirling illusions surround the Earthbound, and attack opponents engaged in close combat with it. These chimerical figures have the same initiative as the Earthbound, and they attack a single opponent in close-combat range. The chimera roll 10 dice as their attack pool, inflicting a base damage of four aggravated damage dice plus any extra successes
- Distracting Aura: 1 point. The character's body is shrouded by a confusing display of shifting lights, concealing mists, or some other obscuring material. The difficulties of all ranged attacks directed at the Earthbound increase by one.
- Extra Actions: 3 points. Faiths points can be spent to gain extra actions in a turn at a rate of one point per turn. These actions occur in order of descending initiative, so if a character with an initiative of 7 gains an extra action, it takes its normal action at 7 and its extra action at 6. The player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken.
- Horns: 1 point. A pair of horns protrude from the character's head. If attacked in close combat, the Earthbound may make a free counterattack at its foe. Roll Dexterity+Brawl. If successful, the character inflicts Strength +1 Aggravated Damage.
- Improved Initiative: 1 point. Adds two to the character's initiative score.
- Miasma: 2 points. The character's breath is a noisome foulness that can debilitate its fores in close quarters. The Earthbound can affect victims up to a distance in feet equal to its Faith score. Mortals and demons caught in the path of its exhalation forfeit their actions for a turn unless a successful Stamina roll is made (difficulty 7). If the Stamina roll botches, the victim is also infected by a virus or disease at the Storyteller's discretion.
- Thorns: 1 point. The character's body is covered with needle-sharp thorns, spikes, or quills that inflict one level of aggravated damage to any attacker who successfully strikes or grapples the Earthbound in unarmed combat.
Grotesqueries:
- Unspeakably Hideous: Automatic. The Earthbound is a being of incomprehensible and shocking ugliness. It can never pass for human while in its apocalyptic form, and those mortals not panicked by its appearance will still be disgusted and sickened by its appearance.
- Abhorrent Sounds: The manifestation of Arioch is accompanied by the dying screams of all those who have ever been sacrificed in his name. They shout his praises in a cacophony of torment filled voices.
- Decaying: Much of his flesh has rotted away, particular that on his face. In what areas flesh remains, maggots can be seen writhing and feasting upon it,
- Eyes: Arioch's eyes are entirely black, even the sclera and he has eyes interspersed across his body.
- Glow:
- Misshapen Head: Arioch's head has morphed into that of a skeletal dragon.
- Skin: Arioch's skin is unnaturally pale, and constantly seeps blood.
- Stench: The stench of decay and rotten flesh surrounds Arioch.
- Vestigial Limbs: Arioch's formerly majestic raven wings are now twisted and deformed. They are draconic in shape now and mostly skeletal at this point, with some chunks of flesh and tattered feathers remaining.
NOTES:
Flaws:
- Driving Goal: Everything this character does is motivated by one particular purpose or goal. Must roll Willpower to do anything (within reason) that does not, in some way, have to do with pursuing this goal. NOTE: This flaw automatically disappears if Arioch is victorious against the Atlanta Sabbat.
The Herald of Arioch
Name: The Herald | - | - | Player: Mortarch |
Kith: Weeping Wight | - | - | Seeming: Prowler |
Court: Thallain | - | - | House: Commoner |
Legacies: Terror/Grotesque | - | - | Concept: Earthbound's Puppet |
Attributes
Physical | Social | Mental | |||
---|---|---|---|---|---|
Strength | 2 | Charisma | 1 | Perception | 2 |
Dexterity | 5 | Manipulation | 4 | Intelligence | 4 |
Stamina | 4 | Appearance | 2 | Wits | 4 |
Abilities
Talents | Skills | Knowledges | |||
---|---|---|---|---|---|
Alertness | 2 | Animal Ken | 0 | Academics | 3 |
Art | 0 | Crafts | 0 | Computer | 0 |
Athletics | 4 | Drive | 0 | Enigmas | 2 |
