Backstory

In a Past Life, Lazenca was a former Jedi Master. But now he is... Sith.

Old Lazenca
Born on the Miraluka homeworld Alpheridies, Lazenca in his past life became an orphan after a war skirmish between the Republic and the Empire tore his family apart. He was separated from his Twin Soul twin sister and became a war refugee at a very young age. However, he wasn't alone for long as a Jedi Master recognized his potential and adopted him. The Wookie Jedi Master Arkull adopted and raised him from that young age.

Eventually, this Lazenca became a Jedi Padawan and then a Jedi Knight and then a Jedi Master by his late 20s. Unfortunately... he left the Jedi Order after a difference of political opinions and decisions. When he left, the Great War hadn't fully taken off yet and he had also left the planet of Coruscant. Old Lazenca had returned to the Miraluka homeworld and joined the Caon Monestary in pursuit of aescetic study on the Force. The Monestary itself worshipped the Force as a greater entity and it peaked his interest on the Balance of the Force.

But one day... Old Lazenca died... murdered in fact... and then was reborn as...

Lazenca Tain of the Sith Empire.


Sessions

PRE-GAME

Pre-established Lore and expanded Backstory details

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SESSION LOG

Session notes, play by play, and extra details in between time skips

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EXPERIENCE

Receipts for Experience expenditure

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Character Sheet

CHARACTER PROFILE

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Scientist
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Chameleon
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Nature
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Nature
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Nature
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Permanent:
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Temporary:
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ATTRIBUTES & ABILITIES

Total List of Attributes and Abilities of Lazenca Tain

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CURRENT POWER SET

Current Power Set of Force Powers and Sith Sorcery

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ALL MERITS & FLAWS

Total List of Merits and Flaws

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ALL BACKGROUNDS

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Advantages

MIDI-CHLORIANS

The Force Balance

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PUREBLOOD

Personal line of Lazenca Tain

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DOMAIN

The Lakeside Palace, the Domain of Lazenca and Co. Funded by Darth Baku aka Father.

Located in the Jungle area

Lake Caon is the nearby water feature surrounded by the Lakeside Palace.

The Massassi Village and the adjacent Feast Hall for the local Massassi Sith.

The Solarium is one of the greenest parts of the Lakeside Palace and is handled by Avas Nim. It has curated flowers and multiple beds and space for Alchemy ingredients that can be grown.

The Mausoleum is the formal Death House that contains the Mourning slaves for Sgt. Candon Ret's ghost and the accumulating Ghost Legion.

The Massassi Village

  • Enten, the quiet and introspective one
  • Hashur, Tale Keeper and bard of the group
  • Lahar, Barbarian berserker
  • Anzu, inquisitive and bold

Common Inhabitants

  • Devor
  • Avas Nim

The Mausoleum

  • Sgt. Candon Ret
  • The Sword of King Adas
  • Clan Krech Ghosts
  • The Mourning Slaves (About 12)

Based on the Family Support Merit

Formal Social Parties

  • Guest Size: 10 to about 250 Guests
  • Catering: Seasonal Dish

Progression of Formal Social Party

  • Opening Reception
  • Socializing period with the Host; Salon
  • Drink tasting with the chosen drink of the Party
  • Proper Feast, usually with accompanying music
  • Dessert
  • Closing Socializing period, usually accompanied by a Spectacle Event

List of Spectacle Events

  • Concert
  • Dancing/Dancers
  • Fireworks
  • Lantern Release
  • Military Display
  • Saber Kata
  • Hunting around the Grounds
  • Pleasure Orgy
  • Gladiator Bout
  • Necromantic Séance

ALLIES

Formal Allies

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CONTACTS

Formal Contacts

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MENTOR

Formal Mentor

5 pts ●●●●●

The Hutt representative of the local Hutt Cartel. Teacher of Hutt Fundamentals & Cartel Council Member.
Objective: Just keep doing whatever this is


RETAINERS

Formal Retainers

Tale Keeper of his Massassi Tribe. He currently lives at the Lakeside Palace. Chipped in as a Slave citizen of the Empire for legal reasons.

  • Race: Massassi Warrior caste of the Sith

ATTRIBUTES

    Physical
  • Stength: 6
  • Dexterity: 4
  • Stamina: 8
  • Social
  • Charisma: 4
  • Manipulation: 3
  • Appearance: 3
  • Mental
  • Perception: 3
  • Intelligence: 3
  • Wits: 3

ABILITIES

    Talents
  • Alertness: 2
  • Athletics: 5
  • Brawl: 5
  • Expression: 3
  • Leadership: 1
  • Subterfuge: 1
  • Skills
  • Animal-Ken: 1
  • Firearms: 1
  • Melee: 4
  • Performance: 3
  • Stealth: 1
  • Survival: 3
  • Knowledges
  • Investigation: 1
  • Lore: 3
  • Medicine: 1


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RESOURCES

Personal Funds

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INFLUENCE

Power in different spheres of influence over Kaas City

3 pts ●●●

You are an established member of the underworld. Your name and activities is known to other criminals and you have a reputation that affords you respect and fear. At this level you could:

  • Arrange a killing
  • Exact tribute from lesser gangs
  • Have secure territory
  • Acquire rare black market items
  • Attain an audience with other leading gangsters

1 pt ●

One of the most important ways to make sure that certain stories don't get out. Connections among the media can make sure that eyes do not go to the wrong places, that stories disappear, or that certain details are left out of stories that are told. This influence can be used to alter or crush news stories, sway public opinions, or control the operations of local news stations. Contacts in Media can include DJs, editors, reporters, camera/mic operators, photographers, writers, and on-air personalities. You can do the following:

  • Learn about breaking stories early. Passive
  • Submit small articles such as editorials or minor investigations (within reason)

Sith TV Drama: Dueling Fate
Made for a Republic audience. Sith Academy drama turned into raunchy Sith College drama.

1 pt ●

Everyone, from the mafia boss to the corporate management, knows how powerful a union can be. While blue-collar workers are treated and often act like drones, grinding away their lives to make the lives of others more convenient, someone who can mobilize those workers wields a hefty power. Control over Industry Influence sways the actions of the unions, the creation and maintainence of work projects, the safety regulations of factories and the product of manufacturing concerns. Union workers, assembly workers, foremen, engineers, construction workers, manual laborers and all manner of blue-collar workers exist among these ranks. You can do the following:

  • Learn about industrial projects and movements Learn the important issue to the unions at this time. Minor

2 pts ●●
1 Company or Wolfpack

You have control over a Company or Wolfpack that of the Military sphere, made of Non-Force Sensitives.

The 121st Dromund Kaas Signal Company

  • Acquired through Cptn. Bela Zyn
  • Commander: Captain Raic Harlo
    a 31 year old relatively inexperienced but passionate Umbaran who is among the first Non-Human, Chiss, or Sith Purebloods to be commissioned as an officer in the Imperial Military.
  • Description: Auxiliary communication squad to complement an offensive or defensive military company
  • Main Objectives: Safety in communications

Alliances

ACADEMY STUDENTS

Relationships between students at Sith Academy and Lazenca

Acolyte Horus Tetra

  • Race: Human Male
  • Year: 5
    Former Padawan stolen from the Jedi Temple. A little paranoid shit and Autistic. He is a Master of Force Healing and will offer services in exchange of providing data and understanding of the Midi-chlorian experiment.

Acolyte Sed Rille

  • Race: Dathomiran Female
  • Year: 6
    Genial. Certified Witch, Master of Dathomiran Sorcery which acquires power through communing with the spirits. The caster acts as the Conduit for Force energies. Personally friendly exchange over tea time and Salon.
  • Potential rival for Darth Nyx's apprenticeship

Acolyte Sena Lair

  • Race: Human Female
  • Year: 6
    Very prim and proper in presentation and decorum. Impeccable Sith etiquette. Persona is both domineering yet innocent facing. A softness that can be easy to dismiss but deadly in mistake. She runs a puppy pound of lovers. Known Force Walker. She has asked for Force advice from Lazenca and might be afflicted with many Force Ghosts.
  • Potential rival for Darth Nyx's apprenticeship

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FORMAL SITH CONTRACTS

Formal agreements and negotiations set in paper between a formal witness under the law of the Empire

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NON-SITH CONTRACTS

Legally recognized under the law of the Sith Empire

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INFORMAL AGREEMENTS

Word of mouth Agreements between 2 respectable parties

Informal Agreement

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Current Equipment

SORCERY

Magical based items

Astral Projection for spying

  • Range: 100 miles
  • Roll: Meditation + Stamina

Skull of Sith Lord Chalish, adorned with a Black Diamond imbedded in the forehead. The staff is a collapsible haft with a spinal design, for ease of travel and use as a Sorcery focus. There is also an optional cane mode.

System
This weapon serves as a weighted quarter staff when used as a Melee weapon dealing 1 + Strength + Successes rolled Lethal damage upon hit. Additionally while using this staff, when doing 3 or more damage to a target makes, the target must roll Stamina difficulty 8. If they fail then they are afflicted with a Necrotic Plague until cured. This weapon also serves as a Sorcery focus adding 3 dice to all Necromancy or Sorcery rolls.

  • Amplifier: 3 extra dice to all Necromancy and Sorcery rolls
  • Damage: Strenght + 1; Lethal for the Living, Aggravated for Ghost, Spirits, Undead
  • Concealment: Not Hideable unless Skull
  • Rate: 1

Necrotic Plague
2 Aggravated damage per 24 hrs until cured; If the living target dies from the plague inflicted, the now dead target becomes an Undead Zombie under the caster's control.

A gauntlet forged and used by the ancient Sith Necromancers out of a black metal whose origin is known to none save their makers and set with a great red gemstone. When wearing them, the wearer will find the gauntlet icy cold and almost uncomfortable to wear but the power makes this discomfort worth it. These items are considered rare nowadays as the method of their forging was lost in the chaos of the Great Hyperspace War. While wearing this gauntlet, the wielder is capable of channeling the sheer power of death to control the dead temporarily.

System
The wielder may expend 1 Force point to activate this gauntlet while in the presence of a force ghost. When doing so the caster and the force ghost make a contested Willpower difficulty 7 roll. If successful then the caster gains dominance over the ghost for a scene forcing them to do as the caster commands. Additionally the caster may now draw upon the Force Ghost and for each success rolled they may choose on their turn to add those dice onto a Force Power roll.

Note, once this power fades ,the Sith is advised to either have fully bound the ghost with necromancy or run far and run fast as the ghost will most likely be upset.


ARMOR

Defensive coverings and items

Armor Rating
Protective Weave Gear

  • Soak: 1
  • Mods: 1
  • Deflector Rating: N/a
  • Minimum Strength Requirement: N/a
  • Dexterity Penalty: N/a
  • Price: 500 Credits

Decorative armor with Gord's iconography

Armor Mod
Allows the player to survive in hostile environments with extreme temperatures and imposes a +2 difficulty for enemies rolling damage from fire/heat or cold/cyro effects.

  • Slot: Chest
  • Price: 1,000 Credits
  • Rarity: Rare

Currently equipped

Rare and expensive, Personal Shields are an uncommon sight in the galaxy. Most often they are used by elite military units or by the more echnologically forward Sith or Jedi.

How They Work
Shields work as a pool of automatically soaked damage. The size of this pool varies depending on the quality of Personal Shield, ranging usually from 2 in the most common variety to 12 at the rarest. When attacked, the amount of damage dealt is subtracted from the total of this pool until the shield is broken. Once broken, the wearer must spend a full turn doing nothing and must receive no damage in that time to recharge the shield by half. To fully recharge the shield the wearer must spend an additional turn doing nothing and taking no damage. If damage overruns the pool, then the wearer soaks as normal.

Currently equipped


WEAPONS

Blasters and Melee Weapons

Standard Vibro-sword. Wielded by Hashur

  • Rate: 1
  • Damage: Strength + 2 Aggravated
  • Concealment: Jacket
  • Range: Self
  • Minimum Strength Requirement: 4
  • Price: 3,500 Credits
Sword of King Adas

Once wielded by the legendary King Adas of the Sith, this blade was held traditionally in his right hand as an offhand weapon alongside his more famous axe. The blade and axe were passed down at first as a pair to powerful Sith Lords throughout the centuries as a mark of status and power, but they were eventually separated through the change of hands, being wielded by different successive Sith. The sword was eventually lost by a Lord during the Great Hyperspace War and the axe sealed away in King Adas' tomb.

These blades are invulnerable to most kinds of damage to the blade itself. When swung, if the attack succeeds, the blade can cut through most materials save a few that are resistant. Much like lightsabers, these swords can be used to reflect blaster bolts with a Reaction roll of Dexterity + Melee difficulty 7.

This iteration of the sword is a very close replica of the real deal. Currently owned by Lazenca.

System
This sword works normally as a Sith Sword when it comes to combat and fighting mechanics. Additionally with this blade, the wielder can spend a Willpower point to roll their Manipulation + Leadership at the difficulty of a target's Willpower. If successful then the wielder of the blade can dominate a target's mind, turning them into a thrall for a scene who follows the wielder's orders. Only one such target may be affected at a time.

  • Rate: 1
  • Damage: Strength + 5 Aggravated
  • Concealment: Trench
  • Range: Self
  • Minimum Strength Requirement: 4
  • Price: N/a

Lightsaber
The case body is a Jedi styled Silver with Gold filigree in the shape of vines and leaves. The curved handle is twisted like a knotted tree and with Wroshyr tree accents. The original color of the kyber crystal was Reddish Orange. The kyber crystal is currently a bright Scarlet Red.

System
All Melee Reactions against the wielder are at +1 difficulty due to the offset blade. If the wielder does not possess training to use this kind of blade, the difficulty to wield is at +1 difficulty.

  • Rate: 1
  • Damage: Strength + 5 Aggravated
  • Concealment: Pocket
  • Range: Self
  • Minimum Strength Requirement: 1
  • Price: N/a

Lightsaber
The case body is completely Black with Sith motifs. The curved handle is sleek and modern. The kyber crystal is the same as its original set, Jade Green.

System
All Melee Reactions against the wielder are at +1 difficulty due to the offset blade. If the wielder does not possess training to use this kind of blade, the difficulty to wield is at +1 difficulty.

  • Rate: 1
  • Damage: Strength + 5 Aggravated
  • Concealment: Pocket
  • Range: Self
  • Minimum Strength Requirement: 1
  • Price: N/a

How Lightsabers Works
Lightsabers deal Aggravated damage at a rate of 5 + Strength damage. This damage cannot be soaked by most conventional armors. The only methods of soaking lightsaber damage:

  • Beskar armor
  • Crucitern
  • Cortosis armor
  • Force enhanced armor
  • Personal shields

All of these methods are considered quite rare in the galaxy and thus aren't often run into save Cruicitern by other Force Sensitives.

Blast Deflection
Lightsabers are well known for their ability to block most standard blaster rounds. When attacked with a blaster, the wielder of a lightsaber may take a reaction to block such a blast with Dexterity + Melee difficulty 6. If successful then blast is deflected, if 3 successes or more are gained on this roll then the blast may be directed back at any target in front of the lightsaber wielder.

Note: slug throwers are unable to be redirected.

Non-Force Sensitives
Anyone, including Non-Force Sensitives can in theory utilize lightsabers. However, without the natural low level precognition held by Force Sensitives, the gyroscopic effect of the plasma blade makes them unwieldy. This detail increases the difficulties to wield a lightsaber by +3 for Non-Force Sensitives to a maximum of difficulty 10.


UTILITY

Utility based items

Standard
Heals 2 Levels of Bashing and/or Lethal damage

Advanced
Heals 2 Levels of Aggravated damage

Varying Level Effects

  • Minor Effect
    Heals 2 Lethal or Bashing health levels of damage
  • Moderate Effect
    Heals 4 Lethal or Bashing health levels of damage or 2 Aggravated health levels
  • Major Effect
    Heals all health levels of damage

Ingredients

  • Minor Ingredients
    Fresh Blood
    Crushed Obsidian
    Ground Tree Roots
  • Moderate Ingredients
    Fresh Blood
    Crushed Obsidian
    Ground Tree Roots
    Tears from a Pregnant Woman, Freely Given
  • Major Ingredients
    Fresh Blood
    Crushed Obsidian
    Ground Tree Roots
    Tears from a Pregnant Woman, Freely Given
    Phrik dust Blessed under Moonlight

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IMPLANTS

Technological implants surgically inserted

  • Basic Translator Implant
  • Contraceptive Implant
  • STD Prevention Implant

This heart is made from a synthetic fiber tissue that is stronger and more durable than standard heart tissue allowing for more durability and increased threshold for BPM. The heart is about a third smaller than a standard heart and sits to the right of the primary heart in mirrored position linked to the body by synthetic arteries and capillaries. The power source is a long term fusion reactor placed at the base of the spine that needs refueling once every 1,000 years.

System:
So long as this chest implant is inside the body of the recipient and undamaged, it increases the permanent Stamina dots of the person by +2 (even if it goes above 5) and lowers all Endurance roll difficulties by -2. Additionally due to the increased cardiac strength and oxygen flow the lifespan of the recipient is increased by 150 years.


LOOT

Picked up during the Campaign

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WORKSHOP

Set underneath Lake Caon of the Lakeside Palace

Dark Academia study and research lab. Dark wood with intense moody colors of green, dark tones, and deep reds. Lots of black accents. The setting is a mixture of old fashioned architecture and magic with hidden tech tools. Workshop is adjacent to the Larder, Library, and Solarium. There are texidermy figures and case studies. Most modern convenience is hidden or minimized in order to play into the old fashioned aesthetic.

Workshop Study
Underwater Hall

Ingredients Available:

All Minor Potion ingredients

Fresh Blood

  • Keeps for 1 Month
  • Replenished by regular hunting

Obsidian

Sand Wyvern Parts
Session 4, Gifts from Judis

  • Bones
  • Scales
  • Teeth
  • Blood
  • Lungs
  • Liver
  • Bladder
  • Kidneys
  • Stomach
  • Intenstines
  • Heart
  • Adrenal Glands
  • Endocrine System
  • Lymph Nodes
  • Spinal Cord
  • Nerves
  • Spinal Fluid

2 Cryobombs

N/a


LIBRARY

Based at the Lakeside Palace

Session 1

  • Book of Sith Philosophy
  • Book of Sith History
  • Book of Rune Enchantments
    Contains many 1 dot Runes and a single 4 dot Rune

Session 1

  • Sorcery Book of Sithspawn
    Textbook for Sithspawn creation, including detailed diagrams, notes on their behavior & physiology, as well as a single page on the most coveted Sithspawn, a Dark Dragon.

Session 3.5

  • Musings on the Nature of Unnatural Souls
    Written by Grandmaster Pina, a Human who was an Ancient Jedi and a known reformer of his time. He is the big reason why the Jedi moved from Tython to Ossus, so that the latter can better serve as a repository of knowledge and for knowledge to more easily accessible. The text is exactly as it says on the cover about the study of soul phenomena.

Darth Momin
Contains a holographic imprint of the creator Necromantic Path of Momin and its surrounding philosophies based on Life and Death.

Pre-Game

  • Chalish
    Race: Sith Pureblood Male
    Parts: Skull
    Stationed on a personal pillow throne when not traveling with Lazenca

Session 1

  • Darth Vyrian
    Race: Sith Pureblood Male
    Parts: Skull, Mummified Skin, Skeletal Frame
    Preserved

  • Jedi Knight Brol, Temple Guardian
    Race: Zabrak Male
    Parts: Skull, Severed Hand with a personalized Ring
    Preserved

  • Darth Vyrian's Apprentice
    Race: Sith Pureblood Male
    Parts: Sith Bones, finely ground
    Given to Darth Jadus as a Gift.

Session 7

  • Jedi Knight Dalen Steppe, Warrior
    Race: Human Male
    Parts: Severed Arm, Severed Hand
    Preserved


DORM OFFICE

Based within the Senior Dormitories at Sith Academy, the Dormitory Office functions as a semi-private space for the Bantha Boiz and other associates to address Lazenca on Academic matters.

Function
Initially made for small-time operations within Academic bounds, including Drug synthesis and Health kits for students. Also acts an emergency clinic if asked for services.

Available Equipment

  • Kolto Tank
    Status: Full

  • Medical Droid
    Grade:

  • Medical Production & Surgical Table
    Grade: Mid-Tier

  • Drug Access
    Common unless specifically managed

Known Drug Recipes

  • Racing Stims
  • Custom Party Drug
  • Combat Stimulants
  • Vaccines
  • Vitamins

Doric
A Human slave that acts as the Butler and Personal Secretary of the Dorm Office. He is also the Head of the slaves in the dormitory trio.

Wylla
A Human slave whose job is to solely clean the dorm and sanitation of the Medical Suite.

Brontu
A Duros slave who is the main Technician for the Dorm Office. He manages the holoterminal, holocommunicator, speeders, etc.

Dorm Duties

  • Manage the Dorm Log Book
  • Keep the Dorm clean and sanitary
  • Manage the Medical Suite's materials and drug stock
  • Take messages from the Signal Link for any emergencies or crises

Current Slave Loyalty
High with Approval

Function
Low-tech Radio link into the respective Districts for Gang updates.

Maintained by the 121st Dromund Kaas Signal Company


HIDDEN

Contents hidden away for good reasons

Made of blacked Wroshyr Wood. Hidden in the garden of the Solarium at the Lakeside Palace

Items inside:

  • Baby's first Chewstick of Wroshyr Wood
    Old Lazenca's childhood chewstick from Arkull

  • Childhood Toy
    Faded and worn down from time, still smells familiar

  • Old Lazenca's Veil
    Faded Green Veil depicting the Waning Moon Phases of Ashla and Bogan from Tython, respectively 2 crescents of white and black

  • Golden Pendant of the Jedi Order
    The Jedi Code scribed on the back of the Pendant. Symbol for recognizing a Jedi Master of the Order

Merits & Flaws

PHYSICAL MERITS

3 pts •••

You put it down to your looks and charm, but the dark truth is you have a dangerous, and perhaps unconscious, level of control over your pheromones. Your sexiness and sensuality attracts lovers to you like moths to a flame. You are the irresistible center of attention at any gathering. All rolls where sexual attraction matters have the difficulty reduced by -3.

This Merit cannot be used to seduce someone lacking a baseline of sexual attraction to the character.

1 pt •

You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand.


SOCIAL MERITS

2 pts ••

Although you might not actually be innocent, you project an impression of purity. People trust you even if you're not trustworthy, and they're inclined to think of you as some sort of paragon. Naturally, this can be an almighty pain in the ass too. When you get in trouble, though (and you will), the authorities will almost certainly go easy on you, friends will aid you, and even strangers may come to your defense because you couldn't possibly be guilty of what you're accused of doing

2 pts ••

You inspire all around you to greater efforts. Whether by speaking, writing, or leading by example, you give anyone who works with you reason to go on and hope of success. You have a -2 difficulty on Social rolls, and you give any group effort +1 to its total dice pool.

1 pt •

Your family knows what you are and accepts your new life wholeheartedly. Perhaps your parents are Kinfolk and have prepared themselves for the potential that you might be a full Garou. However they need not be actual Kin (of the sort purchased through the Kinfolk Background); they may not understand what you've become, but still believe you are "special" or "gifted". While you can't assume they will risk themselves for you or your pack, you can rely on their moral support and understanding — and maybe a place to crash on occasion.

1 pt •

You have a face that reminds everyone of someone, to the point where strangers are inclined to be well inclined toward you because of it. The effect doesn't fade even if you explain the "mistake," leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved.

This Merit only functions on a first meeting.


MENTAL MERITS

2 pts ••

Huttese
Ancient Sith Language

2 pts ••

Whether due to a strong constitution, a frenetic nature, or even a hint of ancestral magic in your blood, you require significantly less sleep than the average person. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days won't make you more than a littlebleary eyed. You are not immune to sleep-causing supernatural effects, and you must still rest (no combat & no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods.

