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Dante/Cristian Santana
the youngest sweeper in the history of Buenos Aires, the inventor
Christian struggles with his brother Dante to bring stability to their
turf.
Conservative, Anarchs see them as some Caitiff Malkavian that
can barely hold a bar, let alone the domain. Still, they endure. Both represent an
ideal that many Anarch's subscribe to: Christian is the small guy stepping up to
the job, helping the disenfranchised and providing equal opportunities to all.
Dante is the angry one, sick of being ordered around by the powers that be, sick of
being manipulated by stagnant Barons and ancient Princes.
Both are avid negotiators, their lack of political experience is compensated
with Cristian's lateral thinking, adaptability and charm. If that doesn't work,
Dante is always willing to commit a little arson, sabotage, or general disarray and
re-negotiate from a position of power. You have learned a thing or two from
them, either from Dante's more aggressive methods, Christian's calming rhetoric,
or both, in order to focus opposite wills on a single purpose.
Coterie First: Christian and Dante You must always have an opponent
place great value on their friends and Dante’s Tester: Christian is good to
at fight,
making however. Add a (●●●) Enemy.
their Coterie, including you. inventions, but Dante is the one who
Once per game, by spending time uses them. You are his field agent. Alter Ego: You share Christian and
with your coterie and sharing Add Dante as a Mawla (●●●). He Dante’s weakness and strength: A
something personal with them, you sends you his prototype inventions, double personality. This “Brother”
may recover one aggravated adding two dice to any skill they comes to the fore when you fail,
willpower damage. might affect such as Melee, Firearms, taking over and enacting its agenda,
Larceny and more. On a bestial but on the good side, it excels where
Christian’s Artesian: Christian is critical, the prototype fails, backfiring you normally don't.
known for his intrinsic hidden on the user. Reduce all Mental or Social attributes
contraptions, but he doesn't always by one dot, and add one dot to the
have the time to construct them. You other.
Undying Grudges: You understand thatWhen the brother is active, gain
nothing
are one of his trusted manufacturers. brings people together like a two dots to all Social or Mental
Once a month, Christian will send you common enemy. Christian and Dante attributes (to the one subtracted
a blueprint that you have to craft, would undermine each other, if it previously) and remove two dots from
documenting the process and weren't for their shared vendettas. the other.
sending it back. The Malkavian Add one die to all actions against a Give this new personality a name and
provides you Resources (●), and a rival, and contribute one additional convictions that are directly opposed
Haven (●) with a Workshop (●). die for Teamwork (see Vampire: The to yours. Whenever you, or your new
Once per story, you may ask for a Masquerade p. 122) when acting personality, receive a Stain (other
dangerous invention, and he will send against a common adversary. than the use of Oblivion) switch
you a satisfying blueprint.
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personalities. Personalities can’t
change more than once a night.
While personalities should be
generally opposed to one another,
they should also share common goals,
and the user can always hear the
inactive one in its head, either giving
counsel or mercilessly attacking the
other.
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