Karsh's Statistics

From The World Is A Vampire
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
Karsh

Circa: 1999 C.E.
Plots:
Secrets:
Haven:
Clan: Gangrel
Generation: 5th
Born: Unknown
Embrace: Early 13th century (judging from historical cues)
Sire: Unknown - in his more loquacious moods, Karsh occasionally makes reference to Arabic legends concerning packs of ancient wolf-djinn hunting the wilderness of the Near East.
Nature: Survivor
Demeanor: Fanatic
Apparent Age: Indeterminate (perhaps a haggard, weath­ered 30)
Physical: Karsh swings his sword and enemies fall; persons who have couched him claim his skin has acquired the strength of diamonds.
Social: Charisma 6, Manipulation 5, Appearance 4
Mental: Perception 7, Intelligence 6, Wits 7
Talents: Alertness 6, Athletics 5, Brawl 7, Dodge 6, Instruction 4, Interrogation 4, Intimidation 6, Leadership 6, Streetwise 4, Subterfuge 4
Skills: Animal Ken 4, Archery 4, Demolitions 3, Drive 3, Etiquette 2, Firearms 4, Meditation 3, Melee 8, Ride 5, Stealth 4, Survival 5
Knowledges: Black Hand Lore 4, Camarilla Lore 5, Expert Knowledge: Tactics 5, Investigation 4. Linguistics (a broad selection of languages both spoken and dead) 5, Medicine 3, Occult 4, Sabbat Lore 5
Disciplines: Animalism 4, Auspex 1, Celerity 7, Dominate l, Fortitude 7, Potence 6, Presence 2, Protean 8
Discipline Techniques: Probably.
Advanced Disciplines: Yes.
Sorcerous Paths: Good Muslims wouldn't.
Rituals: Make the gesture to ward off evil.
Backgrounds: Allies (Inner Circle) 8, Herd 4, Influence (Military) 4, Resources 5, Retainers 8, Status 7
Flaws / Merits:
Virtues: Conviction 4. Self-Control 5, Courage 5
Morality: Road of the Beast (Path of the Feral Heart) 6
Derangements: Gluttony
Willpower: 9
Destiny: