The Intrinsics, Assets and Arifacts are ready; feel free to point out any errors or critique anything.
Artifacts:
Unfocused Scry Orb: In the days of magic, the arts of divination and scrying were crucial components of any war or game of intrigue. Though most scry orbs have been lost to the annals of history, MacSeoin has successfully been able to create one of his own. Weaker and unable to project far into the future, the Scry Orb is able to see potential events that may occur in a month's time, but only in the surrounding area and even then, only after hours of careful observation.[The Orb may only be used once every three months.]
Flamespear: While myths from the far south speak of miraculous weapons called flamelances, the flamespear crafted by MacSeoin is no legend. A very mundane if innovative weapon, its only supernatural attribute is the sudden immolation of its fired projectiles, and even that could be replicated with the right materials. The weapon gives its bearer a very potent ranged fire weapon, a useful threat against fellow vampires and mortals alike.
Focusing Lens: Less of an artifact and more a useful trinket, these Lens allow you a clearer picture of far-off happenings.
Assets:
Mortal Apprentice: A young human, your superiors have assigned an aspiring sorcerer to your service. He clearly lacks the rigours for promotion, but he can still be very useful. As an apprentice, he has knowledge on reagents and can help with preparing spells and rituals.
Intrinsics:
Sorcery (Expert): This character is capable of casting elemental spells. In ages past, all but the most complex spells could be cast without difficulty. In the present however, an immense sacrifice is needed for even the simplest of spells. Basic elemental spells (e.g, small fireballs and door-sized walls of ice) require the use of Blood and Health to cast. Advanced spells (e.g, thunderstorms and magmasummoning) require reagents which can be difficult or trivial to acquire...although some reagents can be substituted with enough blood....[Confers +3 to actions relating to Sorcery and knowledge of elemental spells including the required reagents]
Ritualcraft (Intermediate) : This character has knowledge of ceremonies required to appease the various spirits, demons and gods that happen to influence the world. Though arrogant and at times very difficult to communicate with, understanding them is key to any aspiring ritualist. [Confers +1 to actions relating to Sorcery and knowledge of rituals including the required reagents]
Tinkerer (Intermediate): MacSeoin strives to innovate rather than rely on old technologies and customs. Leave him with a few spare parts and some reagents and he could probably put together a comm array...one with a great deal of static and will likely fall apart after a week, but a comm.array nonetheless. [Confers +1 to actions relating to Tinkering]
Flaw (Social Isolation): Most senior members of the Alliance of Sorcerers are shut-ins, meeting rarely and usually communicating via magical artifacts or messengers. Though most are at ease with fellow Sorcerers, many have difficulties speaking with outsiders. They're either too stupid, too stubborn or simply too incompetent to understand why the Sorcerer is right. [Confers -2 to actions relating to persuasion. Is nullified if person is befriended or already knows that you are right]
Artifacts:
The Silver Chalice: What this drinking vessel does is a secret Francois will probably bring to the grave. Not that its very powerful by itself or very useful to anyone else save for sentimental reasons.
Assets:
Aspirant: An aspirant is a common term referring to mortals on the path to vampirism. Though not rare, many are ignored outright for lacking certain criteria and those who are eventually embraced usually have some skill useful to their sire or covenant. The mysterious Brouillard Gris would be amongst the last covenants any mortal would desire to join, simply because nearly no one knows of them. That Francois has one at his service is a feat unto itself and the mortal probably has a great story to tell. This aspirant seems to have great knowledge on history, especially on the Vittar Empire. Aspirants can be used for nearly everything but it is recommended to keep them alive as they can be later turned into strong vampires. The more experience an aspirant has before being Embraced, the stronger the resulting vampire.
Intrinsics
Silverblood: The blood of any Brouillard Gris vampire has a high silver composition, which while making them walking ore veins, also prevents most werewolves from getting anywhere near him.
Shapeshift (Silver Mist): All members of Brouillard Gris are capable of shifting their very form into gaseous silver and Francois is no different.
