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About Chandra IsaPlayer: Taru
Mask: Social Chameleon
Clan: Mekhet
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Strength: 1
Presence: 2
Merits, Disciplines and Coils:
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Investigative Aide (Occult): ◉
Library (Occult): ◉
Parkour: ◉◉◉
Cat Leap:
Wall Run:
Safe Place: ◉
Status (Ordo Dracul): ◉
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: ◉
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. -------------------------------
Beast’s Hackles
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.
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. -------------------------------
Surmounting the Daysleep •
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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 -------------------------------
Physical:
Social:
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