Winter Klazcka

Chandra Isa's page

1 post. Alias of Hotaru of the Society.


Race

Vampire

Classes/Levels

Health: 07/07 | Will: 05/05 | Vitae: d10/10 | Humanity: 7/10

Armor:
Rating: ??| STR: ?? | Def: ?? | Speed: ?? |
Conditions: None

Gender

Female

Special Abilities

Special Abilities: Auspex 1, Celerity 1, Coil of Ascendance 1

Location

Nightwood

Languages

English

About Chandra Isa

Player: Taru
Chronicle: Nightwood

Mask: Social Chameleon
Dirge: Perfectionist
Concept: Snarky Socialite Student of the Supernatural

Clan: Mekhet
Bloodline: None
Covenant: Ordo Dracul

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Aspirations:
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• Develop the Coil of Lakshmi (Long)
• Continue to Sustain via Animals (Ongoing)
• Perform the Mission of my Covenant (Ongoing)

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Attributes
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Intelligence: 3
Wits: 3
Resolve: 2

Strength: 1
Dexterity: 3
Stamina: 2

Presence: 2
Manipulation: 3
Composure: 3

Merits, Disciplines and Coils:

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Merits:
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Bloodhound: ◉◉
Your character can discern the intricacies of blood by smelling it, as if he had tasted it. When using his Kindred senses to detect blood, to track by blood, or to pick out the details of blood, he only needs to smell a blood source.

Investigative Aide (Occult):
Your character has one particular knack that can contribute amazingly to an investigation. Choose a Skill when purchasing this Merit; when making rolls to Uncover Clues (see p. 79), she achieves exceptional success on three successes instead of five. As well, Clues that come from her use of that Skill start with one additional element.

Library (Occult):
Your character has access to a plethora of information about a given topic. When purchasing this Merit, choose a Mental Skill. The Library covers that purview. On any extended roll involving the Skill in question, add the dots in this Merit. Additionally, its benefits can be shared by various characters, with permission.

Parkour: ◉◉◉
Flow:
Your character reacts instinctively to any obstacles with leaps, jumps, and scaling techniques. When in a foot chase, subtract your Parkour from the successes needed to pursue or evade. Also, ignore environmental penalties to Athletics rolls equal to your Parkour rating [3].

Cat Leap:
When using a Dexterity + Athletics (7 dice) roll to mitigate damage from falling, your character gains one automatic success. Additionally, add your Parkour rating [3, total of 4] of to the threshold of damage that can be removed through this roll. Parkour will not mitigate damage from a terminal velocity fall.

Wall Run:
When climbing, your character can run upward for some distance before having to traditionally climb. Without rolling, your character scales 10 feet + five feet per dot (25 feet) of Athletics as an instant action, rather than the normal 10 feet.

Safe Place:
Your character has somewhere she can go where she can feel secure. Any efforts to breach the Safe Place suffer a penalty equal to the Merit dots invested.

Status (Ordo Dracul):
First, your character can apply her Status to any Social roll with those over which she has authority or sway.

Second, she has access to group facilities, resources, and funding. Depending on the group, this could be limited by red tape and requisitioning processes. It’s also dependent on the resources the particular group has available.

Third, she has pull. If she knows a character’s Mentor, Resources, Retainer, Contacts, or Allies, she can block their usage. Once per chapter, she can stop a single Merit from being used, if it’s of a lower dot rating than her Status, and if it makes sense for her organization to obstruct that type of person’s behavior. In our Organized Crime example, if your character knows that the chief of police has Contacts (Criminal Informant), you may opt to block usage by threatening the informant into silence.

Sworn of the Dying Light:
Joined the Research Division of the Ordo Dracul.
She gains dots equal to her Covenant Status to split between the Mentor ◉ and Retainer Merits. These reflect teachers and wards within the faction. She can swap these Merits out between chapters, as she receives new assignments.

Sworn of the Dying Light act as the research and development wing of the Ordo Dracul. The Sworn dedicate themselves to learning, teaching, and creating Coils.

Drawback: Being Sworn is no easy task. It means being tied inexorably to the covenant, with deep and time-demanding responsibilities. Your character cannot go two full nights without devoting at least some time to covenant affairs, or she’ll be punished.

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Disciplines:
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Auspex

Beast’s Hackles
The Beast focuses on danger and weakness. A vampire who borrows her Beast’s senses can use that focus to know if someone is about to attack her, or to pinpoint the weakest person in the room. The Beast is sensitive to things that other people cannot normally perceive; using this Discipline can pierce Obfuscate (see “Clash of Wills,” p.125).
Cost: Varies, as the Discipline is slightly tiring; the first use in a scene is free, but subsequent uses in the same scene cost 1 Vitae each.
Dice Pool: Wits + Empathy + Auspex
Action: Instant
Roll Results
Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller should either give false information, or present a warped version of the truth.
Failure: The vampire’s senses cloud; his Beast doesn’t see any immediate point of weakness.
Success: The player can ask one question of the Storyteller. The Storyteller’s answer should include the imagery conjured by the Beast to convey the answer. This level of Auspex can only answer immediate questions about danger or weakness; the sample questions below cover much of the information the Beast can provide.
Exceptional Success: The player can ask two questions.
Who here is most likely to give me what I want? Who/What here is most likely to lapse into violence? Who here is most afraid? Who/what here is most likely to hurt me? Who here is closest to frenzy? Is a vampire using X Discipline?

Celerity

Unleashing her Beast, a vampire can cross vast distances in the blink of an eye, catch a thrown punch before her attacker has even moved a muscle, or snatch a gun barrel away from a man’s temple before he can pull the trigger. Celerity makes a vampire so fast that it’s as if she never has to move at all.
Cost: None or 1 Vitae per active effect
Dice Pool: None
Action: None (for persistent effects) or Reflexive (for active effects)
Duration: Permanent (for persistent effects) or one turn (for active effects)
Like other physical Disciplines, Celerity has two kinds of effects: persistent and active. Persistent effects are always on, and have no cost. Active effects are reflexive and cost one Vitae per effect.
Persistent: Add the vampire’s dots in Celerity to her Defense, or to her Dodge roll when defending actively. If a Firearms attack denies her normal Defense, the attacker still takes a penalty on his attack equal to the vampire’s dots in Celerity. A character must still be aware of incoming attacks to defend against them. If she is restrained, slumbering, or otherwise unable to respond, Celerity offers no advantage.

Active: By spending Vitae Celerity allows for bursts of speed faster than the eye can perceive. For each point of Vitae spent choose one effect from the following list. A vampire may spend additional Vitae to invoke multiple effects simultaneously, but no effect of Celerity may be used more than once per turn.

• Immediately move to the head of the Initiative queue. This boost in Initiative lasts only one turn, after which all combatants return to acting in their rolled order. If multiple vampires attempt to jump ahead simultaneously they enter a Clash of Wills (p. 125), the winner acts first.

• Interrupt the action of another character with a brief action of her own. This could be an attack, making it possible to disable an opponent in mid-action. It may be movement, avoiding harm by shifting out of reach. Or it could be any other instant action, like activating a Discipline or dodging. However, the vampire is still limited to one instant action. She cannot use Celerity to make two attacks, or an attack followed by another instant action. Likewise she cannot move further in a single turn than her Speed would allow. The decision to interrupt is made after another character’s action is declared, but before it actually occurs (before dice are rolled). Once interrupted, the other character must continue his declared action, if it’s still possible. If the action is no longer possible, he takes no action. Alternatively, that character’s player may declare his action a dramatic failure and take a Beat. Celerity cannot interrupt reflexive actions or actions of which the character was unaware. Finally, using Celerity in this way is exhausting; a vampire may only interrupt as many actions in a scene as she has dots in Celerity.

• Multiply her speed by her dots in Celerity plus one. Moving in this way is sudden, jarring, the vampire appears to shift from point to point without crossing the space in-between. She may use this to briefly avoid detection or launch surprise attacks.

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Coils and Devotions:
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Coil of the Ascendant:

Surmounting the Daysleep •
A Dragon will not be held down by the distant rays of the dawning sun, nor made weak by its celestial body. So long as she benefits from the blush of life (p. 90) the Dragon need not 156 Vampire: the Requiem roll to resist her daily slumber, nor will she gain the Lethargic Condition (p. 305) for remaining active during the day.

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Resources:
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Health: 07/07

Willpower: 05/05

Blood Potency: 01/01

Vitae: d10/10

Touchstone: Lisa Flynt: Girl's Coach

Humanity: 7

Frenzy Triggers:

Resist with Resolve + Composure
Dead friend −2
Dead lover −4
Destruction of important property −1
Destruction of minor property +1
Expecting provocation +1
Hungry (4 or fewer Vitae) −2
Hurt friend −1
Hurt lover −2
Inside burning building −4
Insulted by a superior −1
Insulted by an inferior −2
On Elysium grounds +2
Provocation was Touchstone +2
Publicly ostracized −2
Seeing a trivial open wound +1
Seeing a massive open wound −1
Small fire (torch) −2
Starving (2 or fewer Vitae) −4
Sunlight (causing aggravated
damage)
−3
Sunlight (causing lethal damage) −1
Surprised by provocation −1
Wounded (at all) −1
Wounded in last three Health boxes −3

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Skills:
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Mental:
Academics: 2
Computer: 1
Crafts: 0
Investigation: 2
Medicine: 1
Occult: 3 (Urban Legends)
Politics: 1
Science: 1

Physical:
Athletics: 3 (Acrobatics)
Brawl: 0
Drive: 0
Firearms: 0
Larceny: 0
Stealth: 0
Survival: 1
Weaponry: 0

Social:
Animal Ken: 1
Empathy: 1 (Motives)
Expression: 0
Intimidation: 0
Persuasion: 2
Socialize: 2
Streetwise: 0
Subterfuge: 1

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History:
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Vapid Cheerleader who fought to be perfect, noticed, and in control was punished by one of the bridges she burned - or perhaps a person she never noticed at all.
After the end results of being sired and immediately abandoned, Chandra was taken under the wing of a vampire who works within the Ordo Dracul's Divine Light Division.
Chandra has heretofore avoided drinking the blood of anything that doesn't walk on four legs... after that first time at least.

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Description:
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Age: 17 [17]
D.O.B: Dec 22, 2001
R.I.P.: [[A few months ago.]]
Hair: Black, Long and Wavy, Frames a slightly-too-angular face.
Eyes: Brown
Race: Khatri, skin is Ashen when not using blush of health.
Nationality: United States
Sex: Female
Height: 5'4"
Weight: 112 lbs