Lydia Maples, esq.

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Lydia Millicent Jean-Marie Maples, esq.

Concept: Ethical Bloodsucking Lawyer

Aspirations

Short-Term Aspiration:

Short-Term Aspiration:

Long-Term Aspiration:

The Curse

Entanglement: 1

Curse Dice: 5

Damnation

The Hungry must feed upon other people to sustain herself. Whenever she holds 0 curse dice, she feels the damned hunger overcome her and must consume the sustenance dictated by her Family within this scene. The character cannot cast spells and cannot regain curse dice in any way other than by resolving her Damnation. If she fails to feed in the scene where she bled her last curse die, she gains the Deprived status effect, taking 1 injury each time the Deprived Complication isn’t bought off. At this point, hunger is the only thing that drives her, and she must feed in the next scene or is Taken Out.

Resolution: She must feed as per her Major Path hunger (see below). Upon doing so, she gains 1 curse die. If feeding makes things inconvenient for the Hungry’s crew, she gains 1 Momentum as well.

House Báthory hunger to bathe in human blood. The Báthorite need not climb into a bath for this process but must have most of their body (clothed or unclothed) coated in fresh, unspoiled human blood, which is soaked into the Hungry at the end of the scene. Victims suffer the Bleeding status effect.

Báthorites make their action using a melee attack action against the target’s Defense or Integrity + half the feeding Hungry’s Entanglement (rounded up) and gain access to the following Trick: Bloodletting (1 hit): The Báthorite removes one negative status effect or heals a one injury.

Inheritance

Description

Torments

Accursed Torment

Personal Torment

Spells

Spell Cost Attunements Effect Advances

Lineage/Family Special Traits

Blood Thirst:

  • Minimum 1/session
  • No roll if willing vessel
  • Close Combat + Might OR Persuasion + Manipulation vs Defense OR Integrity + (Half Entanglement)
  • Drink Blood (1 hit): The Hungry consumes blood from their victim and gives them the Drained status effect.
  • Failing to feed 1/session loses (Entanglement) Curse dice

Nocturnal Predator:

  • +1 enhancement to all influence rolls between Dusk and Dawn
  • Suffer Exposure (+1 cost to buy off all complications) during the day
  • Suffer Minor Complication to all actions in sunlight, suffering 1 injury if not bought off

Undead Strength:

  • Bleed 1 curse die to take 1 benefit and 1 bane for rest of the scene
  • Benefits:
    • Gain +1 Enhancement that stacks to Physical Attribute actions.
    • Gain +1 Enhancement that stacks to Mental Attribute actions.
    • Gain +1 Enhancement that stacks to Social Attribute actions.
    • Regenerate 1 injury at the beginning of each round (unless that injury stemmed from a bane or the Deprived status effect).
  • Bane is something that, when within short range, causes a Moderate Complication causing 1 injury & status effect if not bought off. List on p. 69.

Secret Spell: Predator's Roar

Attributes

Intellect: 2

Cunning: 2

Resolve: 3

Might: 3

Dexterity: 2

Stamina: 3

Presence: 4

Manipulation: 3

Composure: 4


Skills

Artistry: 1

Athletics: 1

Close Combat: 4

Culture: 2

Empathy: 2

Enigmas: 1

Esoterica: 0

Larceny: 0

Leadership: 1

Medicine: 0

Persuasion: 4

Pilot: 0

Ranged Combat: 0

Science: 0

Survival: 0

Technology: 0

Other Traits

Edges

Edge

Contacts

Contact - 0 notes

Bonds

Bond - 0 notes

Gear

Item tags

Paths

Hungry

Path Skills: Close Combat, Empathy, Persuasion (+1 each)

Path Attributes: Physical 3, Social 1 (Might +2, Stamina +1, Presence +1)

House Báthory

Path Skills: Artistry, Close Combat, Persuasion (Artistry +1, Close Combat +3, Persuasion +2)

Path Attributes: 4 Mental, 2 Physical, 4 Social (Dexterity +1, Stamina +1, Presence +2, Manipulation +1, Composure +1, Intellect +1, Cunning +1, Resolve +2)

Role

Path Skills: Culture, Empathy, Persuasion (+1 each)

Path Attributes: mental 1, social 3 (cunning +1, manipulation +1, Composure +2)

Extra Skills: Athletics +1, Culture +1, Leadership +1, Enigmas +1

Backstory

stuff