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Vampire: the Masquerade Character Sheet
For Jesse's part-time campaign
Name: Lucinda Marone Nature:
Generation: 9th
Embrace Date:
Demeanor:
Sire:
Player:
Clan:
Concept:
Sect:
Screen Name: Jess
Template Used: (Ancilla)
ATTRIBUTES
Physical 4
Social 5
Mental
8
Strength
: 3 Charisma
: 3 Perception : 3
Dexterity
: 3 Manipulation : 3 Intelligence : 4
Stamina
: 3 Appearance
: 5 Wits
: 4
Specialties:
ABILITIES
Talents 13
Skills 6
Knowledges 10
Alertness
: 3 Animal Ken
: 1 Academics
: 3
Athletics
: 3 Crafts
: 0 Computers
: 1
Brawl
: 1 Drive
: 2 Finance
: 2
Dodge
: 2 Etiquette
: 2 Investigation : 1
Empathy
: 2 Firearms
: 2 Law
: 2
Expression
: 1 Melee
: 3 Linguistics : 2
Intimidation : 2 Performance : 2 Medicine
: 1
Leadership
: 2 Security
: 1 Occult
: 2
Streetwise
: 2 Stealth
: 2 Politics
: 2
Subterfuge
: 3 Survival
: 1 Science
: 1
Specialties:
Performance: Guitar
Linguistics: Spanish, Italian
SECONDARY ABILITIES
Talents
: 0
: 0
: 0
: 0
Skills
: 0
: 0
: 0
: 0
Knowledges
: 0
: 0
: 0
: 0
Specialties:
ADVANTAGES
Backgrounds
Disciplines
Virtues
Generation: 4
Celerity : 3 Conscience : 3
Allies : 1
Auspex: 2
Resources : 3
Presence: 3 Self-Control : 3
Trans Influence: 4
Obfuscate: 1
Bureaucracy inf: 1 Dominate : 1
Courage
Police Influence: 1
Fortitude: 1
Humanity
Willpower
: 6
: 7
Blood Pool
: 8/14 (2 per turn)
Merits
Cost
Flaws
__________________________ _____
__________________________ _____
__________________________ _____
__________________________ _____
__________________________ _____
__________________________ _____
FREEBIE SPENDS: 21
5 on humanity/will
4 subterfuge/streetwise (9)
7 Obfuscate (16)
: 3
Bonus
____Dark Secret_____________ __1___
____Touch of Frost___________ __1___
__________________________ _____
__________________________ _____
__________________________ _____
__________________________ _____
5 Stam (21)
XPs: left/127 earned
-
Cel2 (5)
Presence 2 (5, 10)
Melee 2 (2, 12)
Firearms 2 (2, 14)
Transportation Influence 1 (3, 17)
Transportation Influence 2 (2, 19)
Transportation Influence 3 (4, 23)
Apperance 3-5, 0 XP cost, performed by Karex via Vissiccitude
Dominate 1 (10, 33)
Intimidation 2 (2, 35)
Performance 1 (3, 38)
Presence 3 (10, 48)
Strength 3 (8, 56)
Transportation influence 4 (6, 62)
Melee 3 (4, 66)
Linguistics 1 (Spanish) (3, 69)
Stealth 1 (3, 72)
Security 1 (3, 75)
Performance 2 (2, 77)
Athletics 3 (4, 81)
Science 1 (3, 84)
Politics 1 (3, 87)
Fortitude 1 (10, 97)
Investigation 1 (3, 100)
Police Influence 1 (3, 103)
Bureaucracy Influence 1 (3, 106)
Empathy 2 (2, 108)
Drive 2 (2, 110)
Animal Ken 1 (3, 113)
Law 2 (2, 115)
Celerity 3 (10, 125)
Appearance 3 (8, 133)
Stealth 2 (2, 135)
Politics 2 (2, 137)
Linguistics 2 (2, 139)
Subterfuge 3 (4, 143)
Not long after a black haired girl, waist length, with black eyes stepped out from the shadows. Where'd
she been hiding? Who knew! But, there she was, and she looked them over. The Kindred who had
been around for a while would recognize her as Lucinda Marone, Toreador. She was an Ancilla of
moderate standing, and she'd survived the mess of violence with a nice little wound on her shoulder.
"Good evening, Miss Stoffan, its a pleasure to see you! Annie!" She exclaimed to the neonate Toreador,
"Its such a pleasure."
She wore black leather, an outfit which was only slightly rent, and she offered them all a bright, albiet
sad looking smile. "Those men were quite creepy, no?" A slight French accent, to boot.
Vampire: the Masquerade Character Sheet
For Jesse's part-time campaign
Name: Gary Patton Nature:
Embrace Date:
Demeanor:
Player: Jess
Clan: Brujah
Generation: 9th
Sire:
Concept:
Sect:
Screen Name:
Template Used: (Ancilla)
ATTRIBUTES
Physical
Strength
:
Dexterity
:
Stamina
:
8
4
4
3
Social 4
Mental 5
Charisma
: 3 Perception : 3
Manipulation : 2 Intelligence : 3
Appearance
: 3 Wits
: 3
Specialties:
ABILITIES
Talents 10
Skills 13
Knowledges 6
Alertness
: 3 Animal Ken
: 0 Academics
: 1
Athletics
: 3 Crafts
: 0 Computers
: 1
Brawl
: 2 Drive
: 2 Finance
: 1
Dodge
: 2 Etiquette
: 1 Investigation : 2
Empathy
: 1 Firearms
: 3 Law
: 1
Expression
: 1 Melee
: 5 Linguistics : 1
Intimidation : 2 Performance : 1 Medicine
: 1
Leadership
: 2 Security
: 2 Occult
: 1
Streetwise
: 2 Stealth
: 2 Politics
: 1
Subterfuge
: 2 Survival
: 1 Science
: 1
Specialties:
- Katana
- Damage-Dealing
- Parrying
- Linguistics: French
SECONDARY ABILITIES
Talents
: 0
: 0
: 0
: 0
Skills
Meditation: 1
: 0
: 0
: 0
Knowledges
: 0
: 0
: 0
: 0
Specialties:
ADVANTAGES
Backgrounds
Disciplines
Virtues
Generation: 4
Celerity: 3 Conscience : 3
Status: 2
Potence : 3
Resources : 2
Presence : 3 Self-Control : 4
Allies: 1
Fortitude : 1
Retainers: 1
Dominate: 0(1)
Courage
: 3
Influence (media): 2
Humanity
Willpower
: 6
: 6
Blood Pool
: 14/14, 2 per turn
Merits
Cost
Flaws
Bonus
_Camarilla Reputation___ _____ ___Sabbat Recruitment Target_____ _____
__________________________ _____ __________________________ _____
__________________________ _____ __________________________ _____
__________________________ _____ __________________________ _____
__________________________ _____ __________________________ _____
__________________________ _____ __________________________ _____
FREEBIE SPENDS:
19
7 – Cel2 (7)
4 – intim 2 (11)
3 – Will 3 (14)
4 – Sub/Lead (18)
1 – Allies 1
EXPERIENCE SPENDS: left/126 earned
-
Potence 2 (5, 5)
Presence 2 (5, 10)
Retainers 1 (3, 13)
Influence (media) 1 (3, 16)
Presence 3 (10, 26)
Linguistics 1 (3, 29), French
Melee 5 (8, 37)
Streetwise 1 (3, 40)
Drive 2 (2, 42)
Influence (Media) 2 (2, 44)
Celerity 3 (10, 54)
Intelligence 3 (8, 62)
Subterfuge 2 (2, 64)
Security 2 (2, 66)
Performance 1 (3, 69)
Expression 1 (3, 72)
Empathy 1 (3, 75)
Science 1 (3, 78)
Academics 2 (3, 81)
Potence 3 (10, 91)
Self-Control 4 (6, 97)
Law 1 (3, 100)
Leadership 2 (2, 102)
Finance 1 (3, 105)
Appearance 3 (8, 113)
Brawl 3 (4, 117)
Meditation 1 (3, 120)
Dominate 1 (10, 130)
Politics 1 (3, 133)
Streetwise 2 (2, 135)
-
1 XP toward Obfuscate 1
BLOOD BOND AND BOON INFORMATION:
EQUIPMENT LIST:
OTHER INFORMATION:
HAVEN INFORMATION:
Unseen Light: Human “discipline,” for lack of a better term, involving the invocation of the holy spirit in
a way designed to work against vampires.
-
Users must have True Faith.

Sense the Sin – This power functions by rolling True Faith plus Unseen Light versus a difficulty of six.
One success tells the user about his target’s approximate humanity. Two if the person is
supernatural. Three exactly what kind of supernatural (if the user would know it exists…) as well as
offering a beacon on how relatively powerful he is.
** Illuminate the Void – This ability costs one willpower to activate. Roll Perception plus Awareness;
each success allows the character to see in perfect darkness for one minute. Three successes will
inform the character of any hostile presences.
*** Deprive the Sight – This gift only works on the undead or those who are below 5 Humanity. It costs
one willpower to activate. Roll Unseen Light + True Faith with the targets’ willpower as difficulty; every
success will blind the character for one turn. The blinded target may spend willpower to remove the
effects after the first turn.
**** Repel the Shadow – This power acts as armor against any form of mystical attack. Add the
characters’ “Unseen Light” score to soak or resist a supernatural effect.
***** Cauterize the Criminal – The ultimate expression of the Unseen Light is a projection of sunlight –
invisible, as the name predicts, except to its target. Roll Dex+Occult to determine targeting; targets may
dodge. The beam of light deals 3+overage dice aggravated damage, soakable only with Fortitude.
Blank Charsheet (cut/paste, fill out, post in charsheets.)
Vampire: the Masquerade Character Sheet
For Jesse's part-time campaign
Name:
Nature:
Generation: 6th
Embrace Date: Inquisition Demeanor:
Sire:
Player:
Clan: Caitiff
Concept:
Diablerist
Sect: DIABLERIST
Screen Name:
Template Used: (Elder)
ATTRIBUTES
Physical
Strength
: 6
Dexterity
: 7
Stamina
: 6
Social
Mental
Charisma
: 5 Perception : 4
Manipulation : 6 Intelligence : 5
Appearance
: 3 Wits
: 5
Specialties:
ABILITIES
Talents
Skills
Knowledges
Alertness
: 4 Animal Ken
: 2 Academics
: 3
Athletics
: 4 Crafts
: 0 Computers
: 1
Brawl
: 4 Drive
: 2 Finance
: 1
Dodge
: 5 Etiquette
: 2 Investigation : 4
Empathy
: 2 Firearms
: 2 Law
: 1
Expression
: 2 Melee
: 7 Linguistics : 5
Intimidation : 4 Performance : 4 Medicine
: 2
Leadership
: 2 Security
: 2 Occult
: 5
Streetwise
: 2 Stealth
: 5 Politics
: 2
Subterfuge
: 4 Survival
: 4 Science
: 1
Specialties:
SECONDARY ABILITIES
Talents
: 0
: 0
: 0
: 0
Skills
: 0
: 0
: 0
: 0
Knowledges
: 0
: 0
: 0
: 0
Specialties:
ADVANTAGES
Backgrounds
Age: 2
: 0
: 0
: 0
: 0
Disciplines
Virtues
Melpomine: 7 Conscience : 1
Celerity: 5
Fortitude: 6 Self-Control : 4
Electrolis: 2
Obfuscate: 6 Courage
: 4
Auspex 6
Presence 4
Potence 6
Dominate 3
Protean 3
Animalism 4
Humanity
Willpower
: 3
: 8
Blood Pool
: 30/6
Merits
Cost
Flaws
__________________________ _____
__________________________ _____
__________________________ _____
__________________________ _____
__________________________ _____
__________________________ _____
Bonus
__________________________
__________________________
__________________________
__________________________
__________________________
__________________________
_____
_____
_____
_____
_____
_____
FREEBIE SPENDS: 21 + 50 AGE (71)
EXPERIENCE SPENDS:
BLOOD BOND AND BOON INFORMATION:
EQUIPMENT LIST:
OTHER INFORMATION: Diablerist much?
Aquarius:
1: Character may spend 1 willpower to manipulate an amount of water equal to
10^discipline score gallons for the duration of a scene. This power may be used to
control other substances which may be created or reversed by Aquarius, but its user
may only control an amount equal to what amount of water can be transformed into it.
2: Character may siphon water from a victim with a successful Aquarius+Occult roll,
dealing 2+overages damage. This power costs 2 BP and 1 willpower.
3: Character may spend 1 willpower to transform 10^discipline score-2 gallons of water
from one state to another. Each level of this discipline used to transform the water
costs 1BP; so, transforming 5-2 (3) dots worth of water to steam costs 1 WP and 3 BP
4: Character may spend 1 willpower to transform 10^disciplinescore-3 gallons of water
to Hydrogen Peroxide, capable of dealing lethal damage upon touch. Every dot of
Aquarius used in this manner consumes 2BP.
5: Character may remove blood from a target in a similar manner to the Thaumaturgy
spell “Theft of Vitae,” by rolling Occult+Aquarius. Each success will remove 1BP, which
may be immediately drank. Remember: This may form a Blood Bond!
6: Character may spend 1 WP to transform 10^disciplinescore-5 gallons of water into
Hydrochloric Acid. Every dot of Aquarius used in this manner consumes 4BP. HCL deals
aggravated damage when touched.
7: Character may spend 1WP and 10BP to tamper with weather patterns over a small
geographical area, destabilizing the amount of moisture in the air to either summon rain
or drought.
Electrolis:
1: Character may expend one blood point to touch a target (Brawl+Dex) and create a
small electrical charge capable of dealing disciplinelevel+overages lethal damage.
2: Character can extend the first power of this discipline to a ranged attack requiring a
Dex+Occult roll for aiming purposes. Cost remains 1BP.
Sabbat Templates
4 Shovelheads (Sabbattoken) (11th gen) (12 blood)
Dex 2
STR 3 (Longsword 3 damage)
STA 2
WITS 3
Melee 3
Firearms 2
Dodge 2
Firearms 2
Will 4
Potence 1
Presence 1
Fortitude 1
Celerity 1
2 Brujah Antis (10th gen) (13/13, 1/turn)
Dex 3
STR 3
STA 3
WITS 3
Melee 3
Dodge 3
Firearms 3
Will 5
Potence 2
Cel 2
Fortitude 1
Presence 2
2 Gangrel Antitribu (10th gen) (13/13, 1/turn)
Dex 3
STR 3
STA 3
Wits 3
Brawl 3
Dodge 3
Firearms 2
Will 5
Potence 1
Fortitude 2
Protean 2
Vozhd –
STR 8
DEX 2
STA 6
Wits2
Brawl 2
Fortitude 4
Potence 6
Damage: Bite 8 dice+pot (2x/turn, brawl), Strike 8 dice+pot (4xturn)
Health: 10x healthy, 5x -1, 5x-2, 3x-3, 2x-4, 1x-5, incap. (Total: 26 HL)
Name
Gen
STR
DEX
STA
WITS
Percep
Manipulation
Hammer
7
6
5
6
4
4
3
Anvil
8
5
5
5
5
5
4
Shadow/Flame
7
4
6
5
6
6
6
Karex
6
5
5
6
7
6
6
Melee
Dodge
Awareness
Occult
Willpower
5
4
5
4
7
5 (Brawl)
5
6
4
7
4
5
6
6
7
6
6
6
6
8
Potence
Presence
Celerity
Fortitude
Auspex
Animalism
Protean
Vicciccitude
4
4
4
3
2
X
X
X
3
1
2
5
X
5
5
X
4
2
2
2
1
X
X
X
3
X
2
3
6
6
X
7
Obtenebration X
Thaum
X
Obfuscate
2
Dominate
X
X
X
X
2
5
5 (B3F2)
2
5
X
1 (blood)
X
X
Vampire: the Masquerade Character Sheet
Name: Mick Jaeger
Nature:Architect
Generation:12th
Embrace Date:September 22, 2005 Demeanor: Rebel
Sire: Richard Venard
Player:Jesse
Clan: Caitiff Concept: Anarch Insurrectionist
Sect: Anarch
Screen Name:
Template Used: (Neonate/Ancilla/Elder/Ghoul/Mortal)
ATTRIBUTES
Physical
Strength
Dexterity
Stamina
3
:
:
:
2
3
2
Social
Charisma
Manipulation
Appearance
5
:
:
:
3
3
2
Mental
Perception
Intelligence
Wits
7
:
:
:
3
3
4
13
:
:
:
:
:
:
:
:
:
:
2
0
1
1
2
2
1
2
2
1
Knowledges 9
Academics
:
Computers
:
Finance
:
Investigation
:
Law
:
Linguistics
:
Medicine
:
Occult
:
Politics
:
Science
:
2
1
1
1
0
1
1
0
1
1
Specialties:
ABILITIES
Talents 5
Alertness
:
Athletics
:
Brawl
:
Dodge
:
Empathy
:
Expression
:
Intimidation
:
Leadership
:
Streetwise
:
Subterfuge
:
2
1
1
1
1
0
0
0
1
1
Skills
Animal Ken
Crafts
Drive
Etiquette
Firearms
Melee
Performance
Security
Stealth
Survival
Specialties: Performance: DJing
SECONDARY ABILITIES
Talents
Skills
:
:
:
:
0
0
0
0
Knowledges
:
:
:
:
0
0
0
0
:
:
:
:
0
0
0
0
Specialties:
ADVANTAGES
Backgrounds 5
Generation : 1
Inf - Underworld:
Resources
: 2
: 0
: 0
Disciplines
Animalism
Auspex
Celerity
Fortitude
Potence
:
:
:
:
:
1
2
1
1
1
Humanity
Willpower
:
:
6
6
Blood Pool
:
0
2
Merits
__________________________
__________________________
__________________________
__________________________
__________________________
__________________________
Cost
_____
_____
_____
_____
_____
_____
Virtues
Conscience
:
3
Self-Control
:
3
Courage
:
4
Flaws
Repulsed by Garlic________
Sabbat Recruitment Target_
__________________________
__________________________
__________________________
__________________________
Bonus
__+1_
__+1_
_____
_____
_____
_____
FREEBIE SPENDS: 5/17
+1 Repulsed by Garlic
+1 Sabbat Recruitment Target
-2
-7
-2
-2
-5
-
2 Willpower
Auspex 2
Brawl 1
Athletics 1
Dex3
EXPERIENCE SPENDS: 8 left/34 earned
Animalism 1 (10, 10)
Performance 1 DJ (3, 13)
Empathy 1 (3, 16)
Potence 1 (10, 26)
BLOOD BOND AND BOON INFORMATION:
Nada
EQUIPMENT LIST: Heavy pistol, beat down 1993 Ford Taurus in passable
order, sword, biker leathers, and a small amount of cash.
OTHER INFORMATION: “Mick Jaeger” is not his real name; that, I’m afraid,
is something he has little intention of telling anyone. (Its Eric Michaels)
He doesn’t recall much about his sire – the man was quiet, and was killed not
too long before he started running. See, Mick was originally from New York,
and as an up-and-coming 20 year old college student he had a bright, bright
future. Then, of course, he was approached by this dude. He was a cool
dude, but he had fangs instead of teeth. The man used to talk about pride a
lot, but that’s before he wound up as a pile of ash.
Mick’s escape wasn’t so pleasant, but he made it to Saint Louis in time to
pass himself off as what was called a “Toreador.” He managed to do a fairly
decent job, probably due to having miraculously inherited two of their three
in-clan disciplines. Of course, that didn’t last too long. Mick was just
too volatile a person for the Roses, and so he ran to the only place he’d
heard he’d be safe – the Free States.
Life there was rough, but while rummaging around he met a fellow named Aiden
Quinn. The two got along well enough, and Quinn left on some endeavor or
another to a city in Louisiana. Mick spent some time honing his wit and
wisdom until a sudden phone call got him up and moving again.
HAVEN INFORMATION:
Character: Samsara
- Ancient Succubus (3.5K years old, subject to revision)
Primary Motivation: Truly uncertain. She received this city’s name in a vision and decided it worth
journeying and investigating. She is well aware of what Kindred are and that most of them are both far
weaker than her and have a penchant for settling in cities. She isn’t convinced that any of them save the
most powerful are a threat. Unfortunately, she realizes she might need contacts within their ranks, as
her vision involved a devastatingly powerful ancient creature, older than her, combining the powers of a
Vampire and a Werewolf to deadly effect. Most importantly, she knows that –something- about this
creature means her purpose will be fulfilled and she will meet the mysterious figure giving her the
visions in the first place, a person she long forgot existed.
Powers: She is incredibly powerful, capable of creating illusions, posing a powerful threat in physical
combat, and – most dreadfully – taking a deceased “sinner” (used liberally in WoD) and transforming
them into minor demons. To date, she has not been able to do this with a Kindred, though it may be
possible. Instead of a blood pool, she has a “Blood Pool,” called Deviance, of 9, which basically allows
her to fuel certain powers of hers. This is recharged through the first level of her supernatural power,
Deviance.
Weaknesses: She is unfortunately –not- omnipotent. Succubi are even more prone to True Faith than
Kindred. Moveover, bullets do not apply as Bashing damage – technically, in a strange way, Samsara is
still a living being with vital organs. Of course, only a lucky shot will do damage…
Notable attributes: Physical 5, Social 7, Intellectual 7.
Notable skills: Brawl 6, Melee 5, Dodge 5, Academics 4, Occult 7, Subterfuge 6, Empathy 5, Intimidation
5, Performance 6, Expression 4. Others to be ad-hoced if necessary.
Notable Equivalent Disciplines: Deviance 7 (see below), Fortitude 5, Potence 5, Celerity 5, Auspex 6,
Obfuscate 4, Chimeristry 4, Dementation 1, Dominate 5, Serpentis 1, Thaum (Movement of the Mind) 5,
Deviance 1 – Seduce: This power allows the Succubus to feed on a victim’s willpower, transforming it
into their own Deviance. Note that Succubi do not need Deviance to wake – they simply need it to use
their powers. The user of this power must first approach a target and begin seduction: even Kindred
may be seduced (indeed, their sexual natures may be brought back to life temporarily, 1 night for every
temporary willpower drawn away) in this manner. System: Roll Manipulation + Appearance, difficulty
six – target may roll Self Control (6) to attempt to resist the seduction. May only be used one time per
target, per night. A character left with no temporary willpower may begin to lose permanent willpower
as the Succubus’ hooks grow ever the more deep into his soul.
Deviance 2 – Form of Destruction: Sacrificing three points of social attributes for two points of physical,
the Succubus grows wings and mystical claws (1/2 soak pools, including Fortitude; NOT aggravated
damage). These wings may indeed allow the Succubus to fly. Transforming into this shape consumes
two Deviance pool.
Deviance 3 – Beguile: This ability is a devastating package of powers which allows Succubi to create
illusions (Chimeristry), enhance sensations (Dementations), immobilize with a stare (Serpentis), and
escape from the eyes of most creatures (Obfuscate). Using any of these powers consumes one
Deviance.
Deviance 4 – Smash: This is an attack which disperses sheer, unbridled darkness upon a target in the
form of a raw energy attack. To hit, one must roll Manipulation + Brawl (essentially, touching the target
at a distance) of difficulty 6 – this power may be dodged. Damage is Manipulation + Occult + overages,
and similar to the Form of Destruction’s mystical claws, soak pools and Fortitude’s effectiveness are
halved. This power costs one Deviance point per use.
Deviance 5 – Awaken: This power is how a Succubus reproduces; a mortal (or other? Not that anyone
knows of…) drained of all willpower through a number of nights suffering from the Seduce power may
willingly give his soul to the Succubus, transforming into a weak, but potentially powerful beast. This
power drains five Deviance points.
Deviance 6 – Call The Sentinel: A truly horrific power, this power summons a mystical, translucent beast
which serves at the Succubus’ beck and call – Each succubus’ is different. Fighting using her equivalent
powers, the massively sized beast serves as an excellent barrier, allowing the succubus to remain intact
while her victims die. It suffers no wound penalties, and has a number of damage levels equal to the
user’s Manipuation + Occult. This power costs four Deviance points to use, and the Succubus may take
no other offensive action – she may only dodge. If the Sentinel is destroyed, it may not be
resummoned for 24 hours.
Deviance 7 – Link To The Mother: This power is the exact opposite of a combat-centered power; simply
put, a Succubus in deep meditation may fall into connection with the Mother of Succubi; whoever that
may be, as none can seem to find her as of late. Only scant visions have guided Succubi since the Fall of
Rome, if not before.
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