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Sigebert II

Court of Love? France Belgium? 

Sire: Phaedyme
Original Name: Sigebert II (Former King of Burgundy and Austrasia (Merovingian)) 

Truename: Rumplestiltskin

Current Identity: Lord Ambrose 

Clan: Ravnos (Weakness: Vindictive Rage, Oathbreakers)
Generation: 6th Gen

Nature: Trickster

Demeanor: Thrill Seeker

Apparent Age: 12 (Embraced 612) 250 years active

Attributes: 10/7/5

Physicals: Str 2, Dex 6, Sta 2  

Socials: Cha 2, Man 7(10bp), App 7  

Mentals: Per 3  ,Int 7, Wits 3

Abilities: 20/12/8 

Talents: Alertness 1, Athletics, Awareness 1, Brawl,  Empathy 3, Expression, Intimidation, Leadership, Legerdemain, Subterfuge 6(6bp), Hobby

Skills: Animal Ken 6(2bp), Archery , Commerce, Crafts 3, Etiquette 3, Melee 3, Performance 3, Ride , Stealth, Survival 3, Professional Skill- ,

Knowledges:

Academics 5, Demonology, Investigation, Law, Medicine, (Secondary-Body Craft 4), Occult 7 (1bp), Politics, Seneschal 2, Theology,  Expert Knowledge

Secondaries: Meditation 5(self control + meditation =7) (1 bp per) (5bp spent)

Virtues (7)  Conscience 4  / Self Control 4 / Courage 2 (Cost 4 freebie per)

Path= 8  (5 freebie per) On The Path of Chivalry Path of Chivalry | White Wolf Wiki | Fandom

Willpower:  10 (9 Permanent)   (8 bp)

Blood Pool: 30 /6 turn

Languages: French*, English, German, Plus others *2 int

Advantages:

Backgrounds (15): Age 3 ( +75 Freebie -3 Humanity 350 yrs), Elder Generation -4 (6th Gen), Resources 6, Domain 3 (City Block), Herd 3 (15), Retainers 1 (Belle, 5 dots in three abilities Commerce 1, Performance 1 , Empathy 3) (4 bp)

Disciplines (15):  Animalism 1, Chemistry 7, Fortitude 3, Vicissitude 6 (7xp, 28bp, Graft Life to life), Protean 1(7bp) 

Other Disciplines: Auspex 2(7xp), Thaumaturgy 7 (Path of Conjuring 5 Djinns Will*, movement of mind 3),  (35+4bp)

Combo:    

Craft Ephemera (Chemistry 5, Fort 3, 35 xp or 12 bp)  make an illusionary object functionally reall till morning

Combo Disciplines: wanted not yet acquired

Waking Dream (6xp) Needed Chemistry 1, Fort 1. Briefly treat illusion as real, once per game session. Cannot harm or help another

Eventide Strength (Chim 3, Fort 1 12xp or 4bp) uses of chemistry can survive 1 hour of sunlight

BP: 85 - 12(abilities) - 8 (Willpower) -35 (Disciplines) - 25 (merits) + 27(Flaws) -4 (2nd path thaum) = 

View RPoL: World of Darkness Forum - VtM: Every Merit/Flaw White Wolf has ever published by Nerwen

Merits | Saligia Wikia | Fandom

Merits(25): Holdings -1, Innate Magical Ability -5, Charmed Existence -5 (ignore first 1 on rolls), Jack of All Trades -5 (1 dot in all Skill and Know pools), Precocious -3 (occult), (Multilingual -2,  Natural Linguist -2 double int in languages), Critters -2 (Animals love and bring gifts and share info) 

Flaws (27): Child -3 (2 max str and stam +2 diff leading), Short -1, Prey Exclusion (Children) -1, Addiction- Ritual Purification -2, Potent Blood -3, Known Diabolist -5 (+3 vs social with elders), Enemy -4 (Assimites, the Ventrue? Fredegund would be one or the other),  Repelled by Crosses -3, Vengeance -2 (Spend willpower to ignore),  Haunted -3 (Spirit of Dead GrandMum)

Freebie pool 85 total   28 bp remaining

15 XP,  spent (15)

BP costs. Attribute 5, ability 2, abili specialty 1, discipline 7, background 1, Virtues 2, path 1, willpower 1

Experience Costs   bp conversion 3xp per bp

Trait Cost

New Ability 3

New Discipline 10

New Path (Necromancy or Thaumaturgy) 7

Attribute current rating x 4

Ability current rating x 2

Clan Discipline current rating x 5*

Other Discipline current rating x 7*

Secondary Path (Necromancy or Thaumaturgy) current rating x 4

Virtue current rating x 2**

Humanity or Path of Enlightenment current rating x 2

Willpower current rating

Holdings ( 1) You own a number of properties that have been in your possession for years.  These have all been modified to provide you with protection, numerous places to rest and emergency escape routes.  Although such holdings are often ancient castles, museums, and the like, they can also be specially prepared apartment complexes, mountain lodges, old churches, etc.  For every point taken in this Merit you have two such holdings, which can be almost anywhere in the world. (ELY)

Innate Magical Ability (5) You have some sort of magical ability that makes you unique. The ability is different from any normal vampiric power or Discipline. The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. The ability has an estimated power level similar to a Level Three Discipline. (PGS) (Set to: Equivalent to path of mercury 3. Teleport up to 500 yards for 1 blood)

FLAWS:

Short (1pt. Flaw)

You are well below average height — four and a half feet (1.5 meters) tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of an average human.

Prey Exclusion (1pt. Flaw) Children

Potent Blood (3) Your blood, for some reason, is very potent and Kindred will desire to drink it. They will not easily give up the chance to continue using you as a vitae source. They gain two blood points for every one drunk.

Flaws | Saligia Wikia | Fandom

Disciplines

• Ignis Fatuus

The vampire may conjure a minor, static mirage that confounds one sense. For instance, he may evoke a sulfurous stench, the appearance of stigmata, or the shatter of broken glass. Note that though tactile illusions can be felt, they have no real substance; an invisible  but tactile wall cannot confine anyone, and invisible razor-wire causes no real damage. Similarly, the vampire must know the characteristics of what he’s creating. While it’s easy enough to estimate what a knife wound might look like, falsifying a person’s voice or a photograph of a childhood home requires knowledge of the details.

System: The player spends a point of Willpower for the vampire to create this illusion. The volume of  smells, ambient lighting, smoke clouds, and the like are limited to roughly 20 cubic feet (half a cubic meter) per dot the vampire has in Chimerstry. The illusion lasts until the vampire leaves its vicinity (such as stepping out of the room) or until another person sees through it somehow. The Cainite may also end the illusion at any time with no effort. 

•• Fata Morgana

The Cainite can now create illusions that appeal to  all the senses, though they remain static. For example, the vampire could make a filthy cellar appear as an opulent ballroom, though she could not create a glittering chandelier or a score of graceful dancers. Again, the illusion has no solid presence, though it’s easy enough to fool an enraptured visitor with suggestions of what she might expect. A bucket of brackish water is as cool as chilled champagne, after all. 

System: The player spends a Willpower point and a blood point to create the illusion. These static images remain until dispelled, in much the same way that an Ignis Fatuus illusion does. 

••• Apparition

Not really a power unto itself, Apparition allows a vampire to give motion to an illusion created with Ignis Fatuus or Fata Morgana. Thus, the Cainite could create the illusion of a living being, running water,  fluttering drapes, or a roaring fire

System: The creator spends one blood point to make the illusion move in one significant way, or in any number of subtle ways. For example, the vampire could  create the illusion of a lurking mugger lurching at her victim, or she could create the illusion of a desolate street, down which a chill wind blows trash while a streetlamp flickers and hums. Taking complicated actions besides maintaining the illusion — that is, anything that would require a dice roll — first requires success on a Willpower roll, resulting in the dissolution of  the false construct if the roll fails.

Once the creator stops concentrating on the illusion,  it can continue in simple, repetitive motions – roughly speaking, anything that can be described in a simple sentence, such as a guard walking back and forth in front of a steel door. After that, the vampire cannot regain control over the illusion – she can either allow it to continue moving as ordered, or let it fade as described under Ignis Fatuus.

•••• Permanency

This power, also used in conjunction with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when the vampire cannot see it. In this way, Ravnos  often cloak their temporary havens in false trappings of luxury, or ward off trespassers with illusory guard dogs. 

System: The vampire need only spend a blood point, and the illusion becomes permanent until dissolved (including “programmed” illusions like those created by Apparition).

••••• Horrid Reality

Rather than create simple illusions, the vampire can now project hallucinations directly into a victim’s mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an imaginary noose can strangle him, and an illusory wall can block him. This power affects only one person at a time; though others can see the illusion, it doesn’t impact them in the same way. Other people can try to convince the victim that his terrors are not real, but he won’t believe them. Note that targets with enough dots in Auspex can still attempt to roll for Seeing the Unseen (p. 142).

System: A Horrid Realty illusion costs two Willpower points to set in motion and lasts for an entire  scene (though its effects may last longer; see below). If the vampire is trying to injure his victim, his player must roll Manipulation + Subterfuge (difficulty of the victim’s Perception + Self-Control/Instinct). Each success inflicts one health level of lethal damage on the victim that cannot be soaked — the Cainite assaults the victim’s mind and perceptions, not his body. If the player wishes to inflict less damage or change it to bashing, he may announce a maximum amount of damage before rolling the dice.

Secondary effects (such as frenzy rolls for illusory fire) may also occur. The victim heals all his damage instantaneously if he can be convinced that the damage he took was illusory, but convincing him may take some doing, such as with at least two successes on a Charisma + Empathy roll (difficulty equal to the Manipulation + Subterfuge of the Cainite using Horrid Reality). The target must 

be convinced of the attack’s illusory nature within 24 hours of its taking place, or it becomes too well established in his memory, and he will have to heal the damage using blood (if a vampire) or over time (if mortal).

This power cannot actually kill its victims (though a target with a heart condition may well die from fright). A victim “killed” by an illusory attack loses consciousness or enters torpor

••••• • Fatuus Mastery

A Ravnos with Fatuus Mastery has no restriction on how often she may use the first three levels (Ignis Fatuus, Fata Morgana, and Apparition) and can maintain or control illusions with minimal concentration or fatigue. Kindred who rely on the high cost of Chimerstry to limit a vampire’s ability to use illusions are in for a very rude surprise when they encounter a Cainite with this power.

System: Fatuus Mastery negates the Willpower and blood cost for using the first three levels of Chimerstry. In addition, the Kindred may direct movement for a number of illusions equal to his Intelligence without intense concentration. Furthermore, the character can maintain the illusion as long as it remains within his Willpower rating in miles (or about one and a half times that in kilometers), although he may not make it react to events around it if he has no way to perceive those events.

••••• •• Suspension of Disbelief

A Ravnos with this power can imbue her Chimerstry with a sense of reality that makes it easier for viewers to believe in the illusion. No matter how strange or surreal the illusion is, an onlooker will accept it as real. If the illusion is wildly unrealistic (fire-breathing dragons, a pack of aliens), once it is no longer in his sight, the observer will question what he saw and eventually deny the event ever happened. A vampire can also use this power to make something appear unbelievable, whether it’s real or not. In this case, observers will write off what they’re seeing as some kind of trick or hallucination. 

System: The player rolls Manipulation + Subterfuge (difficulty 7). The number of successes determines how many witnesses are affected. If the player uses the power to make something look unbelievable, Auspex will show the thing in question to be an illusion unless the Auspex rating is not high enough to penetrate the Kindred’s Chimerstry.

Successes Result

1 success Five people

2 successes 10 people

3 successes 25 people

4 successes 50 people

5 successes Everyone who can see it

Note to self: Invisible chains of Binding lvl4 pg 309 V20 Dark ages, immobilize enemies. Target needs 2 diff 8 strength roll. Can target occult enemies

Incorporeal Passage lasts hours become insubstantial (Wits+Survival diff 6)

Equipment: 

GASTON: STR 6, DEX 6, CON 6.  Wear him when I wanna go out in town.

Skinwalkers belt (Lvl 5 ritual): Black Bear: Raven (Can transform into- need to redo every few weeks) to use need to be only clothes.

Vessel of Transference- take blood point from people thru contact,

Principle focus of vitae infusion (dime sized objects with blood points stored (Jelly Beans). 300.

Ambrus Kelemen’s Aegis can only have 1, has Thaumaturgy rating in charges (7) add soak dice bashing or lethal

Blue Silken Cord Around Neck (Pavis)

Tass:(Concentrated Magic) x100. Used with Ritual Draght of earths blood to lower diff per blood spent (must be the tass)

Silver Etched Short Sword- Rumplestilskin :  Enchanted Talisman lvl 5 (v20 Darkages): +1 Diff hostile effects, +2 Die primary Path, +1 rituals, +1 attack, +2 damage, lvl 4 rituals no casting time, 

Has Unquenchable flame of Mars Lvl5- does agg damage, green  Flame

          Wield the spear of damnation (lvl 3 dark ages comp D20) Half lethal dam converted to blood points up to Casters Blood pool+ritual success

          Suspension of incantation Lvl 4 rit , Will Cast Movement of mind lvl 5 on anyone touching that is not me or say Rumple backward (passphrase). Warded against Vampires(Requires Thaum 5 to touch),

Translocation of the Vessel (teleport to hand)

Blood Phylactery-Ring (pg178 Low Clans) -1 Perm willpower , +1 to diff of hostile magic, Diff of Rituals and Will -1, if Primary Path -3 (Minimum Diff 4), Bad Things happen if lost,

Suspension of incantation Lvl 4 rit , Will Cast Movement of mind lvl 5 on anyone touching that is not me or say Rumple backward (passphrase), Warded against Vampires(Requires Thaum 5 to touch),

Translocation of the vessel

Misc magic Items made from path of Conjuring lvl 7. And Typicaly cast rituals

 Boots of Flying, 

Mirror Glasses of True and Second Sight (Shows supernatural as they truly are- including true faith, perception x2) Darkages V20

Blood Contracts x3,

Tincture of Blood of Peace (sleep draught)

Cloak of Blood (Hides diablerie)

Deflection of Wooden doom Ring

Dominoe of Life (Bracers, simulate life)

Ring of Purity of Blood and flesh- (cleansing illness and poison, removes foreign intrusions)

Wake with evening freshness

Mask of Shadows (translucent and muffled steps)

Wand of extinguish (put out fire)

Iron Body (withstand bane of vamps)

Chalk of the Open Passage

Animated assistants

Bottle of Bottled Voice (Takes a voice)

Gloves of Spider Climb

Cauldren of Major Creation

Djinss Lamp(can ask three questions that no being knows)

Salve of Fire Walking

Rituals Lists:

List of Dur-An-Ki Rituals | White Wolf Wiki | Fandom

List of Koldunic Rituals | White Wolf Wiki | Fandom

List of Thaumaturgy Rituals | White Wolf Wiki | Fandom

List of Sadhana Rituals | White Wolf Wiki | Fandom

Lvl1.

 Armor of Diamond Serenity: By calls upon Shiva, the sadhu is immune to frenzy of all types for the rest of the night, reduces the difficulty of all Willpower rolls and treats his Willpower as if it were two higher against effects which use his Willpower (temporary or permanent) as the target number. The side effect is the loss of the ability to spend blood to increase Physical Attributes.

