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Plagues

19

Jack McCandless
Jacks traits improve for Plagues as he raises his level in the Stealth and Occult Skills. For ease of reference we present here a player summary of all his abilities and an updated character sheet. Virtue/Vice: Jacks Virtue is Justice. Once per session of play, he regains all spent Willpower when he does the right thing at risk of personal loss or setback. The right thing, to Jack, is a kind of street-level decency: Never steal from someone who doesnt deserve it, never give someone bad directions, and never take someones last dollar. His Vice is Pride. He regains one Willpower point at the end of any scene in which he exerts his own wants (not needs) over others at some potential risk to himself.
Disciplines and Kindred Powers

vampire: the requiem

Blood Expenditure: Jack can spend one Vitae per turn. Healing: Jack can spend Vitae to heal two points of bashing damage or one point of lethal damage. He can do so and act in the same turn. Physical Augmentation: Jack can add two dice to any dice pool based on one of his Physical Attributes (Strength, Dexterity or Stamina) by spending a point of Vitae. This benefit only lasts until the end of the turn, but he can do so and act in the same turn. Heightened Senses (Auspex ): Jack can magnify all his senses (or just one) to superhuman levels. Doing so requires an action but no roll of the dice. This can even allow Jack to see if pitch darkness. Jacks player can also add his Auspex (2) to any Wits + Composure roll to notice an imminent threat. Finally, with this power active Jack can pierce the veil of another Kindreds use of Obfuscate. When Jack might see through Obfuscate, his player should roll 8 dice (Jacks Wits + Investigation + Auspex) while the Storyteller rolls the Kindreds Resolve + Stealth + Obfuscate. If the player gets more successes, Jack sees through the illusion (seeing someone hiding using Cloak of Shadow, for example). Aura Perception (Auspex ): By concentrating, Jack can perceive the shifting colors of anothers aura, allowing him to read their moods. To do so, Jack must observe the subject for at least two turns. The player rolls 6 dice (Jacks Intelligence + Empathy + Auspex) the subjects Composure. Jack then perceives a number of emotions (colors) equal to successes on the roll, starting with the most dominant. If this power is active while the target is lying, the player rolls 6 dice (Jacks Intelligence + Empathy + Auspex) while the Storyteller rolls the targets Composure. If the player gets more successes, Jack knows the target is lying. Finally, if Jack uses this power while interacting or being in close proximity to someone for at least a turn immediately before a fight, he gains a bonus to his Initiative equal to successes when activating this power (as you can predict the targets actions).

Touch of Shadow (Obfuscate ): This power allows Jack to hide small items in his grasp or on his person. Even if someone is looking for the item on his person, the power keeps it hidden. You roll eight dice (Jacks Wits + Larceny + Obfuscate); once active, the object is hidden for the scene or until Jack decides to end the Discipline. Mask of Tranquility (Obfuscate ): Most vampires feel a flare of fear or anger the Predators Taint when they meet another Kindred for the first time. Jack, however, doesnt engender that effect, though he does still suffer from it and can thus recognize other vampires. Jack may turn off this power if he wishes. Cloak of Night (Obfuscate ): This power allows Jack to disappear completely, even from plain sight. He remains invisible until he wishes to reappear or until he takes obvious action (such as attacking someone or breaking a window). Disappearing requires a success on a roll of Intelligence + Stealth + Obfuscate (8 dice for Jack). If you roll five or more successes, anyone who sees Jack disappear forgets that he was even there in the first place. Clan Weakness (Mekhet): Jacks Kindred body is cursed to be even more sensitive to fire and sunlight than most. If he is exposed to these anathema of vampiric existence, he suffers one more point of aggravated damage per turn than other vampires
Merits

City Status (): The attention Prince Vidal and Antoine Savoy have paid to Jack and his companions has translated into him being recognized as at least marginally important among the Damned of New Orleans. When dealing with other Kindred in situations where such recognition could be valuable, Jacks player may add his City Status to attempts to convince other Kindred. Contacts: Jack has a friend in the New Orleans Police Department, a young cop who works the night shift in the French Quarter. This cop, named Michael Rample, knows Jack socially and usually gives him information about traffic conditions. Michael would be willing to share more sensitive information with Jack, but he might require a bribe for truly important tidbits. Direction Sense: Jack always knows which way is north, and he can always retrace his route in unfamiliar territory. Eidetic Memory: Jack doesnt forget anything he sees or hears (meaning you should take notes as his player). He normally doesnt need to make a roll to remember anything he knows, but if he is under stress, he adds two dice to any such roll. Stunt Driver: Unlike less skilled drivers, Jack can take other actions while driving, including firing his gun. The Storyteller might still require a Drive roll if Jack needs to do anything fancy, however.

Name: Player: Chronicle:

Jack McCandless Danse de la Mort

Concept: Virtue: Vice:

Courier Justice Pride

Attributes
Strength Dexterity Stamina

Clan: Covenant: Coterie:

Mekhet

Power Finesse Resistance

Intelligence ooooo Wits Resolve

ooooo ooooo ooooo

Presence

ooooo

ooooo ooooo

Manipulation ooooo Composure

ooooo

Skills Mental
(-3 unskilled)

Other Traits Merits


City Status Contacts Direction Sense Eidetic memory Stunt Driver

Academics_________ ooooo Computer_________ ooooo Crafts___________ooooo Investigation_______ooooo (Street Crime) Medicine_________ooooo Occult__________ooooo Politics_________ooooo Science_________ooooo

ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo

oooooooooooo oooooooooo
Vitae Blood Potency Humanity Willpower
-1 -2 -3

Health

Physical
(-1 unskilled)

Flaws

oooooooooo
10 9 8 7 6 5 4 3 2 1

Athletics_________ooooo Brawl____________ooooo Drive___________ooooo (Quick Arrival) Firearms_________ooooo Larceny__________ooooo Stealth__________ooooo Survival_________ooooo Weaponry_________ooooo

Disciplines
Auspex Obfuscate

Social
(-1 unskilled)

Plagues

Animal Ken_______ ooooo Empathy_________ ooooo Expression________ ooooo Intimidation_______ ooooo Persuasion________ ooooo Socialize_________ ooooo Streetwise_________ ooooo (Slums) Subterfuge________ ooooo vampire the requiem

ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo


5 3 6 10

o o o o o o o o o o

Size Defense Initiative Mod Speed Experience Armor

Equipment
Revolver +2

20

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