-He is almost 60 years old (at worst, he is a Ghoul for 25 years, at best 35-40);
-He is so good at what he does that he maintain a diplomatic relationship with the Camarilla without being bond to anyone (at least, no one we know of);
-If we believe him, he once survived a Sabbath attack where only he and an Elder survived.
Even if you argue that, being that he is not some Methuselah Ghoul, he at most have a bunch of Disciplines at level 1, he should have a LOT of Abilities in the 3-5 level (and Attributes, let's be real). And he definitely knows how to properly kill/maim a Cainite.
Go ranged against him? He may use incendiary rounds/bolts. Go melee? He may use a torch or other form of Aggravate weapon/attack. He is not a schmuck, he should be a force to reckon with!
I would guess that Mercurio isn't really a fighter type, more a vendor . Otherwise the thugs wouldn't have been able to beat him in the first place!
Disagree.
He ACTS like a weapons dealer, but he has done more (and implies as such).
In his own words, he got cocky with the thugs, went alone and didn't survey the area. Even an Ancillae would be lucky to get out of that alive (ya know, with the sun getting to it before it finds a safe place). And, being a Ghoul there is a limit to how much he can heal himself without turning into a normal human and quickly getting old (and possibly dying).
He's still recovering from that beating in theory.... but you have a point
Up until you leave Santa Monica. Them he is almost good at the Elizabeth Dane (and fine and dandy after it).
So, we have a man that acts as a mercenary that find a way to get vamp blood quickly to heal something that would require months of hospital care in just a few days after the Warehouse is blown up.
It shouldn't difficult to mod that.... Look in [mod directory]/vdata/system/ One of the NPCTemplate file contains Mercurio's stats so you can edit it with some extra powers
It shouldn't difficult to mod that.... Look in [mod directory]/vdata/system/ One of the NPCTemplate file contains Mercurio's stats so you can edit it with some extra powers
Mmh. I'm unsure what to do. On one hand, it will be cool to do it. On the other hand, it will be unbalanded. On the other other hand, it will only influence a small fight almost no one will starts....
He's still recovering from that beating in theory.... but you have a point
Up until you leave Santa Monica. Them he is almost good at the Elizabeth Dane (and fine and dandy after it).
So, we have a man that acts as a mercenary that find a way to get vamp blood quickly to heal something that would require months of hospital care in just a few days after the Warehouse is blown up.
Yeah, I think he is pretty bad ass.
When you meet him in the beach if you didn't kill anyone or have some left over, he say that he just come back from the beach house settling the score
So I think that's why he is almost good in the beach he just crack 5 guys head that have guns, with a baseball bat on his own
Mercurio has no disciplines set in his text file and to make him use some, you would need to edit the map or edit a Python script.
Ok, them I'm fucked. With no lube.
That's not a big deal.
I would start first by copying the bishop template and starting on it.
For simplicity I will go with celerity, I have noticed that celerity and potence in a npc are not working (or I don't know how to make them work together).
You have your Mercurio fighting more as a marksman which I think is fine, give him a dragon's breath
But the room where the fight should happen is small, so not sure how it will work in his flat, it is worth a try.
The only thing to change in the map is the template of Mercurio (if needed) and the weapon (for now):
and"stattemplate" "Mercurio" if you don't want to change the vanilla template but create a new one, otherwise you change Vampire\vdata\system\npctemplate007.txt and make a save before just in case.
Or you go with potence and you take the nosferatu from the same quest template as a baseline, but in this case due to the room it is really hard for the player, remove the weapon for potence.
I have a NPC that is based on him (well I took the model, voice and line), for now the choice to have him fighting is not implemented but if you manage to do it, no big deal to have it in the mod.
Wrong it is morning and we have changed hour, so I can implement it after, at the current state of the story he is badly damaged to fight.
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