Occult (Intermediate): Though most ritualists ply their business with the intent of speaking to any supernatural being from beyond the mortal plane, occultists are far more specialised. Dealing with the creatures of the dark, the art of occult is more bargaining than true magic. By trading sacrifices to agents and beings of the dark, the occultist can receive great rewards or force events in time. Some whisper that it is possible to conjure one on to the world itself, although few can back these claims. [Confers +1 to actions relating to Occult and knowledge of rituals including the required reagents]
Flaw (Grey Complexion): You are obviously unalive, even moreso than your compatriots. a lack of colour is a tell-tale sign of undeath and it is recommended you avoid well-lit areas or come up with a air-tight reason for your complexion. On the other hand, it is trivial for you to strike fear into the hearts of mortals and as such, intimidating them into doing what you want is also trivial. [Confers +1 to Intimidation unless target is immune to vampiric intimidation.]
Elder: While most vampires sent to colonise the East are merely Embraced, Fracnois is an Elder. Still remembering the days of the Empire and stronger Winds, Francois possesses a vast historical knowledge as well as the respect of other vampires...as well as being a sought-out target for Amaranth [Confers +2 to 'persuading' younger vampires.]
Dialberie: This vampire has the obvious scent of someone who has engaged in the consumption of vampire blood...[Confers -1 to persuasion to younger vampires aware of dialberie and -3 to older vampires unless they are members of the Brouillard Gris]
Artifacts:
Wraithblade: A rugged dagger menacing with spikes, those slain by it never experience true rest; their souls are trapped by their slayer and can easily be turned into Wraiths; world-bound ghosts.
Assets:
Thralls: Sacrifices and easy sources of blood, thralls are hapless victims cursed to serve a vampire. While compliant and ever willing to server their master, thralls lack the advanced skill and emotion they once possessed and as such are nearly useless save for the most basic of tasks. The thralls owned by Mardak are nothing more than random peasants and as such releasing them from thralldom would do little to benefit you. [The group currently has 12 members.]
Intrinsics:
Sorcery (Intermediate):This character is capable of casting elemental spells. In ages past, all but the most complex spells could be cast without difficulty. In the present however, an immense sacrifice is needed for even the simplests of spells. Basic elemental spells (e.g, small fireballs and door-sized walls of ice) require the use of Blood and Health to cast. Advanced spells (e.g, thunderstorms and magmasummoning) require reagants which can be difficult or trivial to acquire...although some reagants can be substituted with enough blood....[Confers +1 to actions relating to Sorcery and knowledge of elemental spells including the required reagents]
Occult (Expert): Though most ritualists ply their business with the intent of speaking to any supernatural being from beyond the mortal plane, occultists are far more specialised. Dealing with the creatures of the dark, the art of occult is more bargaining than true magic. By trading sacrifices to agents and beings of the dark, the occultist can receive great rewards or force events in time. Some whisper that it is possible to conjure one on to the world itself, although few can back these claims. [Confers +3 to actions relating to Occult and knowledge of rituals including the required reagents]
Flaw (Wallflower): While some covenants are simply made up of horrible speakers, Mardak is simply too shy to speak convincingly. As such, while you might be able to create a convincing argument, it is unlikely you would be able to convince some people simply because they couldn't understand your mumbling. [Flip coin for every persuasion/intimidation/etc. attempt. If heads, action performs as normal and in some cases may receive a +1. If tails, action autofails].
Artifacts:
Fey-Touched Blade: The Fey are a mysterious people but extremely powerful. Gifted by a Praetorian Prince sometime ago, this bronze blade is not only equal to steel, but capable of great magics. In battle, Ruper feels and acts faster, acting far too fast for a man, even one with the Dark Gift. Furthermore, in places of high Fey influence, the Blade seems to speak to its owner, whispering songs and hints of knowledge that range from the cryptically nonsesnsical to undeniable fact. [The holder of this weapon receives an extra action every round.]
Assets:
Minder: The Praetorian Guard know very well that the Stipator known as Ruper Reiher works alone and can be trusted not to cause trouble. Not wanting to damage their colonisation effort however, they have sent a trusted Minder to ensure Reiher's activities do not cause too much fallout. Should Reigher cause any panic, the Minder will attempt to stop the panic, usually by burying it in gossip and bribes.
Intrinsics:
Flaw (Great Thirst): though all vampires desire blood, members of the Guard require nearly double the amount of others to quench their thirst.
Work Experience: never a man of great intrigue, Ruper has nonetheless acted as a protector to many a vampire, or even as a willing pawn. For his lack of great ambition, notable vampires often trust Reiher far more than they would others. Some not only welcome him into their dominion, but offer him a job for a time. [Confers +1 to persuading vampire leaders]
True Warrior: not only a member of the Praetorian Guard, Reiher is a skilled combatant in nearly all situations. He is simply a better fighter than most and only the most foolish would dare fight him. [+2 to all combat rolls]
Artifacts:
Feather Boots: a minor if forgotten magical tool, these boots barely make a sound and protect the wearer from feeling the harsh damaging effects of gravity after a jump as long as they land feet first.[Confers +1 to stealth actions]
Assets:
Roger Urien: Virgil's acomplice, Roger acts as the brains of the duo. It is he who ensures that the two-man Black Knife covenant receives contracts, has contacts and has enough equipment for Virgilt to carry out the job. Though out of practice, Roger still knows his way around the shadows.
Forged Documents: You and Roger were never chosen for the expedition; Roger simply fabricated a few documents and joined the rest of the colonisers on their way to the March. You naturally have no pressure from the West nor any real support. If it were however discovered that a non-compliant covenant had infiltrated the expedition, it is unlikely any members would survive. [DO NOT LOSE THESE]
Intrinsics:
Stealth (Expert): You know your way around the shadows and sneaking quietly through dark streets and lit rooms alike. [Confers +3 to stealth actions]
Third Eye: Through some dabbling with a stolen artifact, Virgil and Roger are capable of using the Third Eye. When in use, they lose all senses save that of sight and are able to detect sapients within a 50m line of sight. Even emotions can be detected this way, with 'hostile' and 'friendly' individuals appearing differently from the common men.
Flaw (Rebel). You and your compatriot have never been taught the subtleties of vampire society and as such, suffer for it.
Artifacts:
Death Mask of Emperor Cattus: a very ornate death mask of the 15th Vittar emperor, it has little observable power save for the fact that wearing it gives the wearer a vision of a garguantian castle being sieged by a horde of horsemen.
Assets:
Servitor Clerks: skeleton constructs with limited independence, Servitors serve a vital position in Tervon as recorders, scribes and draftsmen. By tampering with components of the soul, necromancers are able to mimick brain functions, allowing these automatons to remember information and carry out orders. With some modifications, these servitors could be put to other tasks. [Vayne currently has three servitor clerks.]
Corpses: Corpses are an all-important commodity in Tervon, especially to an Heiress. Vayne currently has [6 well-preserved if not fresh corpses.]
Murder of Crows: A flock of crows seem to follow Vayne wherever she goes. While not always in sight, Vayne can be sure that a crow is nearly always nearby.
Intrinsics:
Necromancy (Expert): Whereas the other magical arts have weakened throughout the ages, Necromancy remains as strong as it ever was, perhaps due to its non-reliance on the Winds of Magic. Rather, Necromancy works by tampering with the souls of the living and maintaining the corpses in which these souls are entrapped. Whereas occultism is forbidden in mortal society and sorcery well-respected, necromancy occupies the distinction of being hated and yet a necessary part of society. Bonegolems and Servitors are incredibly important in maintaining old Vittar infrastructure as well as performing tasks undesirable to others. That said, very few people would ever agree to being raised by a necromancer and thus most subjects are stolen from graves or battlefields or originate from prisons.[Confers +3 to necromancy rolls as well as knowledge on necromantic techniques and practices.]
Flaw (Death Whispers): The insanity of the Heirs is well known. Vayne is no different and she swears that the dead speak to her and yet never answer her questions. Though already having a mixed reputation from being an Heiress, the whispers of the dead often distracts Vayne from her activities and thus she receives maluses when around the dead, simply because she is too busy having conversations with them. She is also overworked far more often than other vampires, simply due to the stress of keeping up with the dead and her nearly ritualised visits to the graveyard. [-3 to all rolls during combat if corpses are nearby.]