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Joz Char Sheet

Apr 03, 2018

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Vuk Prlainović
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  • 7/28/2019 Joz Char Sheet

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    VentrueName:

    Player:

    Chronicle:

    Nature:

    Demeanor:

    Concept:

    Generation:

    Sire:

    Title:

    Attributes

    Strength___________Dexterity__________Stamina___________

    PhysicalPerception_________Intelligence_________Wits______________

    MentalCharisma__________Manipulation_______Appearance_________

    Social

    Abilities

    Alertness__________Athletics___________Awareness__________

    TalentsAcademics_________Computer__________Finance___________

    KnowledgesAnimal Ken________Crafts_____________Drive_____________

    Skills

    Brawl_____________Empathy

    ___________

    Expression_________

    Investigation________Law

    ______________

    Medicine__________

    Etiquette__________Firearms

    ___________

    Larceny___________Intimidation________Leadership_________Streetwise__________

    Occult____________Politics____________Science____________

    Melee_____________Performance________Stealth____________

    Subterfuge__________________________

    Technology__________________________

    Survival____________________________

    _________________

    _________________

    _________________

    DisciplinesConscience/Conviction__

    Self-Control/Instinct___

    Virtues_________________

    _________________

    _________________

    Backgrounds

    _________________

    _________________

    _________________

    Courage____________________________

    _________________

    _________________

    OOOOO

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    Attributes: 7/5/3 Abilities:13/9/5 Disciplines:3 Backgrounds:5 Virtues:7 Freebie Points:15 (7/5/2/1)

    Humanity/Path

    O O O O O O O O O O

    __________________

    Bearing:___________( )

    WillpowerO O O O O O O O O O

    HealthBruised

    Hurt

    Injured

    Wounded

    Mauled

    CrippledIncapacitated

    - 1

    - 1

    - 2

    - 2

    - 5

    Weakness

    Experience

    Advantages

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    Blood Pool

    Blood Per Turn:_____

    _______________________

    _______________________

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    _______________________ 1

    Persuasion

    (History)

    Celebrant

    Director

    Jozef Ball

    Vukela

    The Forsaken Historian

    Humanity

    Feeding Restriction

    Dominate

    Fortitude

    Presence

    Repulsed by Garlic (1-pt. flaw)

    ^ (Willpower roll)

    Merits/Flaws

    Doctor of Social Science

    10th

    Unknown

  • 7/28/2019 Joz Char Sheet

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    VentrueExpanded Disciplines

    Discipline:____________________________Level:

    Book:____________________

    Page #_____Name:_______________________________

    System:_________________________________________________________________

    ___________________________________

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    Discipline:____________________________Level:

    Book:____________________

    Page #_____

    Name:_______________________________

    System:_________________________________________________________________

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    Discipline:____________________________Level:Book:____________________ Page #_____Name:

    _______________________________

    System:_________________________________________________________________

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    Discipline:____________________________Level:Book:____________________ Page #_____

    Name:_______________________________System:______________________________

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    Discipline:____________________________Level:

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    Discipline:____________________________Level:

    Book:____________________

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    Discipline:____________________________Level:Book:____________________ Page #_____Name:

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    Discipline:____________________________Level:Book:____________________ Page #_____

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    Dominate

    VTM - Rulebook 157Command

    The player rolls Manipulation + Intimidation

    (difficulty of the target's permanent Willpower). More

    successes force the subject to act with greater vigor or for

    a longer duration (continue running for a number of turns,

    go off on a laughing jag, sneeze uncontrollably).

    VTM - Rulebook 157The Forgetful Mind

    The player states what sorts of alteration he wants to

    perform, then rolls Wits + Subterfuge (difficulty of the target's WP).

    Success pacifies the victim during the time to perform the alteration

    1 success: May remove a single memory; lasts one day.

    2 successes: May remove, but not alter memory permanently.

    3 successes: May make slight changes to memory.

    4 successes: May alter/remove entire scenes from memory

    Dominate

    VTM - Rulebook 171

    Awe

    The player rolls Charisma + Performance (dif. 7).

    The number of successes rolled determines how many people are

    affected. If there are more people present than the character can

    influence, Awe affects those with lower Willpower scores first.

    Awe stays in effect for the entire scene or until the char drops it.

    1 success: 1 person; 2 sucesses: 2 people; 3 successes: 6 people

    4 successes: 20 people; 5 successes: All in the char's close vicinity

    Presence

    VTM - Rulebook 175

    FortitudeA character's rating in Fortitude adds to his Stamina for

    the purposes of soaking normal damage (bashing and lethal). A

    character with this Discipline may also use his dots in Fortitude to

    soak agravated damage (Kindred cannot normally soak things like

    vampire bites, werewolf claws, magical effects, fire, sunlight or

    massive physical trauma). So a vampire with Fortitude 3 has three

    dice to soak aggravated damage.

    Fortitude

    VTM - Rulebook 171

    Dread Gaze

    Player rolls Cha + Intim. (vs. the victim's Wits + Courage)

    Success indicates the victim is cowed, and failure means the target

    is startled, but not terrified by the sight. Three or more successes

    means he runs away in abject fear; victims who have nowhere to

    go claw at the walls. Also, each success subtracts one from the

    target's action dice pools next turn. The character may attempt DG

    once per turn, though she may also do it as an extended action.

    Presence

    VTM - Rulebook 157Mesmerize

    The player rolls Manipulation + Leadership

    (difficulty equal to the target's permanent Willpower). The

    number of successes determines how well the suggestion

    takes hold in the victim's subconscious. If the vampire gets

    1/2 successes, the subject cannot be forced to do anything

    that seems strange to her. At 3/4, the command is effective

    unless following it endangers the subject. 5+, anything goes

    Dominate