====== Richard The Red Vasko Aurelius ====== Master Vampire Life Points: 42 + 6 [From HTK] = 48 Drama Points: 22 Experience Points: 8 **Banked XP** WP: 5 Per: 5 Notice: 2 (10 needed for next level) WC: Fledgewrangling: (8 more needed for next level) WC: Vampire Politics: (6 more needed for next level) WC: Rake: (6 more needed for next level) WC: Trusty Funded: (4 more needed for next level) ===== Attributes (25 Points) ===== Strength: 2 [+3 Vampire] = 5 Dexterity: 3 [+2 Vampire] = 5 Constitution: 2 [+2 Vampire] = 4 Intelligence: 5 [+1 from Artist] = 6 Perception: 5 Willpower: 6 [+ 1 from Artist] = 7 ===== Qualities/Drawbacks (20/10) ===== ^ Quality ^ Cost ^ Level (if applicable) ^ | Vampire | 15 | | | Sorcery | 5 | Level 1 | | Artist | 2 | | | Good Luck | 3 | +3 (ITS) | 6 | Nerves of Steel | 3 | | | Hard to Kill | 0 | Level 2 (from Vampire) | | Attractiveness | 2 | +2 (ITS) | | **Total:** | 30 | 20 (Template) + 10 (Drawbacks) | ^ Drawback ^ Cost ^ Level (if applicable) ^ | Addiction | 3 | Opiates, particularly heroin, though anything from Vicodin to opium will serve in a pinch. Can suffer withdrawal including but not limited to moodswings, anxiety, physical pain, nausea, junk-sickness, and day terrors. Takes -3 penalty to physical actions during withdrawals and -3 to WP rolls with regards to taking the drug—like he'd even consider saying 'no', of course. | | Dependent | 2 | Delilah | | Mental Problems | 3 | Cruelty, Deranged | | Antisocial Impulses | 2 | Deceit | Obligation | 0 | Must feed his demonic suit blood once a fortnight; fresh human blood preferred. By both the suit and himself. (ITS) If the suit is not fed with blood every fortnight, the owner will take a -1 to WP and -1 to Perception for every round that passes until the suit is fed. The penalties to WP and Perception are cumulative and the player must do a Perception and WP roll every turn, or as GM dictates. | | **Total:** | 10 | | ===== Skills (30) ===== **Acrobatics:** 0 **Art:** 4 + 1 from Artist = 5 **Computers:** 0 **Crime:** 2 **Doctor:** 1 **Driving:** 1 **Getting Medieval:** 3 **Gun Fu:** 2 **Influence:** 5 + 2 from Infernally Tailored Suit = 7 **Knowledge:** 3 **Kung Fu:** 2 **Languages:** 2 (Latin, German) **Mr. Fix It:** 0 **Notice:** 4 **Occultism:** 2 **Science:** 0 **Sports:** 0 **WC: Vampire Politics** 2 **WC: Fledgewrangling** 3 **WC: Rake** 2 **WC: Trusty Funded** 1 ===== Miscellanea ===== - Has a +2 bonus to Survival Tests (**Hard to Kill**). - 3 Good Luck to use per session - Receives -1 penalty to Willpower rolls to resist fear or losing his temper, or otherwise letting his emotions rule. (**Artist**) - Is immune to fear except when confronting the strangest supernatural manifestations, and gains a +4 bonus to rolls even then [Probably +3 after 'Artist' is taken into account]. (**Nerves of Steel**) - Is a 8.5 on Ash's Jealousy Scale--9.95 on a bad day. ====== Equipment ====== Carries on his person on adventures: *OTF Switchblade: [2 x (STR-1) Slash/Stab; (STR-1) thrown] Wearing for William's Birthday Adventure: *Infernally Tailored Suit: [+2 Attractiveness, +2 Influence, +1-3 Good Luck (While wearing suit, depending on how recently/well Obligation was met),-2 Obligation If the suit is not fed with blood every fortnight, the owner will take a -1 to WP and -1 to Perception for every round that passes until the suit is fed. The penalties to WP and Perception are cumulative and the player must do a Perception and WP roll every turn, or as GM dictates. Failed Perception rolls will result in auditory and visual hallucinations, paranoia and self destructive impulses, to be dictated by GM.)] ====== Combat Maneuvers/Damage ====== ^ Maneuver ^ Roll ^ Effects ^ | Short Sword | 4 + 2 | (6 + SL) x 2 Stab/Slash damage | | Bow | 4 + 4 | (8 + SL) x 2 Stab/Slash damage | | Aim | 3 + 4 | Adds SLs to next attack | | Punch| 4 + 1 | (4 + SL) Bash damage | | Kick | 4 + 1 - 1 | (6 + SL) Bash damage | | Small knife| 4 + 2 | (2 + SL) x 2 Slash/stab damage | | Small knife, thrown| 4 + 2 - 1 | (1 + SL) x 2 Slash/stab damage | | Decapitation (short sword) | 4 + 2 - 5 | (6 + SL) x 5 | | Tackle | 2 + 2 | (4 + SL) Bash damage, knocks to ground | | Disarm (with weapon) | 4 + 2 - 2 | Disarms opponent | | Dodge | 4 + 4 | Avoid attacks | | Parry (HTH) | 4 + 1 | Stop attacks | | Parry (with weapon) | 4 + 2 | Stop attacks; damage HTH attackers | | Feint (HTH) | 3 + 1 | Add SLs to next attack | | Feint (with weapon) | 3 + 2 | Add SLs to next attack |