Difference between revisions of "Amara Frost's Statistics"

From The World Is A Vampire
Jump to: navigation, search
Line 31: Line 31:
 
<span style="color:#000000;">'''Sorcerous Rituals: ''' <br>
 
<span style="color:#000000;">'''Sorcerous Rituals: ''' <br>
 
<span style="color:#000000;">'''Backgrounds:''' Allies 1, Contacts 3, Domain 2, Generation 5, Herd 2 (Gear heads at a local shop), Influence 1, Mentor 1, Resources 4, Retainers 2, Status 1 <br>
 
<span style="color:#000000;">'''Backgrounds:''' Allies 1, Contacts 3, Domain 2, Generation 5, Herd 2 (Gear heads at a local shop), Influence 1, Mentor 1, Resources 4, Retainers 2, Status 1 <br>
<span style="color:#000000;">'''Clan Flaw: '''Brujah have a hard time resisting frenzy. All '''Frenzy''' rolls are performed at '''+1''' to the difficulty.   <br>
+
<span style="color:#000000;">'''Clan Flaw: ''' The same passions that inspire Brujah to greatness or depravity, left unchecked, can send them into incandescent rages: The difficulties of rolls to resist or guide frenzy (p. 298) are two higher than normal. Additionally, a Brujah may never spend Willpower to avoid frenzy, though he may spend a point of Willpower to end a frenzy that has already begun.<br>
 
<span style="color:#000000;">'''Extra Flaws: '''[[Twisted Upbringing]] <br>
 
<span style="color:#000000;">'''Extra Flaws: '''[[Twisted Upbringing]] <br>
 
<span style="color:#000000;">'''Merits: '''[[Underworld Ties]] <br>
 
<span style="color:#000000;">'''Merits: '''[[Underworld Ties]] <br>

Revision as of 18:00, 18 September 2016

Amara Frost

[[]]

Circa: 2043 C.E.
Last Modified:
Plots:
Secrets:
Haven:
Clan: Brujah
Generation:8th
Born: 1970
Embrace: 1990
Sire: Juggler
Progeny: None (yet)
Periods of Torpor: None (yet)
Nature: Idealist
Demeanor: Gallant
Apparent Age: 20
Physical: Strength 3, Dexterity 4, Stamina 2
Social: Charisma 4, Manipulation 3, Appearance 3
Mental: Perception 3, Intelligence 3, Wits 4
Talents: Alertness 2, Athletics 2, Brawl 2, Dodge 3, Empathy 2, Expression 2, Intimidation 2, Leadership 1, Streetwise 3, Subterfuge 2
Skills: Animal Ken 1, Crafts 2, Drive 3, Etiquette 2, Firearms 3, Larceny 1, Melee 1, Performance 2, Security 2, Stealth 1, Survival 2
Knowledges: Academics 2, Computer 2, Finance 2, Investigation 1, Law 1, Linguistics 2, Medicine 1, Occult 2, Politics 3, Science 2, Technology 2
Disciplines: Auspex 2, Celerity 3, Potence 3, Presence 3, Protean 2
Discipline Techniques:
Advanced Disciplines:
Sorcerous Paths:
Sorcerous Rituals:
Backgrounds: Allies 1, Contacts 3, Domain 2, Generation 5, Herd 2 (Gear heads at a local shop), Influence 1, Mentor 1, Resources 4, Retainers 2, Status 1
Clan Flaw: The same passions that inspire Brujah to greatness or depravity, left unchecked, can send them into incandescent rages: The difficulties of rolls to resist or guide frenzy (p. 298) are two higher than normal. Additionally, a Brujah may never spend Willpower to avoid frenzy, though he may spend a point of Willpower to end a frenzy that has already begun.
Extra Flaws: Twisted Upbringing
Merits: Underworld Ties
Virtues: Conscience 3, Self-Control 4, Courage 4
Morality: Road of Humanity 7
Willpower: 7
Destiny:
Notes: