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.