Karsh's Statistics

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Karsh

Circa: 1999 C.E.
Plots:
Secrets:
Haven:
Clan: Gangrel
Generation: 5th
Born: Unknown
Embrace: Early 13th century (judging from historical cues)
Sire: Unknown - in his more loquacious moods, Karsh occasionally makes reference to Arabic legends concerning packs of ancient wolf-djinn hunting the wilderness of the Near East.
Nature: Survivor
Demeanor: Fanatic
Apparent Age: Indeterminate (perhaps a haggard, weath­ered 30)
Physical: Karsh swings his sword and enemies fall; persons who have couched him claim his skin has acquired the strength of diamonds.
Social: Charisma 6, Manipulation 5, Appearance 4
Mental: Perception 7, Intelligence 6, Wits 7
Talents: Alertness 6, Athletics 5, Brawl 7, Dodge 6, Instruction 4, Interrogation 4, Intimidation 6, Leadership 6, Streetwise 4, Subterfuge 4
Skills: Animal Ken 4, Archery 4, Demolitions 3, Drive 3, Etiquette 2, Firearms 4, Meditation 3, Melee 8, Ride 5, Stealth 4, Survival 5
Knowledges: Black Hand Lore 4, Camarilla Lore 5, Expert Knowledge: Tactics 5, Investigation 4. Linguistics (a broad selection of languages both spoken and dead) 5, Medicine 3, Occult 4, Sabbat Lore 5
Disciplines: Animalism 4, Auspex 1, Celerity 7, Dominate l, Fortitude 7, Potence 6, Presence 2, Protean 8
Discipline Techniques: Probably.
Advanced Disciplines: Yes.
Sorcerous Paths: Good Muslims wouldn't.
Rituals: Make the gesture to ward off evil.
Backgrounds: Allies (Inner Circle) 8, Herd 4, Influence (Military) 4, Resources 5, Retainers 8, Status 7
Flaws / Merits:
Virtues: Conviction 4. Self-Control 5, Courage 5
Morality: Road of the Beast (Path of the Feral Heart) 6
Derangements: Gluttony
Willpower: 9
Destiny: