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Regenald Sheppard
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Regenald Sheppard

Player Name: Seth
Character Type: Vampire
Nature: Thrill-Seeker
Demeanor: Soldier
Concept: Student Athlete
Clan: Toreador
Sect: Independent/Camarilla
Path: Humanity

Attributes

Physical Social Mental
Strength 4 Charisma 3 Perception 3
Dexterity 5 Manipulation 2 Intelligence 3
Stamina 5 Appearance 4 Wits 2

Dexterity Specialty: Lightning Reflexes
Stamina Specialty: Tireless
Appearance Specialty: Unforgettable Face


Abilities

Talents SkillsKnowledges
Alertness 3 Animal Ken 2 Academics 2
Athletics 4 Crafts 4 Computers 2
Awareness 3 Drive 1 Cosmology 1
Brawl 3 Etiquette 2 Finance 3
Empathy 2 Firearms 2 Investigation 1
Expression 1 Melee 1 Law 1
Intimidation 1 Performance 1 Medicine 0
Leadership 1 Stealth 1 Occult 2
Streetwise 1 Survival 1 Politics 1
Subterfuge 1 Technology 2 Science 0
Other Talents Other Skills Other Knowledges
Carousing 1 Larceny 3 Lore: Awakened 2
X. 0 Martial Arts 3 Lore: Gallain 1
X. 0 X. 0 Lore: Reborn 3
X. 0 X. 0 Lore: Shapechangers 1
X. 0 X. 0 Lore: Spirits-Umbra 1
X. 0 X. 0 Lore: Undead 1
X. 0 X. 0 Expert Knowledge: Bee Keeping 2
X. 0 X. 0 X. 0

Athletics Specialty: Football
Academics Specialty: Mayan Culture
Crafts Specialty: Carpentry


Disciplines/Rituals/Rites

Animalism

  • Feral Whispers - Rating 1

Auspex

  • Heightened Senses - Rating 1
  • Aura Perception - Rating 2
  • The Spirit's Touch - Rating 3
  • Telepathy - Rating 4.
  • Psychic Projection - Rating 5

Bardo

  • Restore Humanitas - Rating 1
  • Banishing Sign of Thoth - Rating 2
  • Gift of Apis - Rating 3
  • Pillar of Osiris - Rating 4
  • Paradox - Rating 5

Celerity - Rating 3

Fortitude - Rating 3

Potence - Rating 3

Presence

  • Awe - Rating 1
  • Dread Gaze - Rating 2
  • Entrancement - Rating 3
  • Summon - Rating 4
  • Majesty - Rating 5

Advantages

Backgrounds - Vampire Rating
Generation 2
Mentor 2
Camarilla Status 1
Council Status 1
Domain 1
Herd 1
Retainer 1
Backgrounds - Mortal Rating
Alternate Identity 4
Contacts 3
Influence: Justice 2
Resources 3
Totem(Bee) 1

Additional Resources - Tass: 0


Advantages Permanent Temporary
Blood Pool 12 12
Generation 11 -
Willpower 6 6
Path Rating 7 -
Virtues Permanent Temporary
Conscience. 3 -
Self-Control. 3 -
Courage. 4 -

Merits Rating Details
Sabbat Survivor 1 V20 Core, page 488.
Inoffensive to Animals 1 V20 Core, page 493.
Common Sense 1 V20 Core, Page 484.
Concentration 1 V20 Core, Page 484.
Filth immunity 1 Special from Glyff.
Spirit Mentor 3 V20 Core, Page 483.
Medium 2 V20 Core, Page 493.
Language, Ancient Egyptian 1 V20 Core, Page 494.

Flaws Rating Details
Prey Exclusion. 1 V20 Core, page 485.

Health Levels
Bruised -0
Hurt -1
Injured -1
Wounded -2
Mauled -2
Crippled -5
Incapacitated —

Character Information

BACKSTORY

He was a high school football player who was getting drafted to Florida State as a quarter back and was well known in the area. When driving home from a game, a woman jumped out in front of him (Toreador Antitribu) looking to get a shovel head for the fight against the Camarilla. Before I took the vauldry (Sabbat Survivor), the sheriff rescued him and got him into the Camarilla. But since he had no sire he was seen as expendable. The sheriff didn't train him as well as he should and he was left to his own devices a little to long.

