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Pavel Jova Ivanovich, Prince of Klausenburg


Player: Richie Roberts
Clan: Ravnos
Nature: Survivor
Demeanor: Innovator
Generation: 9th
Embrace: 1074
Apparent Age: 32
Physical: Strength 3, Dexterity 4, Stamina 2
Social: Charisma 3, Manipulation 4, Appearance 3
Mental: Perception 2, Intelligence 4, Wits 2
Talents: Alertness 2, Athletics 2, Brawl 2, Dodge 2, Larceny 5, Leadership 2, Subterfuge 1
Skills: Crafts 1, Etiquette 3, Firearms 1, Herbalism 3, Melee 5, Music 4, Stealth 2, Survival 3
Knowledges: Academics 2, Hearth Wisdom 2, Law 1, Linguistics 2, Medicine 1, Occult 4
Disciplines: Animalism 1, Celerity 2, Chimerstry 4, Fortitude 2
Backgrounds: Age 1, Contacts 1, Generation 2, Herd 2, Influence 5, Resources 4, Retainer 1, Status 5
Merits/Flaws: Eidetic Memory (2 pt. merit), Fae Affinity (2 pt. merit), Overconfidence (1 pt. Flaw) Second-Class Citizen (2 pt. Flaw)
Virtues: Conviction 2, Self-Control 3, Courage 5
Road: Paradox 5
Willpower: 10
Maximum Blood Pool: 14
Maximum Per Turn: 2
Maximum Trait Rating: 5

Discipline Abilities

Animalism 1 - Feral Speech
Effect: When looking into an animal's eyes, commands may be given by speaking in that animal's language (barks, chirps, whatever). Cooperation is not guaranteed, but the animal will be better disposed to a Cainite who can speak with it. Commands should be tailored to the intelligence of the animal.
System: no roll is necessary to initiate speech, but a Charisma + Animal Ken roll (diff 6, adjusted for circumstance and roleplaying). Appealing to the animal's needs or desire may help. Consider the Nature of the animal, predators should be asked, while squirrels can be intimidated.

Celerity 2
Effect: Additional actions may be gained with full dice pools.
System: Spend one Blood Point for each extra action you wish to take, to the limit of your Celerity rating.

Chimerstry 1 - Ignis Fatuus
Effect: You may create minor, static illusions affecting one sense only. examples include an illusory wall (visual only), a slap (tactile only), a strange smell (olfactory only), a creaking door (audial only), a taste of rot in food (taste buds only).
System: This illusion costs one point of Willpower to create, and lasts as long as it's creator can still sense it, or decides to end it. Tactile illusions can be felt, but do not bar the passage of objects or people, nor do they cause damage..

Chimerstry 2 - Dweomer
Effect: These illusions (still static) can involve any or all of the five senses, whatever the creator wishes.
System: These illusions cost 2 Willpower points, and they are created and disappear in the same fashion as those illusions created by Ignis Fatuus.

Chimerstry 3 - Apparition
Effect: This power is used in conjunction with the first two levels of Chimerstry. It allows the previous illusions to have a full range of motion. These illusions will appear perfectly natural as long as you are familiar with the subject's range of motion.
System: You must spend one Blood Point to make an illusion move in one specific way. You may change or stop the motion, but only if you have done nothing but concentrate on the illusion after creating it.

Chimerstry 4 - Permanency
Effect: This power, also used in conjunction with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when you cannot see it.
System: Simply spend one Blood Point, and the illusion becomes permanent until dissolved.

Fortitude 2
Effect: Your Fortitude allows you to soak damage from sunlight and fire. Each level of Fortitude gives you one additional soak die when soaking any wounds.
System: simply add Fortitude to Stamina for the purposes of soaking wounds. Only a character with Fortitude may soak sunlight or fire.

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