Brawl | 4 | Etiquette | 2 | Greymare | 3 |
Empathy | 0 | Firearms | 0 | Esoterica | 0 |
Expression | 2 | Larceny | 0 | Investigation | 3 |
Intimidation | 4 | Melee | 0 | Law | 0 |
Kenning | 3 | Performance | 0 | Medicine | 2 |
Leadership | 0 | Stealth | 3 | Occult | 5 |
Streetwise | 0 | Survival | 2 | Politics | 0 |
Subterfuge | 2 | Technology | 0 | Science | 0 |
Other Talents | Other Skills | Other Knowledges | |||
X | X | Martial Arts (Silat) | 3 | Lore: Gallain | 3 |
Advantages
Advantages | |
---|---|
Backgrounds | |
Allies | 0 |
Chimera Items | 0 |
Chimera Companion | 0 |
Contacts | 0 |
Dreamers | 0 |
Holdings | 0 |
Mentor | 0 |
Remembrance | 0 |
Resources | 0 |
Retinue | 0 |
Title | 0 |
Treasure | 0 |
Arts | |
Autumn | 3 |
Dragon's Ire | 4 |
Naming | 3 |
Wayfare | 2 |
Winter | 4 |
Realms | |
Actor | 4 |
Fae | 4 |
Nature | 0 |
Prop | 3 |
Scene | 2 |
Time | 2 |
Misc | |
Glamour | 6 |
Willpower | 8 |
Banality | 3 |
Ravaging/Musing Threshold:
Antithesis:
Endowments: Living Legend, Ghostly Visage
Vulnerability: Creatures of Habit
Investments: Superhuman Dexterity x3, Claws/Fangs, Immunity to Mind Control, Damage Resistance, Extra Health Levels x2, Resistance to Illusion, Resistance to Fear
Merits: Murderous Mien, Nightsight, Increased Pain Threshold
Flaws: Psychic Vampire
Health Levels | ||
---|---|---|
Bruised | -0 | |
Bruised | -0 | |
Bruised | -0 | |
Bruised | -0 | |
Bruised | -0 | |
Hurt | -1 | |
Injured | -1 | |
Wounded | -2 | |
Mauled | -2 | |
Crippled | -5 | |
Incapacitated | - |
BIO
NOTES:
Equipment
- "The Masked Lady's Cloak" - A Relic that allows its user to use the High Torment version (and [i]only[/i] the High Torment version) of Lore of the Spirit 2: Summon Spirit. Note that
this Relic only allows the user to summon spirits, not control them, so use it at your own risk unless you have some other way of controlling them! This cloak is bright red, with a sheen that makes it appear as if it's soaked in fresh blood, even though it isn't. One can almost hear the wailing of tormented spirits when the hood is up.
- "The Masked Lady's Armor" - A Relic worn by the Masked Lady underneath her Cloak. The armor is made from some form of hide that feels clammy to the touch. Its unique design allows
maneuverability that should be physically impossible, as if it were a second skin. This armor appeared to be tailor-made for the Masked Lady, so without any modifications, it will only fit a petite-framed female. Provides up to 3 extra Soak dice against Bashing, Lethal, and aggravated damge, with no Dexterity penalty. This Relic may be activated to increase the Soak dice to 5, at the cost of gaining one Temporary Torment. Yes, even for non-Demons or Thralls. Use this feature at your own risk!
Thrall Threats
Earthbound Cult Cell Leader
Attributes
Physical | Social | Mental | |||
---|---|---|---|---|---|
Strength | 3 | Charisma | 2 | Perception | 3 |
Dexterity | 4 | Manipulation | 4 | Intelligence | 4 |
Stamina | 3 | Appearance | 1 | Wits | 3 |
Abilities
Talents | Skills | Knowledges | |||
---|---|---|---|---|---|
Alertness | 2 | Crafts | 0 | Academics | 2 |
Art | 0 | Drive | 0 | Computer | 1 |
Athletics | 3 | Etiquette | 1 | Cosmology | 2 |
Awareness | 2 | Firearms | 4 | Enigmas | 3 |
Brawl | 0 | Martial Arts | 4 | Esoterica | 0 |
Empathy | 2 | Meditation | 0 | Investigation | 1 |
Expression | 2 | Melee | 0 | Law | 1 |
Intimidation | 0 | Technology | 2 | Medicine | 0 |
Leadership | 0 | Stealth | 3 | Occult | 4 |
Streetwise | 2 | Survival | 0 | Research | 0 |
Subterfuge | 3 | 0 | Science | 1 | |
Other Talents | Other Skills | Other Knowledges | |||
0 | 0 | Demonology | 3 | ||
0 | 0 | 0 |
Specializations:
Dex: Hand Eye Coordination
Manipulation: Silver Tongue
Intelligence: Planner
Martial Arts: Krav Maga
Firearms: Submachine Guns
Occult: Infernalism
Willpower: 7
Permanent Torment: 7
Lores:
Master's Primary Lore: 3
Gifts:
- Mind Control Resistance: Automatically granted to brainwashed Earthbound thralls. Any attempt to supernaturally control the Thrall's mind in a way that would cause it to disobey its master grants the thrall -3 difficulty to resist.