ADDITIONAL DETAILS

Possessions:

Carried:

  • Backpack with notebook and pencils.
  • Small bag of stones for throwing (Dif:5 Dmg:Str/B Conceal:Pocket M20pg453)
  • Chain belt (Dif:5 Dmg:Str/B Conceal:Jacket M20pg451)
  • Smartphone, Encrypted, password protected (st1nglikeab)
  • Old Ford truck to get around when needed.
  • Scooter with a helmet and riding satchel to carry stuff in.
  • 6 wooden stakes and a small tent in its own carrying case.

At Farm:

  • A fully translated and decorated copy of the Toreador History (5s, done by Joy).
  • Purchased a .22 hunting rifle from Geoff at Crusader Arms, plus regular ammo and a case. Hunting rifle stored in a safe at my farm.
  • A computer setup to help manage my farm. With CAD program and high end graphics for renders.
  • Also a 3-D printer as well. (2 Resources for computer and 3-D printer)
  • A traditional football. Received as a Christmas Gift 2019 at the children's hospital.

Martial Arts.
M20, pages 424-426

Ninjutsu - Rating 3
Weapons trained to use with Martial Art:

  • Chain.
  • Staff.
  • Sword.

Maneuvers.

  • Counter Throw

Directing an attacker’s momentum against him, the martial artist sends him flying into the nearest wall… or the ground… or worse. A basic soft-style maneuver, this remains an effective technique. When the martial artist is attacked, make a resisted roll of Dexterity + Martial Arts against the attacker’s Dexterity + Brawl, Melee, or Martial Arts (depending on the Ability that the opponent is using to attack). If you score more successes than your attacker does, then you deflect the attack and may – immediately and without having to divide up your dice pool – try to throw him (as below). If you fail the throw, you still sidestep his attack.
Minimum Ability: Martial Arts 1, Athletics 1 (soft style)
Roll: Dexterity + Martial Arts Difficulty: 6
Damage: As Throw Actions: 1

  • Death Strike

Aiming a rigid hand at an organ, joint, or other incapacitating location, the attacker directs devastating force at that target. This strike inflicts lethal damage.
Minimum Ability: Martial Arts 3 (hard style)
Roll: Dexterity + Martial Arts Difficulty: 5
Damage: Strength +2/L Actions: 1

  • Deflecting Block

Evading an attacker’s blow, the martial artist redirects the attacker’s force against her. In game terms, the defender rolls Dexterity + Martial Arts in Phase Two: Defense. Each success subtracts one success from the attacker’s roll. If the defender scores more successes than his attacker, then the attacker must roll Dexterity (difficulty 8) or else fall to the ground (or smash into a nearby surface), taking her own Strength in bashing damage.
Minimum Ability: Martial Arts 2 (soft style), Athletics or Acrobatics 2
Roll: Dexterity + Martial Arts Difficulty: 6
Damage: Attacker’s Strength/B Actions: 1

  • Hard Strike/ Soft Strike

Here’s a basic combat blow, focused with more skill than a wild punch. The hard variant involves a clenched fist or rigid fingers (the Tiger Claw technique), whereas a soft blow typically involves tripping the opponent or otherwise using his own force to hurt him.
Minimum Ability: Martial Arts 1 (any style)
Roll: Dexterity + Martial Arts Difficulty: hard 5/ soft 6
Damage: Strength +1/B Actions: 1

  • Joint Lock

Having already grappled his opponent, the martial artist applies pressure to joints and pressure points. If he chooses to exert force against that spot, he can dislocate or break limbs, joints, or possibly even the neck. The player rolls Dexterity + Martial Arts to grapple his opponent (see Grapple, above), then may immediately (without dividing his dice pool between attacks) roll Dexterity + Martial Arts to inflict damage. Each success rolled inflicts one health level’s worth of lethal injury.
Minimum Ability: Martial Arts 2 (any style), Athletics or Acrobatics 2
Roll: Dexterity + Martial Arts Difficulty: 5
Damage: Successes/L Actions: 1

  • Snake Step

Shifting away from the blow, our martial artist deftly sidesteps a hand-to-hand attack.
Naturally, he must be able to see it coming first. This maneuver acts as a dodge, with a three-dice
bonus and Dexterity + Martial Arts as the dice pool involved. (Doesn't work against range attacks)
Minimum Ability: Martial Arts 1 (any style), Athletics or Acrobatics 1
Roll: Dexterity + Martial Arts Difficulty: 6
Damage: N/A Actions: 1

Disciplines\Rituals\Rites.

Animalism

  • Feral Whispers - Rating 1.

No roll is necessary to talk to an animal. Issuing commands requires a Manipulation + Animal Ken roll. Predatory animals (wolves,cats, vampire bats) Difficulty 6. Other mammals and predatory birds (rats, owls) are Difficulty 7. Other birds and reptiles are Difficulty 8. The difficulty can be reduced by circumstances. V20 Core, Page 129-130.

Auspex

  • Heightened Senses - Rating 1.

It takes a reflexive action to activate this ability, but no roll or other cost is required. In certain circumstances, dice rolls associated with using the characters sense decrease in difficulty by a number equal to the characters Auspex rating (maximum -3 per house rule, #35) when the power is engaged. V20 Core, Page 134-135.

  • Aura Perception - Rating 2.

After the character stares at the subject for at least a few seconds, the player roles Perception + Empathy Difficulty 8; each success indicates how much of the subjects aura the character sees and understands. 1 success-can distinguish only the shade (pale or bright); 2 successes-can distinguish the main color; 3 successes-can recognize the color patterns; 4 successes-can detect subtle shifts; 5 or more successes-can identify mixtures of colors and pattern. V20 Core, Page 136.

  • The Spirit's Touch - Rating 3.

The player rolls Perception + Empathy. The difficulty is determined by the age of the impressions and the mental and spiritual strength of the person or event that left them. Sensing information from a pistol used for a murder hours ago may require a 4, while learning who owned a bloodstained puppet fashioned a century ago might be a 9. The greater the individual’s emotional connection to the object, the stronger the impression he leaves on it — and the more information the Kindred can glean from it. Events involving strong emotions (a gift giving, a torture, a long family history) likewise leave stronger impressions than short or casual contact do. Assume that each success offers one piece of information, as per the chart below. V20 Core, Page 136-137.

  • Botch The character is overwhelmed by psychic impressions for the next 30 minutes and unable to act.
  • Failure No information of value.
  • 1 success Very basic information: the last owner’s gender or hair color, for instance.
  • 2 successes A second piece of basic information.
  • 3 successes More useful information about the last owner, such as age and state of mind the last time he used the item.
  • 4 successes The person’s name.
  • 5+ successes A wealth of information: nearly anything you want to know about the person’s relationship with that object is available.
  • Telepathy - Rating 4.

The player rolls Intelligence + Subterfuge (difficulty of the subject’s current Willpower points). Projecting thoughts into the target’s mind requires one success. The subject recognizes that the thoughts come from somewhere other than his own consciousness, though he cannot discern their actual origin without a successful Perception + Awareness roll (difficulty equal to the vampire’s Manipulation + Subterfuge).
To read minds, one success must be rolled for each item of information plucked or each layer of thought pierced. Deep secrets or buried memories are harder to obtain than surface emotions or unspoken comments, requiring five or more successes to access. Reading thoughts with Telepathy does not commonly work upon the undead mind. A character may expend a Willpower point to make the effort, making the roll normally afterward. Likewise, it is equally difficult to read the thoughts of other supernatural creatures. However, the character may project her thoughts without expending a Willpower point. These thoughts, however, are still obviously intrusions into the target’s mind, but the character may attempt to disguise her mental “voice” with a roll of Manipulation + Subterfuge (difficulty equals the target’s Perception + Awareness) so the target doesn’t recognize her as the “speaker.” Storytellers are encouraged to describe thoughts as flowing streams of impressions and images, rather than as a sequence of prose (powers such as Telepathic Communication are of more use for that). Instead of making flat statements like “He’s planning on killing his former lover’s new boyfriend,” say “You see a fleeting series of visions: A couple kissing passionately in a doorway, then the man walking alone at night; you suddenly see your hands, knuckles white, wrapped around a steering wheel, with a figure crossing the street ahead; your heart, mortal now and hammering with panic as you hear the engine rev wildly; and above all, a blazing anger coupled with emotional agony and a panicked fear of loss.” Such descriptions not only add to the story, but they also force the player to interpret for herself what her character gleans. After all, understanding minds — especially highly emotional or deranged minds — is a difficult and often puzzling task. V20 Core, Page 137-138.

  • Psychic Projection - Rating 5

Journeying in astral form requires the player to expend a point of Willpower and make a Perception + Awareness roll. Difficulty varies depending on the distance and complexity of the intended trip; 5 is within sight, 7 is nearby or to a familiar location, and 9 reflects a trip far from familiar territory (a first journey from North America to the Far East; trying to shortcut through the earth). The greater the number of successes rolled, the more focused the character’s astral presence is, and the easier it is for her to reach her desired destination. Failure means the character is unable to separate her consciousness from her body, while a botch can have nasty consequences — flinging her astral form to a random destination on Earth or in the spirit realm, arriving in a place where the sun is active (necessitating a frenzy roll, although the sunlight doesn’t do any damage), or hurtling toward the desired destination so forcefully that the silver cord snaps.
The player may spend a point of Willpower to activate this power, and an additional point of Willpower to gain the success necessary to perform the jaunt. This is an exception to the normal rule where a player may not spend more than a single point of Willpower per turn. Each scene in Psychic Projection requires another point of Willpower and a new roll. Failure indicates that the vampire has lost her way and must retrace the path of her silver cord. A botch at this stage means the cord snaps, stranding the character’s psychic form in the mysterious astral plane.
An astral form may travel at great speeds (the Storyteller can use roughly 1000 miles per hour or 1500 kilometers per hour as a general guide) and carries no clothing or material objects of any kind. Some artifacts are said to exist in the spirit world, and the character can try to use one of these tools if she finds one. The character cannot bring such relics to the physical world when she returns to her body, however. Interaction with the physical world is impossible while using Psychic Projection. At best, the character may spend a Willpower point to manifest as a ghostlike shape. This apparition lasts one turn before fading away; while she can’t affect anything physically during this time, the character can speak. Despite lacking physical substance, an astral character can use Auspex normally. At the Storyteller’s discretion, such a character may employ some or all Animalism, Dementation, Dominate, Necromancy, Obtenebration, Presence, Thaumaturgy, and similar non-corporeal powers she has, though this typically requires a minimum of three successes on the initial Psychic Projection roll. If two astral shapes encounter one another, they interact as if they were solid. They may talk, touch, and even fight as if both were in the material world. Since they have no physical bodies, astral characters seeking to interact “physically” substitute Mental and Social Traits for Physical ones (Wits replaces Dexterity, Manipulation supplants Strength, and Intelligence replaces Stamina). Due to the lack of a material form, the only real way to damage another psychic entity is to cut its silver cord. When fighting this way, consider Willpower points to be health levels; when a combatant loses all of her Willpower, the cord is severed. Although an astrally projected character remains in the reflection of the mortal world, she may venture further into the spirit realms, especially if she becomes lost. Other beings with particular sensitivity to psychic activity, such as ghosts, werewolves, and even some magi, travel the astral plane as well, and can interact with a vampire’s psychic presence normally (although the astrally projected character is not considered a “ghost” for powers such as Necromancy). The observing character notices the astrally projecting vampire with a Perception + Awareness roll (difficulty 8), requiring more successes than the Psychic Projection activation roll. Even those who do notice you won’t be able to identify you; you are merely an immaterial shade hovering in the general area. Storytellers are encouraged to make trips into the spirit world as bizarre, mysterious, and dreamlike as possible. The world beyond is a vivid and fantastic place, where the true nature of things is stronger and often strikingly different from their earthly appearances.

Bardo

  • Restore Humanitas - Rating 1

When the vampire loses a dot of Humanity, he can attempt to regain it without spending experience points by using this power. The Child must use this power within a week of losing the Humanity, and must not have lost any more Humanity since the initial loss (that is, if the character falls from Humanity 8 to Humanity 7, and then falls to Humanity 6 before using this power, Restore Humanitas can only be used to recover Humanity 7). The character meditates for several hours, and spends all of the blood points currently in his body. The player then rolls Conscience (difficulty equal to the level of Humanity being regained). If the roll succeeds, the character regains the dot of Humanity and (if applicable) the dot of Conscience lost to a botched degeneration roll. If the character gained a derangement, it fades within a week of using Restore Humanitas. V20 Core, Page 443.

