Difference between revisions of "Som Kranst's Statistics"
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Haven: One of several outlying Chantries. Som has well fortified quarters in each. | Haven: One of several outlying Chantries. Som has well fortified quarters in each. | ||
− | Born: 1931 | + | Born: 1931<br> |
− | Embrace: | + | Embrace:<br> |
− | Sire: | + | Sire:<br> |
− | Nature: Scientist | + | Nature: Scientist<br> |
− | Demeanor: Confidante | + | Demeanor: Confidante<br> |
− | Apparent Age: 40's | + | Apparent Age: 40's<br> |
− | Physical: Strength 2, Dexterity 4, Stamina 3 | + | Physical: Strength 2, Dexterity 4, Stamina 3<br> |
− | Social: Charisma 4, Manipulation 3, Appearance 3 | + | Social: Charisma 4, Manipulation 3, Appearance 3<br> |
− | Mental: Perception 5, Intelligence 5, Wits 5 | + | Mental: Perception 5, Intelligence 5, Wits 5<br> |
− | Talents: Alertness 3, Athletics 2, Brawl 2, Dodge 4 (find cover), Empathy 4 (sensing violence), Expression 3, Intimidation 1, Leadership 2, Streetwise 1, Subterfuge 3 (detecting lies) | + | Talents: Alertness 3, Athletics 2, Brawl 2, Dodge 4 (find cover), Empathy 4 (sensing violence), Expression 3, Intimidation 1, Leadership 2, Streetwise 1, Subterfuge 3 (detecting lies)<br> |
− | Skills: Animal Ken 2, Crafts 4 (etching), Drive 3 (armored street vehicles), Etiquette 4, Firearms 2, Melee 3 (stake), Performance 2, Security 4 (mystical boobytraps, electronic security), Stealth 2, Survival 1 | + | Skills: Animal Ken 2, Crafts 4 (etching), Drive 3 (armored street vehicles), Etiquette 4, Firearms 2, Melee 3 (stake), Performance 2, Security 4 (mystical boobytraps, electronic security), Stealth 2, Survival 1<br> |
− | Knowledges: Academics 4 (history, art), Computers 3 (counter-intrusion), Finance 2, Investigation 2, Law 2, Linguistics 4 (his Turkish is still halting), Medicine 3, Occult 5 (wards, vampire lore, bindings), Politics 2, Science 3 (chemistry), Rituals 5 (wards, divination) | + | Knowledges: Academics 4 (history, art), Computers 3 (counter-intrusion), Finance 2, Investigation 2, Law 2, Linguistics 4 (his Turkish is still halting), Medicine 3, Occult 5 (wards, vampire lore, bindings), Politics 2, Science 3 (chemistry), Rituals 5 (wards, divination)<br> |
− | Disciplines: Auspex 4, Dominate 4, Thaumaturgy 5, Fortitude 3, Celerity 2, Obfuscate 4, Presence 1, | + | Disciplines: Auspex 4, Dominate 4, Thaumaturgy 5, Fortitude 3, Celerity 2, Obfuscate 4, Presence 1, Visceratika 3.<br> |
− | Discipline Techniques: | + | Discipline Techniques: <br> |
− | Sorcerous Paths: Wards 5 (Primary), Blood 5, Neptune's Might 5, Elemental Control 3, Flames 4, Movement of the Mind 3, Hearth 2. | + | Sorcerous Paths: Wards 5 (Primary), Blood 5, Neptune's Might 5, Elemental Control 3, Flames 4, Movement of the Mind 3, Hearth 2.<br> |
− | Rituals: Many, including all wards, [[Vires Acquirit Eundo]], his own versions of [[Rune of Insight]] and [[Abjurant Fire]], as well as a few other anti-intrusion tricks he's learned or invented. | + | Rituals: Many, including all wards, [[Vires Acquirit Eundo]], his own versions of [[Rune of Insight]] and [[Abjurant Fire]], as well as a few other anti-intrusion tricks he's learned or invented.<br> |
− | Backgrounds: Allies 5, Contacts 2, Generation 3, Herd 2 (lab assistants), Mentor 2, Resources 3 (6 from Tremere supplies, used to acquire lab and ritual components only), Retainers 2 (bodyguard, mortal apprentice, Status 0, Tremere Status 1. | + | Backgrounds: Allies 5, Contacts 2, Generation 3, Herd 2 (lab assistants), Mentor 2, Resources 3 (6 from Tremere supplies, used to acquire lab and ritual components only), Retainers 2 (bodyguard, mortal apprentice, Status 0, Tremere Status 1.<br> |
− | Virtues: Conscience 4, Self-Control 5, Courage 3 | + | Virtues: Conscience 4, Self-Control 5, Courage 3<br> |
− | Path of Enlightenment: Humanity 7 | + | Path of Enlightenment: Humanity 7<br> |
− | Willpower: 8 | + | Willpower: 8<br> |
− | Merits: | + | Merits: <br> |
− | Flaws: | + | Flaws:<br> |
− | Secrets: | + | Secrets:<br> |
− | Plots: | + | Plots:<br> |
− | Destiny: | + | Destiny:<br> |
Latest revision as of 04:33, 5 January 2014
10th generation Tremere, Embraced 1962 in Heidelberg, Germany.
Haven: One of several outlying Chantries. Som has well fortified quarters in each.
Born: 1931
Embrace:
Sire:
Nature: Scientist
Demeanor: Confidante
Apparent Age: 40's
Physical: Strength 2, Dexterity 4, Stamina 3
Social: Charisma 4, Manipulation 3, Appearance 3
Mental: Perception 5, Intelligence 5, Wits 5
Talents: Alertness 3, Athletics 2, Brawl 2, Dodge 4 (find cover), Empathy 4 (sensing violence), Expression 3, Intimidation 1, Leadership 2, Streetwise 1, Subterfuge 3 (detecting lies)
Skills: Animal Ken 2, Crafts 4 (etching), Drive 3 (armored street vehicles), Etiquette 4, Firearms 2, Melee 3 (stake), Performance 2, Security 4 (mystical boobytraps, electronic security), Stealth 2, Survival 1
Knowledges: Academics 4 (history, art), Computers 3 (counter-intrusion), Finance 2, Investigation 2, Law 2, Linguistics 4 (his Turkish is still halting), Medicine 3, Occult 5 (wards, vampire lore, bindings), Politics 2, Science 3 (chemistry), Rituals 5 (wards, divination)
Disciplines: Auspex 4, Dominate 4, Thaumaturgy 5, Fortitude 3, Celerity 2, Obfuscate 4, Presence 1, Visceratika 3.
Discipline Techniques:
Sorcerous Paths: Wards 5 (Primary), Blood 5, Neptune's Might 5, Elemental Control 3, Flames 4, Movement of the Mind 3, Hearth 2.
Rituals: Many, including all wards, Vires Acquirit Eundo, his own versions of Rune of Insight and Abjurant Fire, as well as a few other anti-intrusion tricks he's learned or invented.
Backgrounds: Allies 5, Contacts 2, Generation 3, Herd 2 (lab assistants), Mentor 2, Resources 3 (6 from Tremere supplies, used to acquire lab and ritual components only), Retainers 2 (bodyguard, mortal apprentice, Status 0, Tremere Status 1.
Virtues: Conscience 4, Self-Control 5, Courage 3
Path of Enlightenment: Humanity 7
Willpower: 8
Merits:
Flaws:
Secrets:
Plots:
Destiny: