Blood-soaked Destinies (A Vampire the Masquerade Quest)

[X] Stay Silent and continue with your plan to investigate the crime scene for now. (Unless things happen or you choose not to, you can follow this summon later. This action may anger the Malkavian Primogen)

Were a professional god dam it
 
[x] Tell him to turn around and meet with the Malkavian Primogen. (Unless things happen or you later choose not to, you can investigate the crime scene later, although you might miss clues or events at the crime scene)
 
[X] Stay Silent and continue with your plan to investigate the crime scene for now. (Unless things happen or you choose not to, you can follow this summon later. This action may anger the Malkavian Primogen)

I normaly would vote for sticking it to the higher authority. But i am more afraid of a Malkavian Primogen than a Gangrel Irish Gangster.

I prefer not to piss off people who can see the future. From common brutes we can hide, but we cannot escape the gaze of the Malkavians.

If you wish to meet the Malkavian primogen first instead of investigating the crime scene you are voting for the wrong thing.
 
[X] Tell him to turn around and meet with the Malkavian Primogen. (Unless things happen or you later choose not to, you can investigate the crime scene later, although you might miss clues or events at the crime scene)
 
If you wish to meet the Malkavian primogen first instead of investigating the crime scene you are voting for the wrong thing.

Ops, that was embarassing. In my defense it was late and i was half asleep.

[X] Tell him to turn around and meet with the Malkavian Primogen. (Unless things happen or you later choose not to, you can investigate the crime scene later, although you might miss clues or events at the crime scene)
 
[X] Tell him to turn around and meet with the Malkavian Primogen. (Unless things happen or you later choose not to, you can investigate the crime scene later, although you might miss clues or events at the crime scene)
 
Character Information
Character Info:

Name: Alicia Liddell
Clan: Malkavian
Generation: 11th

Willpower: 7/7
Blood Pool: 12/12



Attributes:

Physical

Strength: OO
Dexterity: OO
Stamina: OO

Social
Charisma: OO
Manipulation: OOO
Appearance: OOO

Mental
Perception: OOOO
Intelligence: OOOO
Wits: OOOO


Abilities:

Talents

Alertness: OOO
Athletics: -
Awareness: OOO
Brawl: -
Empathy: OO
Expression: -
Intimidation: OOO
Leadership: OO
Streetwise: OO
Subterfuge: OO

Skills
Animal Ken: -
Craft: -
Drive: -
Etiquette: OO
Firearms: OO
Larceny: OO
Melee: -
Performance: -
Stealth: OO
Survival: OO

Knowledges
Academics: OO
Finance: O
Investigation: OOOOO
Law: OO
Medicine: O
Occult: OOO
Politics: O
Science: OO
Technology: O

Disciplines

Auspex: O (Heightened Senses)

Description:
This power increases the acuity of all of the vampire's senses, effectively doubling the clarity and range of sight, hearing, and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more distinct; the vampire could taste the hint of liquor in a victim's blood or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires. At the Storyteller's option, this may make hunting easier. Occasionally, this talent provides extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy, or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy. Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction, an especially sudden or potent stimulus (like the glare of a spotlight or a clap of thunder) can blind or deafen the Kindred for an hour or more.

System:
It takes a reflexive action to activate this ability, but no roll or other cost is required. In certain circumstances, dice rolls associated with using the character's sense (such as Perception + Alertness) decrease in difficulty by a number equal to the character's Auspex rating when the power is engaged. The Storyteller may also use this power to see if the character perceives a threat. In this case, the Story-teller privately rolls the character's unmodified Auspex rating, applying whatever difficulty he feels best suits the circumstances. For example, sensing that a pistol is pointed at the back of the character's head may require a roll of difficulty 5, while the sudden realization that a rival for Primogen is planning her assassination may require a 9. Note that even this "precognition" comes only as a result of interpreting details the Kindred is able to notice. It's not an all-purpose insight or miraculous revelation. At the character's discretion, she may selectively heighten one specific sense, rather than leaving them all on. In these cases, the difficulty to perceive stimuli using that sense drops by one, but the difficulty to avoid distraction or temporary bedazzlement increases by one. This power does not let characters see in pitch darkness, but it does reduce difficulty penalties to act in such darkness from +2 to +1, and the character may make ranged attacks in pitch darkness if she can hear, smell, or otherwise detect her foe.

Auspex: OO (Aura Perception)

Description:
Using this power, the vampire can perceive the psychic "auras" that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls. The colors change in sympathy with the subject's emotional state, blending into new tones in a constantly dancing pattern. The stronger the emotionsinvolved, the more intense the hues become. A skilled vampire can learn much from her subject by reading the nuances of color and brilliance in the aura's flow. Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale. Ghouls have Pale blotches in their auras to signify the Vampiric influence on an otherwise mortal creature.

System:
After the character stares at the subject for at least a few seconds, the player rolls Perception + Empathy (difficulty 8); each success indicates how much of the subject's aura the character sees and understands (see the table below). A failure indicates that the play of colors and patterns yields no prevailing impression. A botch indicates a false or erroneous interpretation. The Storyteller may wish to make this roll, thus keeping the player in the dark as to the veracity of the character's interpretation.

Successes Results:
1 success Can distinguish only the shade (pale
or bright).
2 successes Can distinguish the main color.
3 successes Can recognize the color patterns.
4 successes Can detect subtle shifts.
5 successes Can identify mixtures of color and
pattern.

The Aura Colors chart offers some example ideas of common colors and the emotions they reflect that Storytellers can use. Note that it is nearly impossible to determine with certainty if a particular character is lying or not with this power – vampires are inherently deceitful by nature, but even mortals might react with anxiety to questions while still being truthful. It is, however, helpful in determine the target's emotional state, which might lead the vampire to decide that a particular target is suspicious. A character may choose to perform a very cursory aura scan of a large area like a nightclub's dance floor or the audience in a gallery. In this case, the player decides which characteristic of auras she's looking for, and that's the only information she's able to glean if the roll is successful. Thereafter, the player may narrow down her scrutiny of a single individual, with an additional roll as normal. The character may focus in on a particular subject's aura only once per scene with any degree of clarity. Any subsequent attempts that result in failure should be considered botches. It is very easy for the character to imagine seeing what she wants to see when judging someone's intentions. After 24 hours, the character may try again at no penalty. It is possible, though difficult, to sense the aura of a being who is otherwise invisible to normal sight.

Auspex: OOO (The Spirit's Touch)

Description:
When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can "read" these sensations, learning who handled the object, when he last held it, and what was done with it recently. (For these purposes, a corpse counts as an "object" and can be read accordingly.) These visions are seldom clear and detailed, registering more like a kind of "psychic snapshot." Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly. Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit's Touch, but a loud noise or jarring physical sensation breaks the trance instantly.

System:
The player rolls Perception + Empathy. The difficulty is determined by the age of the impressions and the mental and spiritual strength of the person or event that left them. Sensing information from a pistol used for a murder hours ago may require a 4, while learning who owned a bloodstained puppet fashioned a century ago might be a 9. The greater the individual's emotional connection to the object, the stronger the impression he leaves on it — and the more information the Kindred can glean from it. Events involving strong emotions (a gift-giving, a torture, a long family history) likewise leave stronger impressions than short or casual contact do. Assume that each success offers one piece of information, as per the chart below.

Successes Information

Botch
The character is overwhelmed by
psychic impressions for the next 30
minutes and unable to act.
Failure No information of value.
1 success
Very basic information: the last
owner's gender or hair color,
for instance.
2 successes
A second piece of basic information.
3 successes
More useful information about the
last owner, such as age and state of
mind the last time he used the item.
4 successes
The person's name.
5+ successes
A wealth of information: nearly
anything you want to know about the
person's relationship with that object
is available.

At the Storyteller's discretion, some impressions on objects may be so strong — a knife plunged into Caesar's breast, the tip of the Spear of Destiny, a fang pulled from the maw of Dracula — that any use of this power may be deemed a success.

Dementation: O (Passion)

Description:
The vampire stirs his victim's emotions, either heightening them to a fevered pitch or blunting them until the target is completely desensitized. The Cainite may not choose which emotion is affected; she may only amplify or dull emotions already present in the target. In this way, a vampire can inflame mild irritation into quivering rage or atrophy true love into casual interest.

System:
The character talks to her victim, and the vampire's player rolls Charisma + Empathy (difficulty equals the victim's Humanity or Path rating).The number of successes determines the duration of the altered state of feeling. Effects of this power might include one- or two-point additions or subtractions to difficulties of frenzy rolls, Virtue rolls, rolls to resist Presence powers, etc.
Successes Result
1 success One turn
2 successes One hour
3 successes One night
4 successes One week
5 successes One month
6+ successes Three months

Dementation: OO (The Haunting)

Description:
The vampire manipulates the sensory centers of his victim's brain, flooding the victim's senses with visions, sounds, scents, or feelings that aren't really there. The images, regardless of the sense to which they appeal, are only fleeting "glimpses," barely perceptible to the victim. The vampire using Dementation cannot control what the victim perceives, but may choose which sense is affected. The "haunting" effects occur mainly when the victim is alone, and mostly at night. They may take the form of the subject's repressed fears, guilty memories, or anything else that the Storyteller finds dramatically appropriate. The effects are never pleasant or unobtrusive, however. The Storyteller should let her imagination run wild when describing these sensory impressions; the victim may well feel as if she is going mad, or as if the world is.

System:
After the vampire speaks to the victim, the player spends a blood point and rolls Manipulation + Subterfuge (difficulty of his victim's Perception + Self-Control/Instinct). The number of successes determines the length of the sensory "visitations." The precise effects are up to the Storyteller, though particularly eerie or harrowing apparitions can certainly reduce dice pools for a turn or two after the manifestation.

Successes Result
1 success One night
2 successes Two nights
3 successes One week
4 successes One month
5 successes Three months
6+ successes One year

Dementation: OOO (Eyes of Chaos)

Description:
This peculiar power allows the vampire to take advantage of the fleeting clarity hidden in insanity. She may scrutinize the "patterns" of a person's soul, the convolutions of a vampire's inner nature, or even random events in nature itself. The Kindred with this power can discern the most well-hidden psychoses, or gain insight into a person's true self. Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhad, or the patterns of fate.

System:
This power allows a vampire to determine a person's true Nature, among other things. The vampire concentrates for a turn, then her player rolls Perception + Occult. The difficulty depends on the intricacy of the pattern. Discerning the Nature of a stranger would be difficulty 9, a casual acquaintance would be an 8, and an established ally a 6. The vampire could also read the message locked in a coded missive (difficulty 7), or even see the doings of an invisible hand in such events as the pattern of falling leaves (difficulty 6). Almost anything might contain some hidden insight, no matter how trivial or meaningless. The patterns are present in most things, but are often so intricate they can keep a vampire spellbound for hours while she tries to understand their message.
This is a potent power, subject to adjudication. Secrets revealed via Eyes of Chaos are never simple facts; they're tantalizing symbols adrift in a sea of madness.

Obfuscate: O (Cloak of Shadows)

Description:
At this level, the vampire must rely on nearby shadows and cover to assist in hiding his presence. He steps into an out-of-the-way, shadowed place and eases himself from normal sight. The vampire remains unnoticed as long as he stays silent, still, under some degree of cover (such as a curtain, bush, door frame, lamppost, or alley), and out of direct lighting. The immortal's concealment vanishes if he moves, attacks, or falls under direct light. Furthermore, the vampire's deception cannot stand up to concentrated observation without fading.

System:
No roll is required as long as the character fulfills the criteria described above. So long as he remains quiet and motionless, virtually no one but another Kindred with a high enough Auspex rating will see him.

Obfuscate: OO (Unseen Presence)

Description:
With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and people automatically avert their gazes as he passes by. Others move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself. Since the vampire fully retains his physical substance, he must be careful to avoid contact with anything that may disclose his presence (knocking over a vase, bumping into someone). Even a whispered word or the scuffing of a shoe against the floor can be enough to disrupt the power.

System:
No roll is necessary to use this power unless the character speaks, attacks, or otherwise draws attention to himself. The Storyteller should call for a Wits + Stealth roll under any circumstances that might cause the character to reveal himself. The difficulty of the roll depends on the situation; stepping on a squeaky floorboard might be a 5, while walking through a pool of water may require a 9. Other acts may require a certain number of successes; speaking quietly without giving away one's position, for instance, demands at least three successes. Upon success, the vampire, all her clothing, and objects that could fit into a pocket are concealed. Some things are beyond the power of Unseen Presence to conceal. Although the character is cloaked from view while he smashes through a window, yells out, or throws someone across the room, the vampire becomes visible to all in the aftermath. Bystanders snap out of the subtle fugue in which Obfuscate put them. Worse still, each viewer can make a Wits + Awareness roll (difficulty 7); if successful, the mental haze clears completely, so those individuals recall every move the character made up until then as if he had been visible the entire time.

Dominate: O (Command)

Description:
The vampire locks eyes with the subject and speaks a one-word command, which the subject must be obey instantly. The order must be clear and straightforward: run, agree, fall, yawn, jump, laugh, surrender, stop, scream, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective. The command may be included in a sentence, thereby concealing the power's use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander — or even the victim —may notice the emphasis. Still, unless she's conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action to bizarre coincidence.

System:
The player rolls Manipulation + Intimidation (difficulty equals the target's current Willpower points). More successes force the subject to act with greater vigor or for a longer duration (continue running for a number of turns, go off on a laughing jag, scream uncontrollably). Remember, too, that being commanded to against one's Nature confounds the use of this power. Beingtold to "sleep!" in a dangerous situation or "attack!" in police custody may not have the desired effect, or indeed, any effect at all.

Wraith
An enigmatic member of the vampiric cult of the Sword of Caine. Long ago in a different time and place, you had long nightly conversations with this creature about many of the more sophisticated topics of vampire kind. She wrote you a letter recently, saying that she will visit soon.

Riley McLoughlin
The man behind the Irish gangs in Philadelphia, Riley McLoughlin is most notable for his fiery hair and temperament. His fits of anger are so frequent and ferocious that some people suspect he is secretly a Brujah. He acts as the Primogen for Clan Gangrel in the city.

Minny
A Vampire in the body of a little girl, Minny is known to manipulate the less organized pockets of crime around the city, her erratic and often unpredictable behavior has brought her into conflict with many a vampire in the city. She has formed a strong rivalry with Riley McLoughlin, in the streets as well as in court where she sits as his equal as the Malkavian Primogen.
 
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[X] Stay Silent and continue with your plan to investigate the crime scene for now. (Unless things happen or you choose not to, you can follow this summon later. This action may anger the Malkavian Primogen)
 
Can we also know what specific Powers she have in each Discipline?
Auspex: Enhanced senses

Dementation: Malkavian seer abilities and madness infliction

Obfuscate: Vampiric invisibility. Does not work on electronics.

Dominate: Vampire mind control in the manner of overwhelming someone with Raw will. Not to be confused with presence which is more along the lines of vampire charm/fear hypnotism.
 
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Auspex: Enhanced senses

Dementation: Malkavian seer abilities and madness infliction

Obfuscate: Vampiric invisibility

Dominate: Vampire mind control in the manner of overwhelming someone with Raw will. Not to be confused with presence which is more along the lines of vampire charm/fear hypnotism.

Useful summary of the avaible Disciplines, but i was asking something more specific, like if she had Cloak of Shadows or Cloud Memory.
 
[x] Tell him to turn around and meet with the Malkavian Primogen. (Unless things happen or you later choose not to, you can investigate the crime scene later, although you might miss clues or events at the crime scene)

We have Investigation 5, perception and intelligence 4 in addition, our Auspex is 3. Considering all this, we are just Sherlock Holmes who suddenly learned to sharpen all senses to the limit, can read other people's auras and see through supernatural stealth.
Unless this case is connected to something extremely powerful that can erase traces well, then a little delay will not be able to stop us.
 
Oooh a child vampire? Correct me if I'm wrong but isnt embracing a child considered ti be taboo or something amkng kindred?? This is going to be even more interesting!
 
Thoughts on the sheet
  • Attributes go Mental>Social>Physical, don't get in a fight if you can help it. Also we need more DEX, granted everyone in this system needs more DEX other than the people who already have it at 5 (and maybe even them with some magic) because it is the god stat, but we especially need more DEX since the only way Alice if ever winning a fight is to win initiative with her high wits and then shoot the other guy in the face
  • Highest discipline is Auspex, you were not kidding when you said she is built to be a detective first and foremost @Soup
  • Willpower 7, that is actually quite good, not just in terms of rolling it against mental attacks and general strain, but also spending it to get successes when we need it
  • Thank God... or I guess the Dark Father Caine for Obfuscate and specifically unseen presence
  • Relatively high occult means we can handle supernatural side mysteries as easily is not more so than mundane ones
Actually speaking of that last bit @Soup how is this world for other supernaturals, is the city filled with Lupines who think we have something do do with some weird dragon spirit-thing? Are there mortal willworkers mucking about with their hubris-powered magic?
 
Oooh a child vampire? Correct me if I'm wrong but isnt embracing a child considered ti be taboo or something amkng kindred?? This is going to be even more interesting!

Well, it's certainly not looked favorably upon.

Thoughts on the sheet
  • Attributes go Mental>Social>Physical, don't get in a fight if you can help it. Also we need more DEX, granted everyone in this system needs more DEX other than the people who already have it at 5 (and maybe even them with some magic) because it is the god stat, but we especially need more DEX since the only way Alice if ever winning a fight is to win initiative with her high wits and then shoot the other guy in the face
  • Highest discipline is Auspex, you were not kidding when you said she is built to be a detective first and foremost @Soup
  • Willpower 7, that is actually quite good, not just in terms of rolling it against mental attacks and general strain, but also spending it to get successes when we need it
  • Thank God... or I guess the Dark Father Caine for Obfuscate and specifically unseen presence
  • Relatively high occult means we can handle supernatural side mysteries as easily is not more so than mundane ones
Actually speaking of that last bit @Soup how is this world for other supernaturals, is the city filled with Lupines who think we have something do do with some weird dragon spirit-thing? Are there mortal willworkers mucking about with their hubris-powered magic?

Yeah, Alicia knows how to do her job pretty fucking well. She is still around for a reason.

As to other supernatural stuff, some of it is certainly around. The question is if you will encounter it or not. Three occult means that Alicia does know about werewolves and not to fuck with them if possible. She knows some other stuff as well, but that will come up when it comes up, same with the Relations. She knows a lot more people than those 3, but I have not mentioned any of them so far, so they are not in the relations folder yet. I may change some things about the other splats if they come up as well, I find that the lores and mechanics of the different games not always fit together very well. Especially in the case of Mage and sometimes Wraith.
 
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Well, it's certainly not looked favorably upon.



Yeah, Alicia knows how to do her job pretty fucking well. She is still around for a reason.

As to other supernatural stuff, some of it is certainly around. The question is if you will encounter it or not. Three occult means that Alicia does know about werewolves and not to fuck with them if possible. She knows some other stuff as well, but that will come up when it comes up, same with the Relations. She knows a lot more people than those 3, but I have not mentioned any of them so far, so they are not in the relations folder yet. I may change some things about the other splats if they come up as well, I find that the lores and mechanics of the different games not always fit together very well. Especially in the case of Mage and sometimes Wraith.

Cool. Being high Auspex does mean we are more likely to stumble into their stuff, we could for instance glance at a seeming mortal with a too-dynamic aura, or try to handle some kind of weird talisman and notice there is a spirit in it, but also as a detective, as in someone who makes money doing it we may get clients looking into our services from odd parts lets say. Not a lot of werewolve maybe...

Wait a second I just realized something. What is Alice's humanity (I am assuming she is using the default path since the inside of her head is pretty human still)? I just thought about it since the werewolf Gift Sense Wyrm pings most vampires as tainted, but not those with humanity 7+.
 
Cool. Being high Auspex does mean we are more likely to stumble into their stuff, we could for instance glance at a seeming mortal with a too-dynamic aura, or try to handle some kind of weird talisman and notice there is a spirit in it, but also as a detective, as in someone who makes money doing it we may get clients looking into our services from odd parts lets say. Not a lot of werewolve maybe...

Wait a second I just realized something. What is Alice's humanity (I am assuming she is using the default path since the inside of her head is pretty human still)? I just thought about it since the werewolf Gift Sense Wyrm pings most vampires as tainted, but not those with humanity 7+.

I am not certain I want to use the Humanity system in this quest, but yes Alicia would be on the path of humanity, probably around 6 or so. In fact I may remove some other mechanics as well for simplicity's sake. I also won't roll for everything if I deem it unnecessary, like with the Auspex rolls in the first chapter.

Additionally, as Malkavian was chosen I am toying with the idea of changing the quests format so that the voters are the voices in Alicia's head, representing the Madness Network, telling her things that she has no right of knowing. There are a lot of things that would have to be regulated if I do it and I may just find it too much of a hassle, or not too my tastes, but it would certainly be an interesting idea. I think I would like to hear some opinions on it if you guys have some.
 
Turning our messages into madness networks is a curious idea, but as far as I understand, useful information is often hidden in the madness network, which we do not have, except perhaps general information about the world. But it is unlikely to benefit the quest if Alice, for example, learns about Technocracy, fairies and everything else that she will never encounter.
 
I am not certain I want to use the Humanity system in this quest, but yes Alicia would be on the path of humanity, probably around 6 or so. In fact I may remove some other mechanics as well for simplicity's sake. I also won't roll for everything if I deem it unnecessary, like with the Auspex rolls in the first chapter.

Additionally, as Malkavian was chosen I am toying with the idea of changing the quests format so that the voters are the voices in Alicia's head, representing the Madness Network, telling her things that she has no right of knowing. There are a lot of things that would have to be regulated if I do it and I may just find it too much of a hassle, or not too my tastes, but it would certainly be an interesting idea. I think I would like to hear some opinions on it if you guys have some.

So slightly less humane than the baseline of 7, but still more or less plays like a human with fangs, a thirst for blood and cool magic powers.

Turning our messages into madness networks is a curious idea, but as far as I understand, useful information is often hidden in the madness network, which we do not have, except perhaps general information about the world. But it is unlikely to benefit the quest if Alice, for example, learns about Technocracy, fairies and everything else that she will never encounter.

I mean we can basically bust out the source books and tell her what the True Black Hand is and who is in it, but I do not think that would be a safe thing for Alice to know. :V
 
Turning our messages into madness networks is a curious idea, but as far as I understand, useful information is often hidden in the madness network, which we do not have, except perhaps general information about the world. But it is unlikely to benefit the quest if Alice, for example, learns about Technocracy, fairies and everything else that she will never encounter.
Invest in apple Alice.
I mean we can basically bust out the source books and tell her what the True Black Hand is and who is in it, but I do not think that would be a safe thing for Alice to know.
I will try to rp a voice rping as Malkavian, with as many vampire stereotypes as I can find.
 
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[x] Tell him to turn around and meet with the Malkavian Primogen. (Unless things happen or you later choose not to, you can investigate the crime scene later, although you might miss clues or events at the crime scene)
 
I'd like to be Beckett friend, even if the bastard is actually a combat efficient build and 7th gen. Or maybe even 'because'. He's also autarkis.


In fact, this character is sort of like discount 3rd rate Beckett focused on vamp criming instead of historical vamp criming (95% of what vampires do is crime).

Then again, Beckett usually hangs around pretty dangerous people like Lucita de Aragon and assorted even more unpleasant enemies, so maybe it's not the best idea to be a acquaintance\resource sheet dot of a 7th gen vampire, even if he's not a total dirtbag sociopath like elder vampires usually are.
 
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I mean we can basically bust out the source books and tell her what the True Black Hand is and who is in it, but I do not think that would be a safe thing for Alice to know. :V

She is a Malkavian, nobody would take seriously what she says.

Have you seen the videogame of Vampire the Masquerade? If you play Malkavian, your character already knows the entire plot of the game. They are just too deranged to do something with that knowledge.

The Malkavian its also the only character who recognizes Caine when you meet him in the game, everyone else thinks he is a normal Vampire. Of course the Malkavian its too absolutely terrified by Caine to do much at the moment.
 
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[X] Tell him to turn around and meet with the Malkavian Primogen. (Unless things happen or you later choose not to, you can investigate the crime scene later, although you might miss clues or events at the crime scene)
 
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