  • Banishing sign of Thoth - Rating 2

Spend one blood and roll Dexterity + Occult Difficulty 7 to dodge any incoming attack of a mystical nature, Including Disciplines, targeting the character. Any successes the player rolls are subtracted from the successes on the attacker’s roll. The sign does not serve to turn aside magically enhanced physical attacks; a punch from a vampire with the Potence Discipline still has the full effect. V20 Core, Page 443.

  • Gift of Apis - Rating 3

Animal blood is just as nourishing to the character as human blood. An animal is considered to have a blood pool equal to the number of health levels it has, rather than the lesser value usually assigned to represent the creature’s less-than-filling fluids (see p. 270 for more on drinking from animals). This ability is always active. V20 Core, Page 443.

  • Pillar of Osiris - Rating 4

Creating the Pillar of Osiris requires a night-long ritual, with the difficulty determined by the location. The more remote and free from violence the location is, the lower the difficulty. A cave far from human populations that has never seen violence might be difficulty 5, which the site of a grisly murder-suicide in a downtown area would be difficulty 9. The player spends a Willpower point and rolls Willpower. Success creates the Pillar, which does not require a physical pillar — the Pillar of Osiris is conceptual, not literal. Once the Pillar is created, any vampire with at least one dot of Bardo receives a -3 to the difficulties of any Discipline or other mystical activity (including blood magic) performed at the Pillar. However, this requires regular trips to the Pillar. Once the vampire has created a Pillar, he must visit it at least once a month, or it ceases to function. In addition, for every week he is away from a Pillar (not necessarily the one he created), the difficulties of all rolls to avoid frenzy increase by one. The Beast, long denied by the Child’s ascetic practices, grows in strength while away from the Pillar, and eventually pushes the vampire to frenzy and (likely) Humanity loss. The Children of Osiris, for this and other reasons, do not leave their temples for long. V20 Core, Page 443.

  • Paradox - Rating 5

The vampire speaks the phrase, and the player spends a point of Willpower and rolls Manipulation + Occult (difficulty equal to the listener’s current Willpower). If multiple listeners are present, the player rolls against the highest difficulty. If the roll is successful, the listener(s) is immobilized for the scene as he contemplates what he has heard. Striking the victim snaps him out of it. At the end of the scene, the paradox is gone, and the target can’t ever quite explain it. He does, however, suffer a permanent +1 difficulty to harm or act against the Child of Osiris.

Celerity - Rating 3
Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity-related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire’s regular action still takes place per her initiative roll). Extra actions gained through Celerity may not in turn be split into multiple actions, however. V20 Core, Page, 142.

Fortitude - Rating 3
A 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 aggravated damage, though Kindred cannot normally soak things like vampire bites, werewolf claws, magical effects, fire, sunlight, or massive physical trauma. V20 Core, Page 158.

Potence - Rating 3
Each dot that the vampire has in Potence adds one die to all Strength-related dice rolls. Further, the player can spend one blood point and change his Potence dice into an equal number of automatic successes to all Strength-related rolls for the turn. In melee and brawling combat, successes from Potence (either rolled or automatic) are applied to the damage roll results. V20 Core, Page 192.

Presence

  • Awe - Rating 1

The player spends a blood point and rolls Charisma + Performance Difficulty 7. The number of successes determines how many people are affected. 1 success-one person; 2 successes-two people; 3 successes-six people; 4 successes 20 people; 5 successes-everyone in the vampires vicinity (auditorium, mob). if there are more people present than the character can influence, Awe affects those with the lowest Willpower ratings first. Those affected can use Willpower points to overcome the effect, but must continue spending Willpower every scene for as long as they remain in the same area as the vampire. As soon as an individual spends a number of Willpower points equal to the successes rolled, he shakes off the Awe completely and remains unaffected for the rest of the night. V20 Core, Page 194.

  • Dread Gaze - Rating 2

The player rolls Charisma + Intimidation (Difficulty equal to the victims Wits + Courage). Success indicates the the victim is cowed, while 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 run claw at the walls, hoping to dig a way out rather than face the vampire. Moreover, each success subtracts one from the target’s action dice pools next turn. V20 Core, Page 194-195.

  • Entrancement - Rating 3

The player spends a blood point and rolls Appearance + Empathy (difficulty equal to the target’s current Willpower points); the number of successes determines how long the subject is Entranced, as per the chart below. (Subjects can still spend Willpower to temporarily resist, like any other Presence power.) The Storyteller may wish to make the roll instead, since the character is never certain of the strength of her hold on the victim. The vampire may try to keep the subject under her thrall, but can do so only after the initial Entrancement wears off. Attempting this power while Entrancement is already in operation has no effect. V20 Core, Page 195.

  • Botch-Subject cannot be entranced for the rest of the story. Failure-Subject cannot be entranced for the rest of the night.
  • 1 success One hour
  • 2 successes One day
  • 3 successes One week
  • 4 successes One month
  • 5 successes One year
  • Summon - Rating 4

The player spends a blood point and rolls Charisma + Subterfuge. The base difficulty is 5; this increases to difficulty 7 if the subject was met only briefly. If the character used Presence successfully on the target in the past, this difficulty drops to 4, but if the attempt was unsuccessful, the difficulty rises to 8. The number of successes indicates the subject’s speed and attitude in responding:

  • Botch-Subject cannot be Summoned by that vampire for the rest of the story.
  • Failure- Subject cannot be Summoned by that vampire for the rest of the night.
  • 1 success Subject approaches slowly and hesitantly.
  • 2 successes Subject approaches reluctantly and is easily thwarted by obstacles.
  • 3 successes Subject approaches with reasonable speed.
  • 4 successes Subject comes with haste, overcoming any obstacles in his way.
  • 5 successes Subject rushes to the vampire, doing anything to get to her.
  • Majesty - Rating 5

No roll is required on the part of the vampire, but she must spend a Willpower point. A subject must make a Courage roll (difficulty equal to the vampire’s Charisma + Intimidation, to a maximum of 10) if he wishes to be rude or simply contrary to the vampire. Success allows the individual to act normally for the moment, although he feels the weight of the vampire’s displeasure crushing down on him. A subject who fails the roll aborts his intended action and even goes to absurd lengths to humble himself before the vampire, no matter who else is watching. The effects of Majesty last for one scene.

Merits:

Sabbat Survivor (1pt. Merit)
You’ve lived through at least one Sabbat attack or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. You are at -1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit is generally taken by groups in conflict with the Sabbat, and comes into play most frequently as a means of avoiding ambushes. pg. 488 v20.

Inoffensive to Animals (1pt Merit)
With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don’t actively flee from you. pg. 493 v20.

Common Sense (1pt. Merit)
You have a significant amount of practical, everyday wisdom. Whenever you are about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit for beginning players unfamiliar with the game. pg. 484 v20.

Concentration (1pt. Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, or hanging upside down). pg. 484 v20.

Spirit Mentor (3pt. Merit)
You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance. Spirit for Reginald is Ah-Muzen-Cab. pg. 493 v20.

Medium (2pt. Merit)
You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price. Also, your difficulty is reduced by two for all Awareness rolls involving the spirits of the dead. pg. 493 v20.

Language-Ancient Egyptian (1pt. Merit)
You know a language in addition to your native one. You can take this Merit multiple times, each reflecting a different language. pg. 484 v20.

Flaws:

Prey Exclusion (1pt. Flaw)
You refuse to hunt a certain class of prey. You might refuse to feed on drug dealers, policemen, accountants, or rich people — if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity or Path loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller’s discretion. Ventrue, owing to the limitations already imposed on their feeding by their Clan weakness, may not take this Flaw.
Excluded Pray is children and babies.pg. 485 v20.

Backgrounds:

Alternate Identity: Peter Jackson. Art dealer.

Contacts:
Samantha Brown the street cop.
Geoffrey Monsel the art dealer.
Someone from the District Attorneys (DA) office.

