====== 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 |