Difference between revisions of "Karsh's Statistics"

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<span style="color:maroon;">'''Secrets:'''<br>
 
<span style="color:maroon;">'''Secrets:'''<br>
 
<span style="color:maroon;">'''Haven:'''<br>
 
<span style="color:maroon;">'''Haven:'''<br>
<span style="color:maroon;">'''Clan:'''<br>
+
<span style="color:maroon;">'''Clan:''' [[Gangrel]]<br>
<span style="color:maroon;">'''Generation:'''<br>
+
<span style="color:maroon;">'''Generation:''' 5th<br>
<span style="color:maroon;">'''Born:'''<br>
+
<span style="color:maroon;">'''Born:''' Unknown<br>
<span style="color:maroon;">'''Embrace:'''<br>
+
<span style="color:maroon;">'''Embrace:''' Early 13th century (judging from historical cues) <br>
<span style="color:maroon;">'''Sire:'''<br>
+
<span style="color:maroon;">'''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.<br>
<span style="color:maroon;">'''Nature:'''<br>
+
<span style="color:maroon;">'''Nature:''' [[Survivor]]<br>
<span style="color:maroon;">'''Demeanor:'''<br>
+
<span style="color:maroon;">'''Demeanor:''' [[Fanatic]]<br>
<span style="color:maroon;">'''Apparent Age:'''<br>
+
<span style="color:maroon;">'''Apparent Age:''' Indeterminate (perhaps a haggard, weath­ered 30)<br>
<span style="color:maroon;">'''Physical:''' Strength 1, Dexterity 1, Stamina 1<br>
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<span style="color:maroon;">'''Physical:''' Karsh swings his sword and enemies fall; persons who have couched him claim his skin has acquired the strength of diamonds.<br>
<span style="color:maroon;">'''Social:''' Charisma 1, Manipulation 1, Appearance 1<br>
+
<span style="color:maroon;">'''Social:''' Charisma 6, Manipulation 5, Appearance 4<br>
<span style="color:maroon;">'''Mental:''' Perception 1, Intelligence 1, Wits 1<br>
+
<span style="color:maroon;">'''Mental:''' Perception 7, Intelligence 6, Wits 7<br>
<span style="color:maroon;">'''Talents:''' Alertness, Athletics, Brawl, Dodge, Empathy, Expression, Intimidation, Leadership, Streetwise, Subterfuge<br>
+
<span style="color:maroon;">'''Talents:''' Alertness 6, Athletics 5, Brawl 7, Dodge 6, Instruction 4, Interrogation  4, Intimidation 6, Leadership 6, Streetwise 4, Subterfuge 4<br>
<span style="color:maroon;">'''Skills:''' Animal Ken, Crafts, Drive, Etiquette, Firearms, Melee, Performance, Security, Stealth, Survival<br>
+
<span style="color:maroon;">'''Skills:''' Animal Ken 4, Archery 4, Demolitions 3, Drive 3, Etiquette 2, Firearms 4, Meditation 3, Melee 8, Ride 5, Stealth 4, Survival 5<br>
<span style="color:maroon;">'''Knowledges:''' Academics, Computers, Finance, Investigation, Law, Linguistics, Medicine, Occult, Politics, Science<br>
+
<span style="color:maroon;">'''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<br>
<span style="color:maroon;">'''Disciplines:'''<br>
+
<span style="color:maroon;">'''Disciplines:''' Animalism 4, Auspex 1, Celerity 7, Dominate l, Fortitude 7, Potence 6, Presence 2, Protean 8<br>
<span style="color:maroon;">'''Discipline Techniques:'''<br>
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<span style="color:maroon;">'''Discipline Techniques:''' Probably.<br>
<span style="color:maroon;">'''Advanced Disciplines:''' <br>
+
<span style="color:maroon;">'''Advanced Disciplines:''' Yes.<br>
<span style="color:maroon;">'''Sorcerous Paths:'''<br>
+
<span style="color:maroon;">'''Sorcerous Paths:''' Good Muslims wouldn't.<br>
<span style="color:maroon;">'''Rituals:'''<br>
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<span style="color:maroon;">'''Rituals:''' Make the gesture to ward off evil.<br>
<span style="color:maroon;">'''Backgrounds:''' Allies, Contacts, Fame, Generation, Herd, Influence, Mentor, Resources, Retainers, Status<br>
+
<span style="color:maroon;">'''Backgrounds:''' Allies (Inner Circle) 8, Herd 4, Influence (Military) 4, Resources 5, Retainers 8, Status 7<br>
 
<span style="color:maroon;">'''Flaws / Merits:'''<br>
 
<span style="color:maroon;">'''Flaws / Merits:'''<br>
<span style="color:maroon;">'''Virtues:''' Conscience 0, Self-Control 0, Courage 0<br>
+
<span style="color:maroon;">'''Virtues:''' Conviction 4. Self-Control 5, Courage 5<br>
<span style="color:maroon;">'''Morality:'''<br>
+
<span style="color:maroon;">'''Morality:''' Road of the Beast (Path of the Feral Heart) 6 <br>
<span style="color:maroon;">'''Willpower:'''<br>
+
<span style="color:maroon;">'''Derangements:''' Gluttony<br>
 +
<span style="color:maroon;">'''Willpower:''' 9<br>
 
<span style="color:maroon;">'''Destiny:'''<br>
 
<span style="color:maroon;">'''Destiny:'''<br>

Latest revision as of 23:02, 15 January 2015

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: