====== Victor Maguire ======
**Character Type:** Journeyman Vampire [Minion]
**Life Points:** 73
**Drama Points:** 10
**Experience Points:** 3
**Banked Experience:** \\
Acrobatics: 2 (8 needed for next level) \\
Crime: 9 (12 needed for next level) \\
Occultism: 1 (4 needed for next level) \\
WC: Sign Language 1 (5 needed for next level) \\
Willpower: 7 (12 needed for next level) \\
1 Influence (5 needed for the next level)\\
WC: Vampire Politics ( 4 needed for the next level)\\
WC: 1 Fledge-wrangling (3 needed for the next level)\\
//Knowing the Internet is stupid since 1883.//
===== Basic Attributes =====
**Strength:** 8
**Dexterity:** 9
**Constitution:** 4
**Intelligence:** 4
**Perception:** 5
**Willpower:** 2
===== Qualities =====
Vampire [15]
+3 to Strength
+2 to Dexterity
+2 to Constitution
Hard to Kill +2
+2 to hearing/smell/taste Perception rolls (doubled vs blood)
1/5 damage from bullets
Regain 4 LP per hour
Immortal
Vulnerable to sunlight, holy symbols, stakes through the heart, and beheading
Commando [Minion] [4]
Hard to Kill +3
Situational Awareness
+1 to Strength
+1 to Dexterity
Obligation: Total (House of Aurelius)
Criminal [Master Thief] [2]
+1 to Dexterity
+1 to Crime
+1 to Knowledge
Willpower (doubled) roll to resist a big score
Fast Reaction Time [2]
Natural Toughness [2]
Pain Resistance 4 [4]
Eidetic Memory 1 [1]
===== Drawbacks =====
Honorable: Mild [-1]
Mental Problems: Cruelty (Moderate) [-2]
Antisocial Impulses: Deceit (Minor) [-1]
Love [-2]
Covetous: Wealth (Minor) [-1]
Adversaries: Enemies of the House of Aurelius, vampire hunters, etc [-3]
===== Skills =====
**Acrobatics:** 3
**Art:** 0
**Computers:** 0
**Crime:** 6
**Doctor:** 2
**Driving:** 0
**Getting Medieval:** 6
**Gun Fu:** 1
**Influence:** 2
**Knowledge:** 3
**Kung Fu:** 2
**Languages:** 1 (Latin)
**Mr. Fix-It:** 0
**Notice:** 2
**Occultism:** 1
**Science:** 0
**Sports:** 0
**Wildcard:** Vampire Politics 1
**Wildcard:** Fledgewrangling 1
**Wildcard: ?:** 0
===== Equipment =====
Scalpel (2 x Str-1 damage, Slash/Stab)
Knife (2 x Str damage, Slash/Stab)
Serrated Knife (2 x Str damage, Slash/Stab, can decapitate grappled opponents)
Tactical Vest [Armour Value 4]
==== Battle Gear ====
This is usually not in his possession, but will be brought if he expects major combat.
Crossbow (16 Slash/Stab)
Leather Overcoat (Armor Value 2)
Axe (5 x Strength Slash/Stab with one hand; 5 x Strength+1 Slash/Stab with two hands; 4 x Strength Slash/Stab if thrown)
===== Maneuvers =====
^ Maneuver ^ Roll ^ Effects ^
| Punch | 9 + 2 | 16 + SL Bash damage |
| Scalpel | 9 + 5 | 14 + SL Slash/Stab damage |
| Knife | 9 + 5 | 16 + SL Slash/Stab damage |
| 1H Axe | 9 + 5 | 40 + SL Slash/Stab damage |
| 2H Axe | 9 + 5 | 45 + SL Slash/Stab damage |
| Throw Axe | 9 + 5 | 32 + SL Slash/Stab damage |
| Crossbow | 9 + 5 | 16 + SL Slash/Stab damage, takes one turn to reload |
| Dodge (Med) | 9 + 5 | Avoid attacks |
| Parry (Med) | 9 + 5 | Stop attacks; damage HTH attackers |
| Feint (Med) | 5 + 5 | Add SLs to next attack |
| Disarm (Med) | 9 + 5 - 2 | Resisted with Parry; removes weapon from target |