- Tainted Bile: The thrall can spit acidic bile at a nearby target. Roll Dexterity + Athletics to hit a target within a number of yards equal to the thrall’s Strength; the bile inflicts Stamina+ 1 lethal damage.
- Voice of the Master: At will, the thrall can channel the essence of its master to command lesser thralls, who will follow this thrall's orders without question. Misuse of this power for personal gain in a way that does not directly benefit the Earthbound will result in severe punishment.
Stigmata:
- Derangement: Chosen at ST discretion.
- Major Physical Disfigurement: Examples can include clubbed a second face on their chest, swollen limbs, massive teeth, extra eyes, etc. These disigurements cannot be hidden by clothing.
- Sensory Impairment: Loss of sense of taste, smell, or touch. The Earthbound would not allow them to lose them something that inhibits their intended purpose.
Combat:
More suited to leading rather than fighting, the local cult cell leader is still no less of a dangerous combatant. The cult cell leader prefers to hide behind Combat Thralls, and case Lores and use ranged attacks from a distance.
Earthbound Combat Thrall
Attributes
Physical | Social | Mental | |||
---|---|---|---|---|---|
Strength | 4 | Charisma | 1 | Perception | 3 |
Dexterity | 3 | Manipulation | 2 | Intelligence | 2 |
Stamina | 4 | Appearance | 1 | Wits | 3 |
Abilities
Talents | Skills | Knowledges | |||
---|---|---|---|---|---|
Alertness | 2 | Crafts | 0 | Academics | 2 |
Art | 0 | Drive | 0 | Computer | 1 |
Athletics | 3 | Etiquette | 2 | Cosmology | 2 |
Awareness | 2 | Firearms | 4 | Enigmas | 2 |
Brawl | 3 | Martial Arts | 4 | Esoterica | 0 |
Empathy | 0 | Meditation | 0 | Investigation | 1 |
Expression | 0 | Melee | 3 | Law | 1 |
Intimidation | 0 | Technology | 3 | Medicine | 0 |
Leadership | 0 | Stealth | 3 | Occult | 3 |
Streetwise | 2 | Survival | 0 | Research | 0 |
Subterfuge | 1 | 0 | Science | 1 | |
Other Talents | Other Skills | Other Knowledges | |||
0 | 0 | Demonology | 2 | ||
0 | 0 | 0 |
Specializations:
Str: Furious Strength
Martial Arts: Krav Maga
Firearms: Shotguns
Stamina: Feel No Pain
Willpower: 5
Permanent Torment: 5
Lores:
Master's Primary Lore: 2
Gifts:
- Mind Control Resistance: Automatically granted to brainwashed Earthbound thralls. Any attempt to supernaturally control the Thrall's mind in a way that would cause it to disobey its master grants the thrall -3 difficulty to resist.
- Claws/Fangs: This thrall can grow two-inch long fangs or claws at will. These weapons deal strength -1 aggravated damage, but can only be used in melee range.
- Immunity to Bashing Damage: Hardened, fibrous muscle tissue, gelatinous, blob-like fat, or slippery, rotten skin has made it all but impossible to damage them with blunt-force trauma.
Stigmata:
- Major Physical Disfigurement: Examples can include clubbed a second face on their chest, swollen limbs, massive teeth, extra eyes, etc. These disfigurements cannot be hidden by clothing.
- Sensory Impairment: They feel no physical sensations of any kind unless their master forces them to by revoking this "gift." They feel no pain, but they also cannot feel vibrations on the ground, wind, or whether or not they're even choking. This is both a blessing and a curse, allowing for creative exploitation by clever players.
Combat:
The elite shock-troops and enforcers of an Earthbound's will, carefully crafted via infernal gifts and investments to be effective, cold-hearted killers. The problem is that the basically lack any free-will, having been thoroughly brainwashed by their Earthbound master. They feel no fear, nor do they feel any pain, and if their master wants somebody dead, they will not stop until either they or their target is no longer breathing.