Simon le Gris' Statistics

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Simon le Gris

Circa: 2042 C.E.
Last Modified:
Plots:
Secrets:
Haven:
Clan: Toreador
Generation: 10th
Born:
Embrace: 1998
Sire: Leslie Booth
Periods of Torpor:
Nature: Magnate
Demeanor: Critic
Apparent Age: Early 20s
Physical: Strength 3, Dexterity 4, Stamina 3
Social: Charisma 4, Manipulation 3, Appearance 3
Mental: Perception 4, Intelligence 3, Wits 4
Talents: Alertness 4, Athletics 2, Brawl 2, Dodge 3, Empathy 3, Expression 3, Haggling 2(boons), Intimidation 2, Leadership 2, Lucid Dreaming 3, Seduction 3, Streetwise 4, Style 2, Subterfuge 3
Skills: Animal Ken 3, Bribery 3, Crafts 3, Computer 1, Drive 2, Escapology 3, Etiquette 3, Firearms 1, Melee 3 (saber), Performance 3, Security 3, Stealth 3, Survival 2
Knowledges: Academics 3, Investigation 2, Law 2, Linguistics 2 (Arabic, French), Kindred Lore - Follers of Set - 1 (temples) Medicine 1 (first aid), Occult 1, Politics 2, Science 2
Disciplines: Animalism 2, Auspex 2, Celerity 3, Chimerstry 3, Fortitude 2, Obfuscate 2, Necromancy 2, Potence 2, Presence 2, Serpentis 2
Discipline Techniques: Hand of the Master Artisan (Auspex 1, Celerity 1 )
Advanced Disciplines: None.
Sorcerous Paths: The Path of Ashes 2 (Kahina the witch-woman of the Dream court tutored Seker Amon in necromancy while seeking to turn him against his sire and grand sire)
Rituals: None.
Backgrounds: Allies ,Contacts ,Generation: ,Herd ,Mentor ,Resources ,Status:
Clan Flaw: When a Toreador experiences something truly remarkable — a person, an objet d’art, a lovely sunrise — the player must make a Self-Control or Instincts roll (difficulty 6). Failure means that the Kindred finds herself enthralled by the experience. The dazzled Toreador cannot act for the duration of the scene aside from commenting on or continuing their involvement with whatever has captured their attention. If the experience no longer affects her (whether by moving, being destroyed, or whatever is appropriate to the situation), the captivation ends. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Self-Control or Instincts roll.
Extra Flaws:
Merits: Ability Aptitude - 1pt Mental (Expression), Lucky - 3pts Supernatural.
Virtues: Conscience 2, Self-Control 4, Courage 4
Morality: Humanity 7
Willpower: 7
Destiny:
Notes: