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Name
Concept
Chronicle
Age
Virtue
Faction
Player
Vice
Group
Mental
Physical
Social
Intelligence
Strength
Presence
Wits
Dexterity
Manipulation
Resolve
Stamina
Composure
Skills
Clear Skills
Fill Skills
Advantages
Pool
Value
Type
current/max
Powers
Merits
Flaws Etc
Morality
Size:
Speed:
Defense:
Armor:
Initiative:
Experience:
10
9
8
7
6
5
4
3
2
1
Weapons
Dice Mod
Equipment
Dice Mod
Health
Willpower
Statistic Block
Blood Buff (Inherent) - 1 Vitae & No Roll -- Gain +2 to your Strength, Dexterity, or Stamina for a single roll. Willpower (Inherent) - 1 Willpower & No Roll -- Gain +3 to a single roll (exceptions: knowledge rolls like Occult, passive perception) Heightened Senses (Auspex 1) - Free & No Roll -- +2 to Perception (Wits+_____) rolls; may suffer penalties if subjected to loud noises/sights Aura Perception (Auspex 2) - Free & Int+Emp+Aus (9 dice) -- Read auras Touch of Shadow: Intelligence+Stealth+Obfuscate [10] Celerity (Celerity 3) - 1 Vitae & No Roll -- Quadruple your speed, gain +3 to your Initiative, subtract -3 from all incoming attacks for 1 turn Haven of Soil (Protean 2) - 1 Vitae & No Roll -- Merge with natural soil or earth capable of containing your size, -3 to search for you, cannot be harmed without "severe disruption" of the material you've merged with. Claws of the Wild (Protean 3) - 1 Vitae & No Roll -- Gain slashing claws, gaining a +1 damage and deal Aggravated for the rest of the scene. Also +2 to all climbing rolls. Shape of the Wolf (Protean 4) - 1 Vitae & No Roll - Turn into a wolf. Gain bite & claw attacks that deal +1 damage, doubles speed, and +2 to Wits+Composure checks. Shape of the Bat (Protean 4) - 1 Vitae & No Roll - Turn into a bat. Size and Strength both drop to 1 (thus causing Health to drop to 4), speed increases to 20, +3 dice to all hearing-related checks, +2 to defense. NOTE: The damage bonuses from Claws of the Wild and Shape of the Wolf does NOT stack. Awe (Majesty 1) - Roll Presence + Expression + Majesty -- The character succeeds in dazzling his audience with his overwhelming charisma. Revelation (Majesty 2) - 1 Vitae & Manipulation + Persuasion + Majesty vs subject’s Composure + Blood Potency -- the subject bares his soul. Entrancement (Majesty 3) - Manipulation + Empathy + Majesty versus subject’s Composure + Blood Potency -- brings the subject under his sway for an hour or so — long enough to complete a single task or set of tasks. Dreams of the Many (Insomnium 1) - 1 Willpower & Wits+Emp+Insom (9) - Enter dreams Oneiromancy (Insomnium 1) - 1 Willpower & Wits+Occ+Insom+Specialty (10) - May reroll one dice pool that night, can be used only once per night.
Condition and Effects
Additional Information
(30+45)+(27+15)+(70+3+15+5+30+42)+(6+6+6) 300 Presence, Manipulation, Strength 1->2 = 30 Resolve 1->4 = 45 Persuasion, Expression, Academics 2 = 27 Intimidate, Subterfuge, Socialize, Larceny, Survival 1 = 15 Protean 4 = 70+3 Auspex 2 = 15 Insomnium 1 = 5 Obfuscate 3 = 30 Majesty 3 = 42 New Identity 2 = 6 Mentor 2 = 6 Fighting Finesse 2 = 6 Resources 2 = GotV Bonus
Starting: 40 XP January: 16 XP February: 14 XP March: 7 XP April: 12 XP May: 22 XP June: 12 XP July: 17 XP August: 10 XP September: 11 XP and counting 40+16+14+7+12+22+12+17+10+11=161 XP Floor = 300
Other Notes
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Resources 2 = selling the Golden Room's diamonds via Sasha Resources +1 -- Courtesy of the Guardians of the Veil