2 pts ••

Faced with adversity, you prevail. System-wise, this Merit reduces the difficulty of Willpower rolls by -2 when you struggle against apparently overwhelming odds.

1 pt •

System-wise, this Merit allows you to reduce the difficulties of math- & calculation-based rolls by -2. Simple calculations take no time at all, while sophisticated problems may demand a turn or more. Obviously, your character needs access to the proper data before she can work out calculations… and garbage in, garbage out, so make sure your data is accurate!

1 pt •

You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any circumstantial penalties that otherwise might affect their dice pools or difficulty ratings (e.g., nearby gunfire, overpowering aromas, or hanging upside down).


SUPERNATURAL MERITS

3 pts •••

You have a ghostly companion & guide. The identity & exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.

Chalish

1 pt •

You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price. Also, your difficulty is reduced by -2 for all rolls involving the spirits of the dead.


PHYSICAL FLAWS

None


SOCIAL FLAWS

1 pt •

A skeleton or two is hanging rather precariously in your closet. If (let's be honest - when) it slips out and clatters to the floor, your life will get even more difficult than it already is. Did you steal something precious that was in your trust? Or live on the streets for a while? Maybe you came from a family you would rather not discuss, were involved with something precious that was in your trust? Or live on the streets for a while? Maybe you came from a family you would rather not discuss, were involved with a criminal organization, Awakened into a rival faction, or had a child or lover you're trying to forget about. In any case, you'll be in trouble unless you manage to keep that dark secret hidden… a feat that, in a world where reading minds is damned near entry-level magick, can be difficult indeed.

The Emperor Vitiate's origins

2 pts ••

Most werewolves, unless they have Kinfolk parents, sacrifice their family ties after their First Change, in order to protect the Veil. Your parents, however, have not given up on you. They may hire pester radio & television stations to run public service ads, or dedicate websites & utilize social media to recruit the aid of the internet in order to try to find you. They may be ignorant of your new life, suspecting instead that you have run away, joined a cult, or been kidnapped. They may instead have ties to Pentex or other organizations with ulterior motives in locating you. Only homids may take this Flaw.


MENTAL FLAWS

2 pts ••

You find mysteries of any sort irresistible. Whether it's a closed drawer, a whispered conversation, or a mysterious light just beyond the trees, you have to know what is going on at all times. Anytime you are presented with the unknown, make a Willpower roll or else you must go investigate. The difficulty varies with the roll involved: 5 for simple things ("What is in that storage unit?") and up to 9 for intense circumstances ("I wonder what those fomori are planning. I'd better go listen in. What could possibly go wrong?")


SUPERNATURAL FLAWS

1 pt •

A pact or some other metaphysical occurrence has left you with what old-school witch-hunters consider a "devil's mark": a minor but noticeable deformation that remains insensate to pain and yet allows a creature to draw your Quintessence out through your body in physical form. Despite preconceptions, the origins of this mark might not have come from a pact with some infernal entity. That fact doesn't keep people - Sleepers and otherwise - from looking askance at you if and when this mark can be seen, especially since there's often something disconcerting about the way it appears - a third nipple, a red or black growth, a vaguely demonic face or sigil embedded in your flesh, and so forth.

System
Due to the constant siphon in the Force created by this mark the one so marked will find it much harder to immerse themselves in the Light. For every 2 Light Side points earned, the bearer of this mark will lose 1 Light Side point.

Mirialans, Sith Pureblood, and Dark Side aligned Zabrak cannot take this flaw.

2 pts ••

You display some of the weird phenomena associated with sorcery. Maybe the air quivers with strange vibrations, or music plays without a visible source, or shadows gather in your presence. It could be that Resonance has marked you in noticeable ways... or perhaps your own beliefs send out vibrations too strong to ignore. Some curse or blessing might have marked you for favor or damnation.

Mild echoes cause noticeable effects: animals shy away from you or follow you around; you send out vibes that a sensitive person can notice; you feel profoundly uncomfortable around energies, symbols, locations, or people who're opposed to your kind.