Name: Kiril Petrov Varenin
Player: Seth
Chronicle: Transylvanian Chronicles
Nature:Soldier
Demeanor: Chameleon
Sire: Basilio
Clan: Lasombra
Generation: 7
Concept: Imposter Nobleman
Coterie:
Attributes
Physical 3
Strength: 1; Dexterity: 4; Stamina: 1
Social 7
Charisma: 2 Manipulation: 6 Appearance: 2
Mental 5
Perception: 2; Intelligence: 2; Wits: 4
Abilities 13/9/5
Talents 9
Alertness: 3; Awareness; 0; Athletics: 0; Brawl: 0; Dodge: 0; Empathy: 0; Expression: 1; Intimidation: 1; Leadership: 1; Streetwise: 0; Subterfuge: 4
Skills 5
Animal Ken: 0; Crafts: 0; Riding/Drive: 1; Etiquette: 2; Firearms: 0; Melee: 2; Performance: 0; Security: 0; Stealth: 0; Survival: 0
Knowledge 13
Academics: 1; Politics: 1; Finance: 1; Investigation: 3; Linguistics: 3; Medicine: 0; Occult: 3; Science: 0; Law: 1
Specialties:
Dexterity: Manual Dexterity (-1 to difficulty of tasks requiring fine manipulation)
Manipulation: Practiced Liar (-1 to difficulty when making a contested roll versus lie detection)
Manipulation: Concealed Emotions (-1 to difficulty when making a contested roll to conceal emotion)
Manipulation: Well-Rehearsed Story (-1 to difficulty of manipulation when Kiril has researched the topic or target)
Wits: Quick Reflexes (+2 to Base Initiative)
Subterfuge: Trained Impersonator (-1 to difficulty of pretending to be someone else)
Disciplines
Obtenebration 3, Potence 3, Dominate
Virtues
Courage: 5
Conviction: 3
Instinct: 2
Advantages
Backgrounds
Beneficial
Allies: ; Influence: ; Mentor: ; Resources: ; Contacts: ; Generation: 5; Herd: ; Retainers: ; Status:
Adversarial
(Leave this section of your character sheet blank. This part is here purely for my use. If you gain any enemies or adverse backgrounds during your in-game time, they will show up here.)
Humanity/Path
Via Venator Umbra
5/10
WillPower
Permanent Willpower: 10/10
Temporary Willpower: 10/10
Health
Full; No penalty;
Blood pool
Points: 20
Points per turn: 4
Merits and Flaws
Merit:
Charmed Existence (5-pt. merit 7 pt merit by ST fiat)
Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.
Iron Will (3-pt. merit)
Nothing can break you. Monsters and sorcerers can throw their mojo in your face, but nothing sticks for long. Sooner or later, you can break almost any charm or compulsion laid against you. When you do, heads will roll....
This Merit allows you to spend a Willpower point to shake off the effects of the vampiric Dominate Discipline, as well as Mind-based charm and possession spells (as opposed to Spirit-based ones). In addition, you receive three extra dice to resist any mind-altering magic, spell or Thaumaturgy path, as well as any type of brainwashing. Each turn you spend actively resisting the spell's effects costs you one point of Willpower, though, so your resistance is only as strong as your determination. This Merit has no effect against spirit-or Spirit-magic-based possessions, or against any emotional-based charms or appeals (such as Presence). Even the toughest badass can have a Silly-Putty heart.
The Merit: Iron Will grants immunity to Dementation in the same manner as it does versus Dominate: By spending a Willpower point, the player negates the effect of a successful application of Dementation to her character. However, as is the case with Dominate, high levels of Dementation may overwhelm even this resistance. Rather than completely negating the effect of an elder Dementation power, the use of Iron Will raises its effective difficulty, which may reduce the number of successes rolled. Against Dementation Level Six, the expenditure of a Willpower point through Iron Will raises the difficulty of the Dementation roll by two. Against Dementation Level Seven, the same expenditure raises the Dementation difficulty by one. Dementation Level Eight and higher cannot be resisted with Iron Will.
Cathartic Fury (2-pt. merit)
Forced to play the part of the civilized monster, you find solace and strength in periodic outbursts of rage. At the conclusion of any frenzy, roll Courage (difficulty 5). Each success restores one point of Willpower, up to your usual maximum. Vampires with this Merit still suffer degeneration for their frenzy if such anger violates the tenets of their road.
Eidetic Memory (2-pt. merit)
You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
Flaw:
Spoiled Beast (3-pt. flaw)
What the Beast has had before, it wants again, and it wants it now. Any time the player must make a Willpower roll in order for her character to resist desire, she does so with only as many dice as she has in her Willpower pool, as opposed to her rating. That is, she rolls her current Willpower as opposed to her permanent Willpower. This Flaw can be particularly debilitating when it comes to staving off hunger for example.
Territorial (2-pt. flaw)
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances.
Fierce Bigot (2-pt. flaw)
You hold particular hatred or disdain for a specific class or community of mortals, most likely the common rabble of serfs and servants. You make all frenzy checks at +2 difficulty around such individuals and always attack them first if you do succumb to frenzy.
Ward (3pt Flaw)
You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character is often a friend or relative from your living days. Retainers do not count as wards, as they "pay their own way". Wards have a talent for getting caught up in the actions of stories, and are frequently target’s of a character’s enemies.
Magic
Rituals
Derangements
XX
Languages
Combat
Weapon/Attack: Saber Difficulty 0 (+1 on land) Damage: +4-L Range: Swing rate: 1/swing Clip: 1 Conceal: No
Weapon/Attack: Fangs (infinite bitings!)
(More will be added as needed)
Armor
Expanded backgrounds
(Here you provide descriptions of your background)
Ally/Retainer:
Contacts: XX
Influence: XX
Herd: XX
Retainers: XX
Resources:
Status: XX
Other: XX
Possessions
Gear (Carried): XX
Equipment (Owned): XX
Vehicles: XX
Feeding grounds: XX
Blood bonds/Vinculi
Bound to: XX (Rating: XX)
Havens
Location: XX
Description: XX
History
His story till now: XX
Goals/Destiny: XX
Why he is willing to join the coterie (besides sire's request): XX
Connection to other characters: Anton's brother
Description
Age: 38
Apparent Age: 30
Date of Birth: 1160
Death: 1191
Hair: Dark brown
Eyes: Hazel
Race: Vampire
Nationality: Bulgarian
Height: XX
Weight: XX
Sex: Male
Physical description: