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Jacob Stone

Jacob Stone is an 8th generation Lasombra soldier characterized by strong physical attributes and a tactical mental approach. He possesses various talents, skills, and disciplines, including Dominate and Obtenetration, along with several merits and flaws that affect his interactions and capabilities. His background includes being a probationary sect member and having a history of being hunted, which influences his current situation and relationships within the vampire community.

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Wojciech Tytoń
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0% found this document useful (0 votes)
13 views5 pages

Jacob Stone

Jacob Stone is an 8th generation Lasombra soldier characterized by strong physical attributes and a tactical mental approach. He possesses various talents, skills, and disciplines, including Dominate and Obtenetration, along with several merits and flaws that affect his interactions and capabilities. His background includes being a probationary sect member and having a history of being hunted, which influences his current situation and relationships within the vampire community.

Uploaded by

Wojciech Tytoń
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TH

NAME: Jacob Stone NATURE: Soldier CLAN: Lasombra


PLAYER: DEMEANOR: Soldier GENERATION: 8
CHRONICLE: CONCEPT: SIRE:
ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength Powerful Arms, Charisma Perception Tactical
Dexterity Precise Manipulation Intelligence
Stamina Tough as Nails Appearance Wits

ABILITES
TALENTS SKILLS KNOWLEDGES
Alertness Animal Ken Academics
Athletics Crafts Computer
Awareness Drive Finance
Brawl Strikes Etiquette Investigation
Empathy Firearms marksmanship Law
Expression Larceny Medicine
Intimidation Melee Occult
Leadership Performance Politics
Streetwise Stealth Science
Subterfuge Survival Tracking, Technology

ADVANTAGES
BACKGROUNDS DISCIPLINES VIRTUES
Generation Dominate
Allies Obtenetration Conscience
Resources Potence
Contacts
Self-Control

Courage

MERITS & FLAWS HUMANITY/PATH HEALTH


Lunacy (-2) Path of Humanity Bruised
Probationary Sect Member (-4) Hurt -1
New Arrival (-1) : ( )
Injuried -1
Hunted Like a Dog (-3) Wounded -2
WILLPOWER
Enemy (-2) Mauled -2
Concentration (1) Crippled -5
Iron Will (3)
Incapacited
Light Sleeper (2) BLOOD POOL EXPERIENCE
Useful Knowledge (1)
Bruiser (1)
Acute Sense (1)
Sabbat Survivor
Attributes: (1)
7/5/3 • Abilites: 13/9/5 • Disciplines: 3 • Backgrounds: 5 • Virtues: 7 • Freebie Points: 15 (5/2/7/1/2)
Realised by Kryane - Sheet V20—v2.5 Generated by
Scholar of Enemies (2)
Language (1)
TH

OTHER TRAITS

PATHS / POWERS

RITUALS EXPERIENCE
NAME LEVEL
TOTAL:
TOTAL SPENT:
SPENT ON:

DERANGEMENTS

BLOOD BOND / VINCULI


NAME RATE NAME RATE

COMBAT
WEAPON DIFF. DAMAGE RANGE RATE CLIP CONC. ARMOR
Class :
Rating :
Penality :
Description :

Realised by Kryane - Sheet V20—v2.5 Generated by


TH

EXPANDED BACKGROUND
CONTACTS FAME

INFLUENCE ALLIES

RESSOURCES MENTOR

HERD SITUATION

SERVANTS OTHER

POSSESSIONS
GEAR (WORN) EQUIPMENT (OWNED)

HUNTING GROUNDS VEHICLES

HAVENS
LOCATION DESCRIPTION

Realised by Kryane - Sheet V20—v2.5 Generated by


TH

HISTOIRY
PRELUDE

GOALS

APPEARENCE
AGE:
APPARENT AGE:
BIRTH DATE:
DATE OF DEATH:
HAIR:
EYES:
ETHNICITY:
NATIONALITY:

HEIGHT:
WEIGHT:
GENDER:
VISUALS
COTERIE CHART CHARACTER SKETCH

Realised by Kryane - Sheet V20—v2.5 Generated by


TH

[Ment][Flaw] Lunacy (2) the number of dice available during the day.
You are affected by the phases of the moon, increasing your [Ment][Merit] Useful Knowledge (1)
chances to frenzy. Under the crescent moon, difficulties to avoid You have expertise in a specific field that makes your
frenzy increase by one. Under the half or gibbous moon, conversation intriguing to an older Kindred. So long as your
difficulties rise by two. When the moon is full, difficulties knowledge holds the other vampire’s attention, he has a vested
increase by three. interest in keeping you around. Then again, once he’s pumped
[Soc][Flaw] Probationary Sect Member (4) you for every iota of information you possess, that patronage
You are a defector. You turned traitor to the Camarilla, Sabbat, may suddenly vanish. (Note: This Merit should be played like a
or other Sect, and you still have much to prove before you are 1-dot Mentor with a specific interest. However, unlike a Mentor,
accepted by the Kindred you have defected to. Other vampires Useful Knowledge does not imply a permanent relationship.)
treat you with distrust and even hostility, and your reputation [Phy][Merit] Bruiser (1)
might even sully those whom you regularly associate with. Your appearance is sufficiently thug-like to inspire fear (or at
[Soc][Flaw] New Arrival (1) least disquiet) in those who see you. While you’re not necessarily
You’ve just arrived in your new city of residence, and don’t ugly, you do radiate a quiet menace, to the point where people
know anyone in the place. Existing factions may try to recruit cross the street to avoid passing near you. All Intimidation rolls
or eliminate you, while vampires in positions of authority size against those who have not demonstrated their physical
you up and take your measure. Meanwhile, your ignorance of superiority to you are at -1 difficulty.
the city’s current events, history, and politics (not to mention [Phy][Merit] Acute Sense (1)
the personality quirks of the vampires already in place) may One of your senses is exceptionally sharp, be it sight, hearing,
cause you to make a serious blunder. smell, touch, or taste. The difficulties for all tasks involving the
[Soc][Flaw] Hunted Like a Dog (3) use of this particular sense are reduced by two. This Merit can be
Another Sect or group of vampires has decided that you’re a combined with the Discipline of Auspex to produce superhuman
target for extermination, and pursues you relentlessly. On the sensory acuity.
bright side, the enemies of your enemy may well wish to help [Soc][Merit] Sabbat Survivor (1)
you out, potentially garnering you allies. You’ve lived through at least one Sabbat attack or attempted
[Soc][Flaw] Enemy (2) recruitment. Your experience helps you anticipate situations
You have an enemy, or perhaps a group of enemies, who seek to where you might potentially be endangered by the Sabbat once
harm you. The power of the enemy depends upon how many again. You are at -1 difficulty on all Perception rolls when it
points the player wishes to spend (five points indicate the wrath comes to Sabbat-based matters. This Merit is generally taken by
of a Methuselah or other potent supernatural foe). groups in conflict with the Sabbat, and comes into play most
frequently as a means of avoiding ambushes.
[Ment][Merit] Concentration (1)
You have the ability to focus your mind and shut out any [Soc][Merit] Scholar of Enemies (2)
distractions or annoyances. Characters with this Merit are You have taken the time to learn about and specialize in one
unaffected by any penalties stemming from distracting particular enemy of your Sect. You are aware of at least some of
circumstances (e.g., loud noises, strobe lights, or hanging the group’s customs, strategies, abilities, and long-term goals,
upside down). and can put that knowledge to good use. This Merit is worth a -2
difficulty for all non-combat rolls pertaining specifically to the
[Ment][Merit] Iron Will (3) subject of your specialization. On the other hand, you are at a
When you are determined and your mind is set, nothing can +1 difficulty when it comes to dealing with other enemies,
thwart you from your goals. Characters using Dementation, simply because you’re so thoroughly focused on your field.
Dominate, or any other mind-altering magic, spell, or
Thaumaturgy path against your character are at +3 difficulty. [Ment][Merit] Language (1)
Elder levels of powers like Dementation and Dominate may You know a language in addition to your native one. You can
overwhelm even this resistance. Against Level Six powers, the take this Merit multiple times, each reflecting a different
expenditure of a Willpower point through Iron Will only raises language.
the difficulty of the Discipline roll by two. Against Level Seven
powers, the difficulty is increased by only one. Level Eight and
higher powers cannot be resisted with Iron Will.
This Merit does not affect Presence or other powers dealing with
the emotions. Characters will Willpower scores below 8 cannot
take this Merit.
[Ment][Merit] Light Sleeper (2)
You can awaken instantly at any sign of trouble or danger,
and do so without any sleepiness or hesitation. You may ignore
rules regarding how Humanity or your morality Path restricts

Realised by Kryane - Sheet V20—v2.3 Generated by WoD Character creator

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