Birdsie
The God-Emperor of Mankind
Dalamus Ulom
Captain Gabriel
Rin Nyx
Archdemon
(I just want to point out that while it may have been done a bit better, you guys still pretty much neared 90% of the completion to this adventure. You avoided pissing off the Giovanni, managed to discover it was a Cappadocian behind this, averted the whole zombie apocalypse, managed to please the mysterious cab driver, and ended up healing your aggravated wound through mysterious ways, and the only thing you didn't do was catch the Cappadocian himself or kill him. Still, pretty good. You'll get some goodies for the progress down below, which is still comparetively better to what you guys did in Chapter 1.)
Your reply was most interesting to the driver. "Very well, then that is your fate," he said just before informing you of your arrival. Huh. [Cab Driver info updated in CS.]
~~~~
The same routine. You go up the elevator to the beautifully crafted safe house at the top of the tower and report to the Prince. Upon telling him the Cappadocians are in the city, he nods and informs you that this is all he wanted you to do. You are paid $2000 for your efforts in the name of the Camarilla establishment -- of course, that's just pocket change for him, but a neat sum of dollars for you. Just a bit more of his trust and you might be rich.
The question is, do you pursue this conundrum further? You think about it, but ultimately, you have no 'beef' with the Cappadocians and the Giovanni aren't nice allies either unless you are a member of the family. Either way, you fade away into the night.
Select your next adventure:
(I just want to point out that while it may have been done a bit better, you guys still pretty much neared 90% of the completion to this adventure. You avoided pissing off the Giovanni, managed to discover it was a Cappadocian behind this, averted the whole zombie apocalypse, managed to please the mysterious cab driver, and ended up healing your aggravated wound through mysterious ways, and the only thing you didn't do was catch the Cappadocian himself or kill him. Still, pretty good. You'll get some goodies for the progress down below, which is still comparetively better to what you guys did in Chapter 1.)
Your reply was most interesting to the driver. "Very well, then that is your fate," he said just before informing you of your arrival. Huh. [Cab Driver info updated in CS.]
~~~~
The same routine. You go up the elevator to the beautifully crafted safe house at the top of the tower and report to the Prince. Upon telling him the Cappadocians are in the city, he nods and informs you that this is all he wanted you to do. You are paid $2000 for your efforts in the name of the Camarilla establishment -- of course, that's just pocket change for him, but a neat sum of dollars for you. Just a bit more of his trust and you might be rich.
The question is, do you pursue this conundrum further? You think about it, but ultimately, you have no 'beef' with the Cappadocians and the Giovanni aren't nice allies either unless you are a member of the family. Either way, you fade away into the night.
Select your next adventure:
- Making A Point --- Medium length chapter; roughly 8 pages, very difficult; chances of death are high. Very high rewards if completed correctly.
- Setting Aside Grievances --- Short chapter; roughly 6 pages, very difficult without Obfuscate 3 or above, moderately difficult otherwise; chances of death moderate to very high. Very high rewards if completed correctly.
- Path of the Splendid Crane --- Moderate length chapter; roughly 9 pages, moderate difficulty, social chapter mostly focused on diplomacy & interaction. If you fuck up, you're as good as dead. Fairly decent rewards otherwise.
- Grave Robbers in Los Angeles --- Short chapter; roughly 6 pages, slightly difficult, chances of death moderate to high. Moderate rewards if completed correctly.
- Auspex.
- Obfuscate. (Note: You'll need this if you're picking Adventure 2, otherwise don't pick adventure 2 .)
- Dementation.
- Three Physical Disciplines --- these allow boosting your natural abilities for a very low vitae cost, even at our generation (0,3% per use, and shit like that.) Unlike boosting our attributes normally, these effects can go into supernatural territory fairly quickly at levels as low as 2, or 3, where boosting our attributes cost a whole 5 whooping percent and is limited by the binds of the universe.
- Celerity. (Faster, preternatural movements at very low vitae cost.)
- Potence. (Preternatural strength and power at very low vitae cost.)
- Fortitude. (Preternatural durability and sturdiness at very low vitae cost.)
- Physical
- Strength
- Dexterity
- Stamina
- Social
- Charisma
- Manipulation
- Appearance
- Mental
- Perception
- Intelligence
- Wits
- Alertness.
- Melee.
- Stealth.
- Investigation.