Name: Heldric Haikans
Player: Forge the bearer of the awesomesause
Chronicle: Transylvanian Chronicles
Nature: Survivor
Sire: Malachite
Demeanor:Architect
Clan: Nosferatu
Generation 7th
Concept: Outsider
Coterie:
Attributes
Physical
Strength: 5; Dexterity: 2; Stamina: 3
Social
Charisma: 3 Manipulation: 2 Appearance: 0
Mental
Perception: 2; Intelligence: 2; Wits: 4
Abilities
Talents
Alertness: 2 ; Awareness: 1 ; Athletics: 3; Brawl: 3; Dodge: 0; Empathy: 0; Expression: 0; Intimidation: 3; Leadership: 0; Streetwise: 0; Subterfuge: 1
Skills
Animal Ken: 2; Crafts: 0; Riding/Drive: 0; Etiquette: 0; Firearms: 0; Melee: 0; Performance: 1; Security: 1; Stealth: 5; Survival: 2
Knowledge
Academics: 0; Politics: 0; Finance: 0; Investigation: 1; Linguistics: 3; Medicine: 0; Occult: 1; Science: 0; Law: 0
Disciplines
Obsfucate: 5
Potence: 0
Animalism: 2
Virtues
Courage: 4
Conscience/Conviction: 2
Self-control/Instinct: 4
Advantages
Backgrounds
Beneficial
Allies: 4; Influence: XX; Mentor: XX; Resources: 2; Contacts: XX; Generation: 5; Herd: XX; Retainers: 1; Status: XX
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
Path of the Beast
WillPower
Permanent Willpower: 5
Temporary Willpower: 5
Health
Full; No penalty; 10/10
Blood pool
Points: 15
Points per turn: 3
Merits and Flaws
Sweet Blood Cost: 1
Your vitae tastes like the finest wine, sweet and heady without the slightest trace of salt or metallic tang. As such, you may hide your blood in a chalice or feed ghouls without betraying the true nature of their draught.
[ 2 ] Enchanting Voice
There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thundering, soothing, persuading, or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two.
Merit: Light Sleeper Type:
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day.
Merit: Reptile buddy Type: Large African crocodile pet(will post stats below) Cost: 3
Yes, those legends about albino alligators in the sewers really are true. You've been nursing a few of them with your vitae in the local spawning pool for years. Your careful breeding and vigilant training has produced a reptilian slave of exceptional intelligence. It has a mind as sharp as that as a five-year-old child and teeth as keen as butcher knives. The beast understands your native language perfectly and can even follow complex directions. Faster and deadlier than any human ghoul, it is a highly efficient killing machine fully capable of patrolling your domain with ruthless efficiency. Reptile buddies also love to play "fetch" with human limbs (whether attached or severed).
Ghouled Reptile Buddy
Physical: Strength 6, Dexterity 2, Stamina 6
Social: Charisma 0, Manipulation 0, Appearance 0
Mental: Perception 3, Intelligence 1, Wits 3
Disciplines: Fortitude 2, Potence 2
Blood Pool: 5
Willpower: 5
Attacks: Bite (7 dice), Tail Slap (6 dice)
Flaw: Amnosmia Type: No sense of smell or taste Cost: 2
You have no sense of smell or taste. The vilest odors and flavors imaginable cannot affect you; in fact, you do not even recognize their presence. You cannot attempt a Perception roll that involves either of these senses. However, any supernatural attack involving horrific odors and tastes does nothing to you. Granted, Nosferatu who have surrounded themselves with unseemly funk long enough become immune to just about any foul odor, but you simply do not recognize smells at all.
You may not take the Merits Acute Sense: Smell or Acute Sense: Taste with this flaw. Also, attempting to use Heightened Senses for taste or smell will have no effect.
Flaw: Contagious Type: touching others causes transfere of virulent disease Cost: 5
Dead bodies contain all sorts of infectious bacteria, fungi and spores. There's a reason coroners wear gloves when handling corpses. Thanks to a rather virulent version of Nosferatu's curse, a few doomed varieties of Nosferatu retain these infections after their Embrace. Contagious Nosferatu can never interact with mortals without the possibility of spreading sickness and disease. A mortal who touches a Contagious Nosferatu must make a Stamina roll (difficulty 9) or fall prey to illness for the next week. At the end of each week, the victim must make another roll; if he succeeds, he recovers from the illness.
While this may seem like a rather crippling Flaw, it does force players to think of new ways of interacting with the human world (many of which are detailed in this chapter). To maintain a sense of game balance, most other supernatural creatures have ways of dealing with the Contagious Sewer Rat's disease: Werewolves regenerate very quickly, mages can mystically remove the infection from themselves or other mages, wraiths just don't give a damn because they're incorporeal, and so on.
Heldric's personal contagion is a form of Cryptococcosis. This is normally a fungal infection which can infect the lungs and meninges around the brain of people with already weakened immune systems, however, the nosferatu curse has given it greatly increased virulence and contagious abilities. It now spreads easily by touch or fluid transfer (like a mortal being fed blood) and has the following symptoms:
Dependent on the infectious syndrome, symptoms include fever, fatigue, dry cough, headache, blurred vision, and confusion. Symptom onset is often subacute, progressively worsened over several days. The two most common presentations are meningitis (an infection in and around the brain) and pulmonary (lung) infection. A strong immune response in mortals CAN fight off the illness however repeated failed immune responses over a few weeks leads to death.
Flaw: feeding aversion Type: the young, specifically those not counted yet as adults (Shall we say below 16?) Cost: 3
Must burn a will point to be able to feed off the young
Magic
Rituals
XX
Paths
Path of the Beast
Derangements
XX
Languages
Greek
Romanian
German
Hungarian
Arabic
Combat
Weapon/Attack: XX Difficulty: XX Damage: XX Range: XX Rate: XX Clip: XX Conceal: XX
(More will be added as needed)
Armor
Class: light Rating: 1 Penalty: 0
Description: padded leather armour of good quality, he wanted heavier armour but it reduced his movement and affected his stealth so padded leather with a leather cowl and cloak over the top to conceal his visage was the best current choice for him.
Expanded backgrounds
(Here you provide descriptions of your background)
Allies: 4pt Ally/Retainer: Andreas Drakovich
Contacts: XX
Influence: XX
Herd: XX
Retainers: See Allies
Resources: A small number of belongings, gathered over the few years after his death and kept in a cave. His coffin was donated by his sire. The leather armor and spiked gloves he purchased with savings. He makes a very small income running jobs for his sire and occasionally stealing from the dead or overly affluent.
Status: XX
Other: XX
Possessions
Gear (Carried): leather armor and spiked gloves, cloak
Equipment (Owned): Armour, Spiked gloves, A thick cloak, A few minor decorative bits of furniture in his cave, a nice solid coffin with all the appropriate safeguards against the sun
Vehicles: XX
Feeding grounds: The surrounding villages and nearby city. His bite often leads to the death of his targets so he varies his feeding grounds as much as possible
Blood bonds/Vinculi
Bound to: XX (Rating: XX)
Havens
Location: XX
Description: XX
History
His story till now: XX
After leading a happy life of meaninglessness in a small village he was turned at the same time as a second young man from a nearby village. The little he was able to find out about his secretive sires choices was that he picked two young men who had succeed in their village life to compete to be his successor. He does not know why the Elder decided that it was time, or why he thought the competition was a good plan.
The competition was not a good plan, or the other choice of candidate was not a good one. It did work out well for Heldric, who having lost his looks, pursued the traditional path of the Nosferatu (Secrecy and Obsfucate) His opponent however appeared to wish he was a Gangrel and after a series of bad choices Heldric ended with his competitor being a mute blood bound servant.
Since then he has treated his bound vassal well along with carefully raising and breeding imported crocodiles which he acquired from dark skinned merchants on a trip South. He has raised the best of them to be a very intelligent ghoul reptile of impressive strength and loyalty.
He made his own small haven in a cave under the riverbank where he wont be disturbed by mortal eyes and his retainers can live in peace from disturbance. It is however just a cave and he wishes for a better haven soon, he has plans for a great underground cathedral and labyrinth but this is a long way from being realized. He also uses the occasional crypt when needed.
He has spent the last several years looking for a way to get a ghoul servant or two to handle daytime matters without his contagion killing them, he thinks if he finds one resilient enough that they may eventually develop an immunity to it. His other plan is to ghoul something like a Garou or human mage who can purge the disease from themselves, he has also made little progress on this front.
A lot of his spare time is spend being invisible to all on rooftops and shadowy alleyways gathering information and pretending to still be a part of the mortals life.
Goals/Destiny: XX
Why he is willing to join the cotterie (besides sire's request): He still likes people, despite his deformity and this appears to be a good way of forcing people to interact with him. H knows he can be a grumpy ass but this way people wont just get annoyed and leave.
Connection to other characters: XX
Description
Age: 73
Apparent Age: not really definable
Date of Birth: 1163
Death: 1183
Hair: brown-ish with grey throughout, hairline receded half way back over the skull
Eyes: inky black with hints of red
Race: Mixed from the various invaders over the past 1000 years
Nationality: Says Transylvanian...
Height: 5.8
Weight: 135
Sex: male
Physical description: Heldric was once a tall, good-looking male of minor repute in his village. He had good prospects with several local girls and thought about heading to a bigger city for a good job too. Sadly he was embraced by a Nosferatu, he wasn't attractive enough for it to be a vindictive embrace however he was attractive enough to find the transformation into a monster very mentally taxing. Due to this he holds a minor disdain of attractive people, luckily this is not a full grudge and he can ignore it easily when he wants, resorting to snide comments rather than real action.
Now he is a monster whose flesh seems too tight for its body, stretched thin in unseemly ways over his face, his nose flattened and pulled up to show the nostrils as pits underneath which also served to rob him of all sense of smell and taste. He has no facial hair at all giving his eyes an even more disturbing look than their strange coloring already had. his fangs permanently show and his ears are deformed versions of bat ears. the skin over all of his body appears discolored with a disturbing green hue that gives viewers the impression of gangrene whenever they see it, which is an advantage as his skin does harbor a contagious infection. His hands, while strong and perfectly dexterous appear claw-like.