Maxwells Statistics

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Maxwell

Sire: Altamira

Childer:

Nature: Director

Demeanor: Architect

Generation: 6th

Born: 1717

Embrace: 1755

Apparent Age: Late 30's

Physical: Strength 6, Dexterity 5, Stamina 7

Social: Charisma 6, Manipulation 4, Appearance 4

Mental: Perception 5, Intelligence 5, Wits 6

Talents: Alertness 4, Athletics 4, Brawl 6, Dodge 3, Intimidation 4, Leadership 4, Subterfuge 2

Skills: Animal Ken 4, Drive 1, Etiquette 2, Firearms 2, Melee 7, Performance 2, Stealth 4, Survival 5

Knowledges: Finance 1 Linguistics 4, Occult 5, Politics 3

Disciplines: Auspex 3, Celerity 5, Dominate 4, Fortitude 4, Potence 5, Presence 7, Protean 5, Serpentis 3

Backgrounds: Allies 3, Contacts 3, Influence 1, Mentor 6, Resources 4, Retainers 2, Status 4

Virtues: Conscience 2, Self Control 2, Courage 4

Humanity: 5

Willpower: 8

Notes: Maxwell's first extra level of Presence allows him to create a great feeling of trust among a group of people(Ka's Influence). His second level prevents his foes from spending Willpower to negate his Presence (Stealing the Heart's Protection). In order to use Willpower against him, the character must make a Self-Control roll (difficulty 8), Maxwell carries a silver plated cavalry sabre with which he has trained extensively.

Influence: While Maxwell has gained little direct influence since returning to the city, he has seized control of the Chicago Police Internal Affairs Division. He hopes that he can eventually use this to control the entire organization.