Water Walking: Through a sacrifice of porridge and ghee to Varuna, the sadhu gains power of walking on water.

Lvl 2

Destiny’s Call: This tantra enables the magician to meet a person having whatever qualities she wants. Destiny’s Call draws in an unknown person who meets three conditions set by the magician. The sadhu can set physical, mental and social conditions, with the exception of supernatural condition (such as “a werewolf” or “a Methuselah”). Destiny’s Call dissipates at dawn.

Concentrated Vitae: The Koldun consecrates a pool of water. Mixing normal blood with this hallowed water increases its potency, doubling the blood points poured into it

Lvl3 Bind the Familiar

Incorporeal Passage

Wielding the Spear of Damnation

Lvl 4 Tamiimah: uses diablerie to create objects at discipline -2 of victim

Warded Womb: Through an oblation of milk and ghee and an amulet of lead, a sadhu can ban the snake-demoness from a woman’s womb and guarantee that she delivers a safely human child. Correctly performed, the ritual protects a pregnant woman against miscarriage and guarantees an easy delivery of a healthy child. It also eradicates any supernatural taint from the infant. Progeny of werebeasts (especially the weresnakes) do not inherit any supernatural heritage. The ritual also negates the condition of being born a revenant and the potential for any other innate supernatural talent other than True Faith.

Invisible chains of Binding: lvl4 pg 309 V20 Dark ages, immobilize enemies. Target needs 2 diff 8 strength roll. Can target occult enemies

Incorporeal Passage: lasts hours become insubstantial (Wits+Survival diff 6)

Lvl5.  Apsu Portal. Used for fast travel between bodies of water round the world (in conjunction with temporarily real illusion i make)

Light of Vengeance:By spending a Blood POint and using the resulting blood to filter a light source (by smearing it onto the lens of a flashlight, for example), the character can turn any artificial light source into a temporary weapon with almost the potency of sunlight. Any Kindred struck by the filtered light must roll Stamina + Fortitude as if struck by a direct ray of sunlight; 3 or fewer damage depending on how well covered the target is. The difficulty of the soak roll is equal to the caster’s Thaumaturgy score. The target must roll Courage at a difficulty of 6, or succumb to Rotschreck, though bystanders are not similarly affected. The effect lasts until the blood dries (2-10 minutes, depending on the amount of heat generated by the light source), and the ritual itself takes three turns. Wounds caused by Light of Vengeance are lethal.

Vires Acquirit Eundo This is simply a way of extending the effect of another ritual. The caster recites an elaborate incantation, then breaks an hourglass and casts the sand over a green flame while performing the other ritual. The only disadvantage to using this ritual is that it has different effects depending on what the caster uses it with.

System: The Storyteller has the final decision on the effects of this ritual. Generally, it adds time or potency to another ritual in order to extend its duration or prolong its effect. The efficiency with which it does so depends on the number of successes on the caster’s roll.

Errata: If successes determines the duration of the affected ritual, successess on Vires add successess to the ritual for determining duration. If duration is determined differently, the Storyteller must adjudicate the additional duration.

  1. Loom of Vishnu, alter reality must have a fire somewhere, doesn’t outright harm anyone

 From Marduk’s Throat, Greater Scrying, Iron Mind(immune to aspex for night), 

  1. Turn Back the Skies, Healing Blood

Haven is warded with a bunch of stuff, Consecration of Sanctum (lowers diff by 1), Dedicate the Haven (Lvl 5) -3 diff and permanent any haven ritual, Escape to a true Haven, Kudurru lvl4 (no environmental penalties)

Puissant Shield is a Thaumaturgical ritual that establishes an invisible kinetic shield roughly one foot around the caster. It blocks all inanimate projectiles and they visibly deflect from the shield when they hit. It cannot stop physical melee attacks. It will not stop the effects of a magical attack or other Disciplines nor will it block fire, air, sunlight, water, etc.

There is a one minute concentration time while the caster blows on a strip of cowhide. The ritual lasts for one hour.

Sanquine Assistant: a foot tall, Kept kept around to interact with things for me. Has wings, Strength and Stamina of 1, rest at casters level.

It has all of the caster’s Abilities at one dot lower than his own

Familiars: Bobo the Chimp (bIND THE FAMILIAR v20 dARK AGES PG307) - Wears a tux and top hat, Black and Red Cape, Carries a Sword Cane, and a Crossbow, usually acts as my proxy.

Str 3, Dex 3, Con 3, Int 2 Wits 6, Per 4, 

Alertness 1, Stealth 2, Archery 2, Larceny 2, Melee 1, Performance 1, 

It is immune to the Blood Oath, mental or social compulsion or a supernatural nature(such as Animalism), and may not be made into a ghoul. 

• It gains one additional dot of Intelligence, possessing 

roughly the same intellectual capability as a 10-year old child. 

• It may verbally speak the native language of its master 

and communicate telepathically with him, regardless 

of the distance separating them. 

• Pain (though not actual damage) is mutually felt by 

and shared between the caster and the familiar.

• The caster may spend one blood point to adopt the 

perceptions of the familiar at the expense of his own, 

allowing his consciousness to reside within its body 

and experiencing through its senses. 

• All familiars are loyal as if bound by the Blood Oath, 

and so long as they are properly fed their normal diet, 

they never age and remain perfectly healthy. At Storyteller discretion, casters may increase the strength of a 

familiar as a Background through spending their own 

experience points to improve the creature’s statistics.

Misc: Typically Dresses in a Suit with a Red and Black Cape. Carries a short sword.

turned by  (Phaedyme, on Halloween of 1xxx at the age of 10 https://whitewolf.fandom.com/wiki/Phaedyme_(Ravnos))

 Rumplestiltskin (Nickname Rumple). For his life of banging pots together and constantly moving household objects while singing (linquistic meaning of name)

The Son of Theuderic II King of Burgundy and Austrasia. Sigebert grew up a prince of Merovingian Descent.

He loved to “play the drums” on various objects, which his Grandmother Brunhilda gave him the Nickname of Rumplestiltskin. Upon Rumples ascendancy to the Crown things went badly. People rebelled and battles were fought and lost. He was Embraced by an Elder Ravnos at the tender age of 12 at Lake Neuchatel by the Lady of the Lake, Phaedyme a Ravnos. This was further complicated by the newly arisen Neophyte having to battle Assamite vampires who worked with Chlothar II “The Young” ‘s Mum Fredegund. He Succeeded in defeating one and Diablerizing it, Before being forced to flee and Hide.  His Grandmother was not so lucky. She was Executed by having 4 horses pull her apart. Her Spirit haunts him to this day, and The Eternal Feud with Chlothar II and his Mum was born. May the depraved bitch meet eternal Torment.  He currently lives in a large (Haunted Castle) filled with animated objects and ghouled animals. The only human is Belle, his first love. She has also been Ghouled and is a Merchant’s daughter-(switched with another- she is actually the crown Princess,) (Beauty and the Beast Reference ) Rumple is quite wealthy and has his fangs in quite a lot of pies around the surrounding countries. He travels a lot, seeking out the Destined- for which he offers Deals. (Like helping someone turn yarn into gold, Slippers and magic Carriages, Stealing a young woman’s voice in exchange for a guy, Claiming the firstborn son…etc). Of particular note Rumple has been thinking of growing up, and as such has been preparing the “Perfect Vessel” someone to merge with so that he can marry Belle and live happily ever after. Maybe raise kids and get Grandmum off his back. In his earlier travels Rumple discovered two Universal truths. First, Don’t get involved in a ground war in Asia. Second, Never trust a Sicilian when death is on the line.

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