Erik Eigermann's Statistics
Circa: 1095 A.D.
Last Modified:
Plots: Erik plots to bring his brother's killers to justice.
Secrets: Oh yes.
Haven: Only one, but countless bolt-holes throughout Germania.
Clan: Ventrue
Generation: 4th
Born: Unknown (2300 B.C.+/-
Embrace: Unknown.
Sire: The Ventrue Antediluvian.
Progeny: Hardestadt the Elder (the elder), Bolverk and many others...
Periods of Torpor: Erik has been in torpor since he was nearly killed by the mortal witch-hunter Karl Schrekt in 1140 A.D.
Nature: Architect
Demeanor: Barbarian
Apparent Age: Late teens.
Physical: Strength 9, Dexterity 8, Stamina 8
Social: Charisma 8, Manipulation 8, Appearance 7
Mental: Perception 8, Intelligence 7, Wits 9
Talents: Alertness 7, Athletics 8, Awareness 5, Brawl 9, Empathy 6, Expression 8, Intimidation 8, Leadership 8, Legerdemain 7, Subterfuge 5
Skills: Animal Ken 8, Archery 7, Commerce 5, Crafts 5, Etiquette 5, Melee 7, Performance 5, Ride 5, Stealth 7, Survival 8
Knowledges: Academics 6 (Oral Tradition), Enigmas 6, Hearth Wisdom 7, Investigation 6, Law 7 (Celtic & Germanic), Medicine 4 (battlefield triage & torture), Occult 5, Politics 8, Seneschal 6, Theology 7 (Celtic, Germanic, Roman)
Disciplines: Animalism 7, Auspex 5, Celerity 5, Dominate 8, Fortitude 9, Obfuscate 5, Potence 6, Presence 8, Protean 7, Warrior Valeren 2
Discipline Techniques: Several...
Advanced Disciplines: Animalism 7, Dominate 8, Fortitude 9, Potence 6, Presence 8, Protean 7
Sorcerous Paths: None.
Sorcerous Rituals: None.
Backgrounds: Allies, Alternate Identity, Contacts, Domain, Fame, Generation, Herd, Influence, Mentor, Resources, Retainers, Sect Membership, Status, Rituals (Sabbat Only)
Clan Flaw:
Extra Flaws:
Merits:
Virtues: Conscience , Self-Control , Courage
Morality:
Willpower:
Destiny:
Notes: