Lydia Maples, esq.

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Lydia Millicent Jean-Marie Maples, esq.

Concept: Ethical Bloodsucking Lawyer

Aspirations

Short-Term Aspiration: Feed off an enemy in battle

Short-Term Aspiration: Make an Objection

Long-Term Aspiration:

The Curse

Entanglement: 1

Curse Dice: 1/5

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

When you are suffering from any status effect, you gain a new resolution condition that you can engage in to remove it.

After you cover your face and hands in blood, the status effect resolves. You can resolve one status effect this way once per session. The blood must cover your face and hands, but it can be rubbed, sprayed, daubed, or dipped to achieve the effect.

Bleeding 1 curse die, you can perform this action a further time in the same session, but upon a character other than yourself.

Torments

Accursed Torment Take What’s Mine: The Hungry rule by birthright. They’re eternal nobility, one and all. A character with this torment recognizes that everything is hers. When she succumbs, there’s no item, good, or service that she believes she cannot have. She demands the attention and service of others and takes anything she should own. It’s not stealing, it’s claiming one’s royal due. (The authorities may feel differently.)

Personal Torment Allow no act of humiliation or bullying to go unanswered.

Spells

Spell Cost Attunements Effect Advances
Life Bridge Bleed 1 Liminal, Physical Activate this spell and make a melee attack with double 9s. You may choose to use Medicine in place of Close Combat on this attack. Gain access to the following Trick.
Siphon (1 hit): You drain your target’s life force, using it to bolster your own. Heal a number of injuries equal to the total injuries you deal with your attack.
Blood Offering Hold 2 Elemental, Magical, Shared (Reeves) Activate this spell as a simple action that cannot be part of a mixed action. Suffer one injury and gain the Inspired status effect for an action you dictate for yourself. The Enhancement from this instance of Inspired stacks.
Dread Aura Bleed 1 Emotional, Ruin Create an area of authority that fills the Area. Anyone attempting to take actions that disobey a direct order or acts against your expressly stated wishes suffers Moderate Complication on their action. If they fail to buy it off, they gain the Immobilized status effect.

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: 3

Resolve: 3

Might: 3

Dexterity: 2

Stamina: 3

Presence: 4

Manipulation: 3

Composure: 4


Skills

Artistry (F): 1

Athletics: 1

Close Combat (L,F): 4

Culture (R): 2

Empathy (L,R): 2

Enigmas: 1

Esoterica: 0

Larceny: 0

Leadership: 1

Medicine: 0

Persuasion(L,F,R): 4

Pilot: 0

Ranged Combat: 0

Science: 0

Survival: 0

Technology: 0

Other Traits

Defense 1

Integrity 1

Injuries

Armor ---

Bloodied OO

Wounded OO

Maimed OO

Near Death O

Taken Out O

Edges

Fame 1: Your celebrity is local (confined to your town or city) or it’s a small following on the internet or in a niche hobby. Everyone in those circles knows you. Gain +1 Enhancement to Influence actions while engaging with people who know who you are. Beyond that, your fame does not apply.

Resources 1: you have a generous disposable income. Whenever you leverage your resources for a relevant influence action gain +1 Enhancement that stacks.

Unusually Secure Headquarters 1: This secure place is protected from invasions or discovery by the group’s enemies and is always a haven to which they can retreat. If one of the squad members requires special needs (such as no exposure to sunlight, or fresh grave earth to sleep in), the secure headquarters provides such a thing. It is always a safe place to store items, or to keep vulnerable Storyguide characters away from harm.

Heirloom 1: Silver Saber (Enhancement +2, Piercing, Wounding) This Heirloom is a Model 1860 Light Cavalry Saber (US army standard issue in the Civil War) modified with inlays of ritually purified silver and imbued with the magic of curses. The power of the silver protects the user from 'the depredations of monsters'. While wielding the Silver Saber, apply its Enhancement that stacks to defense actions against non-human enemies — including other Accursed.

  • Lydia is thoroughly aware of its accursed history. Major Hiram Maples first wielded it against the slavers' rebellion, serving with distinction in the US cavalry. But later, as the cavalry took the lead in the genocidal 'Indian Wars', he became a specialized 'monster hunter', seeking out those with mystical knowledge and paying handsomely to enchant his equipment against the 'monstrous' Accursed desperately defending their people. She seeks to reclaim it for a better purpose.
  • based on silver dagger, but a cavalry saber (scimitar stats)

The Quick and the Dead: When you make mixed actions with Close Combat, you always use the higher pool rather than the lower.

Contacts

Lilith Desjardins - 2 mentor, informant (Family) Lilith is Lydia's progenitor; while many in House Báthory use 'Mother/Father' they both find that particular sort of closeness awkward. It's not that they're estranged, their relationship is just too professional. While her own ventures are above-board (mostly), she gets a lot of useful and interesting gossip from underworld (literally and figuratively) connections.

Alec Bartholomew Charles Morganstern-Brown, esq. - 1 influential (Role) Alec was Lydia's mentor at her first firm, the white-shoe Elicott, Chatham & Greene. While the only way her hiring could have been more nepotism-driven was if she was actually related to a Partner instead of 'just' a Harvard legacy with a 'quality' background, she did impress him with her argumentation (if not legal scholarship, so much). They maintain cordial ties, even if he thinks her current employer is a bit bleeding-heart.

Dr. Waite - 2 Archive, Supernatural (Lineage) A performatively mysterious and reclusive Ascetic known tongue-in-cheekly as the Hermit of Bell Hill. If it's not in his library, he probably knows who to ask or kill for it. Which, conveniently, is also what he tends to ask for in exchange for his help.

Bonds

Bond - 0 notes

Gear

Saber +2, piercing, wounding

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