Domain: 1 Reginald has a farm northwest of Starke where he was given domain by Prince Veronica. He has a few animals, but mostly it is for bee hives and honey. His Pillar of Osiris is in a tree grove at the back of the property, which has many wooden statues of Mayan gods, a bench and a small, enclosed, shelter in case he gets stuck out there in the day.

Herd: 1 Reginald has some animals on his farm he can feed on if needed.

Retainer: 1 Reginald was assigned a Teomalki to watch over him at his farm.

Specials:

Mark of Ah Muzen Cab on his chest.

You can convert honey given to you by AMC, or that you harvest yourself from your own hives into vitae now. But you can only get 2BP a day like this, until you do more for AMC.

Status removed by Prince Veronica.

Declared a Camarilla member by Prince Antonin Demeskin (restore Camarilla status to 1).

Christmas Gift: Reginald receives a collection of scrolls from his Reborn allies. They detail much of the history and culture of the various groups that make up the Reborn, so that he might better know those he has aligned himself with. Justification for Lore (Reborn) up to 3 and 1 Language (Either Ancient Egyptian or one of the native languages of the Teo Mallki).

Owe Joy a favor for creating the gift for the Fae Queen.

Return wedding gift from Joy for getting Michael and her 4 custom wardrobes of an Aztec calendar (6s)
https://garden.spoonflower.com/c/7438028/i/m/Fs5ngh5SVPC9YXbvc3-dk-gJ4KQJ2eidNXt62hWVJWwiHR89hTKT/7438028-2-aztec-calendar-stone-mexico-mexican-tribal-sun-deities-deity-myths-legends-colorful-gods-goddesses--by-raveneve.jpg

Owe Richy a favor for helping to defend the ritual to raise Huītzilōpōchtli.

Vampire basic abilities

Blood:

  • Take an action and spend blood up to your generation limit to heal one point of normal damage per blood point spent. Note that blood expenditure is the only way that vampires can heal wounds. Just as their immortality prevents the Kindred from aging and dying naturally, so it also inhibits the recuperative processes natural to a living body.
  • At the beginning of a turn, spend blood up to your generation blood expenditure limit to raise a physical trait (up to one above the normal maximum) for a scene. Any blood spent to raise a physical trait above this limit lasts for 3 rounds.
  • A vampire on the path of Humanity may spend blood to cause your flesh to become flush and appear alive for once scene. The total amount of blood required is 8 minus your humanity rating.
  • A vampire may give a number of blood points to another Kindred, thereby enabling the recipient to use the blood as if it were her own.
  • A vampire may gift a mortal or animal with a dose of his vitae, allowing the mortal in question to inject or ingest it. For so long as the mortal retains the Kindred vitae in her system, she is considered a ghoul.
  • If a vampire (or mortal) partakes of another Kindred’s blood three times, she becomes bound to that vampire through the mystical properties of vitae. This is known as the blood bond.

Damage:

  • Vampires can roll Stamina + Fortitude to soak both Bashing and Lethal damage.
  • Vampires can only roll Fortitude to soak Aggravated damage.
  • Firearms deal Bashing damage to vampires.
  • A vampire takes half damage round down (take less damage) from Bashing damage after soak.
  • Bashing and Lethal damage have the same effect on vampires and can only be healed with blood expenditure.
  • A level of Aggravated damage can only be healed with a full days rest and the expenditure of 5 blood points.
  • A vampire may, at the end of a full days rest, cure additional aggravated health levels by spending an additional five blood points and one willpower point per extra aggravated health level to be healed.
  • Exposure to direct sunlight causes aggravated damage to vampires. The amount to be determined by the ST.
  • A vampire who loses his last health level due to aggravated damage meets Final Death — his eternal life ends at last, and he goes to whatever awaits him beyond the grave.

Toreador:

Clan Disciplines: Auspex, Celerity, Presence.

Weaknesses: When a Toreador experiences something truly remarkable — a person, an object d’art, a lovely sunrise — the player must make a Self-Control or Instinct 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 Instinct roll.

Children of Osiris:

Clan Disciplines: Same as original clan plus they can learn Bardo as an in-clan discipline.

Weaknesses: Same as the original clan.


pc/regenald_sheppard_s_sheet.txt · Last modified: 2021/Apr/16 22:19 by seth