Valeros

Bassanio's page

41 posts. Alias of Lord Zekk.


Full Name

Bassanio

Race

Stats:
BP(1/1) WP(7/7) Str(2) Dex(4) Sta(2) Cha(3) Man(3) App(5) Per(1) Int(2) Wit(3) | Alrt(1) Ath(3) Brl(1) Car(1) Emp(3) Exp(4) Ldr(1) Sub(3) | Etq(3) Mle(3) Rid(1) Perf(2) Stl(1) | Acd(1) Fin(2) Law(1) Pol(1) Scn(1) |

About Bassanio

Bassanio is the youngest son of a wealthy Florentine Banker. Indisciplined, wilful fun loving with a love for women, gambling and wine having him running from one sort of trouble straight into some other but his good looks, charm, quick tongue and father's purse have helped him avoid as much trouble as they've helping him.

Bassanio usually dressed in stylish light armour and in clothing of the latest fashion. He wears a sword by this waist, a dagger concealed under this clothing. He carries himself with the nonchalant confidence of a young man who more often than not gets what he wants and believes he knows much, a mistake many young men are prone to.

At the young age of 20 Bassanio arrived in Venice along with his aid, Etio, under his father's instructions to expand the family business to the great trading city of Venice. Bassanio's skill in matters of skill is still limited in matters of commerce and he relies on Etio heavily. He always dreamt of growing up to be a soldiers but due to his lifestyle he has so far been unable to escape the influence of this father's purse and consequently his wishes.

He suspects his father had him sent away from Milan for being an embarrassment but is determined to prove that he too can achieve success with what he views as the limited resources at his disposal. He has found himself a small manse in the city where he lives and conducts his business affairs with the assistance of Etio. At present he has been making acquaintances with the merchants of Venice and is planning to host a party which is one thing he is truly good at, to cement relations create some publicity for the Bank.

Name: Bassanio
Nature: Bon Vivant
Demeanour: Chameleon
Concept: Prodigal Son
Clan:
Generation:
Sire:
Road:

Max Blood Pool /Current 1 / 1
Max Trait Rating - 1
Blood points Per Turn - 1
1/3 blood bound to Rafael

XP Earned - 10
XP Spent - 10
5xp Perception 2
3xp Intimidate 1
2xp Intimidate 2

XP Expenditures:

DISCIPLINES
Obfuscate *
Auspex *
Celerity *
Presence *

ATTRIBUTES

Physical (5)
Strength **
Dexterity **** (Swift)
Stamina **

Social (7)
Charisma ***
Manipulation ***
Appearance ***** (Unconventional Looks)

Mental (3)
Perception *
Intelligence **
Wits ***

ABILITIES 13/9/5

Talents (13)
Alertness *
Athletics ***
Brawl *
Carousing *
Empathy ***
Expression ***
Intimidation
Leadership *
Ledgermain
Subterfuge ***

Skills (9)
Animal Ken
Archery
Crafts
Etiquette ***
Melee ***
Performance **
Ride *
Stealth *
Survival

Knowledge (5)
Academics *
Finance ** (Banking)
Investigation
Hearth Wisdom
Law *
Linguistics
Medicine
Occult
Politics *
Sceneshal *
Theology

BACKGROUNDS (5)
Resources ****
Retainer **

VIRTUES (7)
Conscience **
Self Control ***
Courage *****

Humanity 5
Willpower 7/7

Bonus Points (15) 5 points unspent
2pt Empathy 3
2pt Expression 3
2pt Athletics 3
2pt Finance 2
2pt Willpower 7
5pt Charisma 4

MERITS

Blush of Health (2pt. Merit)
You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the colour of a living mortal, and your skin feels only slightly cool to the touch.

Enchanting Voice (2pt. Merit)
There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thundering, soothing, persuading, or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two.

Inoffensive to Animals (1pt. Merit)
With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don’t actively flee from you.

Language (1pt. Merit) FRENCH
You know a language in addition to your native one. You can take this Merit multiple times, each reflecting a different language.

Eat food (1pt. Merit)
You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in pretending to be human. Of course, you can’t digest what you eat, and there will be some point during the evening when you have to heave it back up.

Early Riser (1pt. Merit)
No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn. Your Humanity or Path score is considered to be 10 for purposes of deciding when you rise each evening. Vampires with this Merit cannot take the Deep Sleeper Flaw.

Light Sleeper (2pt. Merit)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day.
FLAWS

Impatient (1pt. Flaw)
You have no patience for standing around and wait- ing. You want to do things now — f+*@ those slowpokes trying to hold you back. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go tearing off on your own instead.

Short Fuse (2pt. Flaw)
You are easily angered. Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar weakness.

Prey Exclusion (1pt. Flaw) ELDERLY
You refuse to hunt a certain class of prey. You might refuse to feed on drug dealers, policemen, accountants, or rich people — if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity or Path loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller’s discretion. Ventrue, owing to the limitations already imposed on their feeding by their Clan weak- ness, may not take this Flaw.

Enemy (2pt. Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah or other potent supernatural foe).

Dark Secret (1pt. Flaw)
You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the local Kindred community. This could be anything from having murdered an elder to being a member of the Anarchs.

Etio (Based on Ghoul Stats:

Etio appears to be in his early forties. One of the very best senior bankers in the employ of Antonio, Bassanio's father, has been tasked with guiding and assisting Bassanio in setting up the family office in Venice. Truth be told Etio was very glad for the assignment. He is very fond of the boy and knows he can use all the help he can get in this difficult assignment.

Nature: Capitalist, Demeanour: Perfectionist

Attributes (6/4/3)
Physical - Str** Dex** Sta **
Social - Cha*** Man*** App*
Mental - Per**** Int**** Wit***

Abilities (11/7/4)
Talents - Empathy** Expression* Leadership* Subterfuge***
Skills - Etiquette*** Ride*
Knowledges - Academics** Finance**** Investigation** HearthWis* Law** Medicine* Politics* Sceneshal** Theology*

Background (5)
Contacts****
Resources*

Advantages
Virtues - Conscience*** Self Control**** Courage***
Humanity******* Willpower***** *

Freebie Points (21)
5 Perception
5 Intelligence
3 Willpower
8 Knowledges


Bonus Points
+1 Appearance
+1 Performance
+1 Resources