Som Kranst's Statistics: Difference between revisions

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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, Visceretika 3.
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

Som Kranst / Istanbul

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: