Nefertiti's Statistics
Circa: 2032 C.E.
Plots:
Secrets:
Haven:
Clan: Followers of Set
Generation: 4th
Born:
Embrace: 1032 B.C.E.
Sire:
Nature: Fanatic
Demeanor: Director
Apparent Age: Mid to late 30s
Physical: Strength 6, Dexterity 8, Stamina 7
Social: Charisma 5, Manipulation 9, Appearance 6
Mental: Perception 5, Intelligence 5, Wits 5
Talents: Alertness 3, Athletics 4, Brawl 2, Diplomacy 4, Dodge 4, Empathy 4, Expression 5, Intimidation 6, Intrigue 6, Leadership 5, Mimicry 3, Seduction 7, Sense Deception 3, Streetwise 1, Subterfuge 6
Skills: Animal Ken 4 (horses, snakes), Animal Training 4, Crafts 5 (amulets, calligraphy, ushabti), Demolitions 4, Drive, Escapology 3, Etiquette 4 (ancient Egypt, ), Fast-Talk 4, Firearms 5, Forgery 4, Game Playing 6, Herbalism 4, Hypnotism 5, Interrogation 5, Melee 3, Performance, Security 6, Stealth 3, Survival 6
Knowledges: Academics 7, Computers 1, Finance 4, Investigation 5, Kindred Lore 7, Law 5, Linguistics 6, Lupine Lore 4, Medicine 4, Mummy Lore 4, Occult 7, Politics 5, Science 2
Disciplines: Ahku 5, Animalism 5, Auspex 5, Celerity 5, Dominate 5, Fortitude 5, Necromancy 5, Obfuscate 7, Potence 5, Presence 9, Protean 4 (Jackal & Vulture forms), Serpentis 8
Discipline Techniques: Several.
Advanced Disciplines: Obfuscate 6 & 7: Conceal & Cache, Presence 6-8: Passion & Compel Passion & Passion Eternal, Serpentis 6: Aspect of the God - Lord of All Outside Egypt, Serpentis 7: Set's Curse, Serpentis 8: Body of the Great Lord Set
Sorcerous Paths: Duat 5, The Immanence of Set 5, Ushabti 5, Corruption 3, Movement of the Mind 3
Rituals: So very many of the ancient rituals of Set.
Necromantic Paths: Jackal's Wisdom 5
Necromancy Rituals: A few ancient rituals of death.
Backgrounds: Allies 5, Contacts 5, Fame 5, Generation 9, Herd 5 (cultists), Influence 4 (Germany), Mentor 9 {Set}, Resources 5 (buried treasures), Retainers 4 (Ushabti), Status 3 (clan)
Clan Flaw: Given their origins in darkness, the Serpents react negatively to bright light: Add two health levels to damage caused by exposure to sunlight. Setites also lose one die from dice pools for actions taken in bright light (police spotlights, stage lights, flares, etc.).
Flaws / Merits:
Virtues: Conviction 5, Self-Control 4, Courage 5
Morality: Road of the Serpent 9
Willpower: 10
Destiny: