Beckett's Statistics

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Beckett

Circa: 2043 C.E.
Last Modified: 2043
Plots:
Secrets:
Haven: Anywhere...or...nowhere.
Clan: Gangrel
Generation: 7th
Born: Early 18th Century - England
Embrace: 1740
Sire: Aristotle de Laurent -- Adoptive sire, his actual sire remains a mystery.
Progeny: Marie Larenz -- In 1945, he embraced a German hunter named Marie because of her survival skills and as a cruel joke. She continued hunting him into modern-day Berlin.
Periods of Torpor: Unknown.
Nature: Visionary
Demeanor: Judge
Apparent Age: Late 30s or Early 40s
Physical: Strength 5, Dexterity 4, Stamina 6
Social: Charisma 3, Manipulation 3, Appearance 2
Mental: Perception 4, Intelligence 6, Wits 5
Talents: Alertness 4, Athletics 3, Awareness 3, Brawl 4 (claws), Dodge 5, Empathy 3, Expression 3, Intimidation 4, Leadership 0, Streetwise 4 (stolen antiquities), Subterfuge 3
Skills: Animal Ken 5, Crafts 3, Drive 3 (4x4 & off road), Etiquette 5 (street, high society, Kindred), Firearms 2 (black powder), Larceny 3, Melee 3 (swords), Performance 2 (dancing - Victorian waltzes), Security 2, Stealth 4, Survival 6
Knowledges: Academics 6 (anthropology, archeology, Kindred history), Computer 1, Finance 2, Investigation 3, Law 2, Linguistics 6 (a host of living and dead languages), Medicine 3 (forensics), Occult 5 (Kindred weaknesses - powers & lineages), Politics 1, Science 3, Technology 2
Disciplines: Animalism 5, Auspex 1, Celerity 3, Dementation 2, Fortitude 6, Necromancy 2, Obfuscate 2, Obtenebration 2, Potence 4, Protean 6, Thaumaturgy 5
Discipline Techniques: Several.
Advanced Disciplines: Fortitude 6, Protean 6
Thaumaturgy Paths: Elemental Mastery 5, Path of Weather Control 3
Thaumaturgic Rituals: Many acquired through shady sources over the last three centuries.
Backgrounds: Allies 0, Alternate Identity 0, Contacts 5 (archaeologists), Domain 0, Fame 3, Generation 6, Herd 0, Influence 0, Mentor 5, Resources 5 (stolen antiquities), Retainers 1 ghoul (Cesare - an alcoholic, out-of-work pilot), Sect Membership 0, Status 1 (known worldwide), Rituals (Sabbat Only) 0
Clan Flaw: Every time a Gangrel frenzies, she acquires a temporary animal characteristic (which may replace an existing temporary one). A patch of fur, a brief torpor after feeding, or skittishness around crowds — all of these may mar an Outlander after frenzy. Characteristics acquired in Gangrel frenzies need not only be physical – they can be behavioral as well. Players should work with the Storyteller to determine what new animal trait is acquired (whether the frenzy involved the fight-or-flight impulse may be relevant). Over time, or in an exceptional situation, a particular animal feature may become permanent, with the next frenzy adding a new feature. A good guideline is to require each frenzy-gained trait to have some effect grounded in system terms (such as the temporary reduction of Social Attribute dots or a permanent loss of Humanity), though some Storytellers may allow narrative-only traits that can shape the story.
Extra Flaws: Glowing Eyes - 3pt physical
Merits:
Virtues: Conscience , Self-Control , Courage
Morality: Humanity (currently) 5
Willpower: 9
Destiny:
Notes: