Post by digitalharlot on Jan 10, 2015 0:34:20 GMT
Clan: Malkavian
Character's Name: Cherish
Player: Digital Harlot
Chronicle: Birmingham By Night
Nature: Fanatic [Vampire: The Masquerade 20th Anniversary Edition -- Page 91]
The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic pours himself into his cause, and he may even feel guilty for undertaking any objective that deviates from his higher goal. To the Fanatic, the end justifies the means -- the cause is more important than those who serve it. Players who choose Fanatic Archetypes must select a cause for their character to further. Revolutionaries, zealots, and sincere firebrands are all examples of Fanatic Archetypes. Kindred Fanatics are often champions for or against a particular aspect of undead society, such as equality among all vampires, the extermination of Anarchs, or stamping infernalism out of the Sword of Caine. Regain a point of Willpower whenever you accomplish some task that directly relates to your cause.
Demeanor: Enigma [Vampire: The Masquerade 20th Anniversary Edition -- Page 91]
Your actions are bizarre, puzzling, and inexplicable to everyone except yourself. Your strangeness may be a residual effect from your Embrace, or the most effective way for you to carry out your work. To the rest of the world, however, your erratic actions suggest that you're eccentric if not completely crazy. Conspiracy theorists, deep-cover agents, and Jyhad fanatics all live up to the Enigma Archetype. Regain a point of Willpower whenever someone is completely perplexed or baffled by one of your actions that later turns out to be a fruitful endeavor.
Concept: Embraced Religious fanatic, unaware of embrace - quite mad zealot.
Generation: 11th
Sire: Jonas
Attributes
Physical-
Strength: 2
Dexterity: 3
Stamina: 2
Social-
Charisma: 4
Manipulation: 2
Appearance: 4
Mental-
Perception: 3
Intelligence: 2
Wits: 3
Abilities-
Talents
Alertness: 2
Athletics: 1
Brawl: 1
Dodge: 2
Empathy: 3
Expression: 2
Intimidation: 0
Leadership: 0
Streetwise: 2
Subterfuge: 1
Skills-
Animal Ken: 1
Crafts: 2
Drive: 1
Etiquette: 0
Firearms: 0
Melee: 1
Performance: 2
Security: 2
Stealth: 3
Survival: 0
Knowledges-
Academics: 2
Computer: 1
Finance:
Investigation: 2
Law: 1
Linguistics: 1
Medicine: 0
Occult: 1
Politics: 0
Science: 3 (for exploding toilets with custard powder grenades)
Advantages
Disciplines:
Auspex: 2
Dementation: 2
Obfuscate: 2
Backgrounds:
Generation: 2
Resources: 2
Contacts: 1
Virtues:
Conscience: 3
Self Control: 4
Courage: 2
Flaws
[ 3 ] Religious Hysteria ( Hunters Hunted II -- Page 123 )
Prerequisite: Society Of Leopold Member
Angels and demons are everywhere! You see them. You note the signs of the Divine plan in every nuance of life. The entire world's an omen! The Holy Ghost whispers in your ear constantly. Why do others not understand? Even your brothers and sisters in the faith shake their heads as you breathlessly elucidate your latest holy vision. The difference between this Flaw and the Ecstatic Merit is that people do not take you seriously. Your visions occur a bit too often, are a bit too untenable. Subtract one die from all Social dice pools.
[ 2 ] Victim Of The Masquerade ( Vampire: The Masquerade 20th Anniversary Edition -- Page 486 )
The Camarilla's propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may insist on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. This Flaw must be roleplayed at all times, and is generally taken by Camarilla vampires.
Merits
[ 5 ] Disembodied Mentor [ Clanbook: Malkavian (Revised) -- Page 65 ]
Prerequisite: Malkavian
The voices in your dead may tell you things, but by God, they're useful things. You have a personal guide and advisor (bought as usual through the Background: Mentor) who exists largely in your own skull. He may have been a Malkavian who uploaded himself into the Network, or perhaps he's an imaginary construct with access to the shared memories of the clan. Either way, it's exceedingly hard for your enemies to cut you off from your mentor's counsel, and it's usually pretty easy to call on his advice when you need it. Unfortunately, this Merit also has its drawbacks; your mentor can find you whenever he chooses, and can be a real distraction when you're trying to do something he finds irrelevant. You're not freed from the obligations of your relationship, either; you find yourself running errands for your mentor just as often as any other pupil would, if not more so.
Humanity: 7
Willpower: 6
Blood Pool: 12 / 1 per turn
Bio
Cherish was born and Raised in a northern town in England by her Mother, her father died when she was young. Due to her very innocent and nature she caught the eye of a Malk, who decided that all innocent needed to be purged from her - this however didn't quite go to plan, instead of turning her into a bloody thirsty puppet for his amusement the embrace which was very traumatic, bloody and harsh. It left her even more full of religious zeal and broke her tiny fragile mind broken.
Currently she does not know or understand she is a vampire.....She blanks out to feed
She sees angels and demons everywhere and thinks it is the end times
Her vampire abilities she thinks are Gods gift to her - and she speaks to god every thursday evening in a red phone box
She has just woken up from being in a torpor like state and has no idea of why where who or what,...only knows what God wants for her.
She has a habit of blanking out shiny surfaces with black spray paint as thats how demons talk to her and blowing things up with custard powder.
---i will pad this out
Character's Name: Cherish
Player: Digital Harlot
Chronicle: Birmingham By Night
Nature: Fanatic [Vampire: The Masquerade 20th Anniversary Edition -- Page 91]
The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic pours himself into his cause, and he may even feel guilty for undertaking any objective that deviates from his higher goal. To the Fanatic, the end justifies the means -- the cause is more important than those who serve it. Players who choose Fanatic Archetypes must select a cause for their character to further. Revolutionaries, zealots, and sincere firebrands are all examples of Fanatic Archetypes. Kindred Fanatics are often champions for or against a particular aspect of undead society, such as equality among all vampires, the extermination of Anarchs, or stamping infernalism out of the Sword of Caine. Regain a point of Willpower whenever you accomplish some task that directly relates to your cause.
Demeanor: Enigma [Vampire: The Masquerade 20th Anniversary Edition -- Page 91]
Your actions are bizarre, puzzling, and inexplicable to everyone except yourself. Your strangeness may be a residual effect from your Embrace, or the most effective way for you to carry out your work. To the rest of the world, however, your erratic actions suggest that you're eccentric if not completely crazy. Conspiracy theorists, deep-cover agents, and Jyhad fanatics all live up to the Enigma Archetype. Regain a point of Willpower whenever someone is completely perplexed or baffled by one of your actions that later turns out to be a fruitful endeavor.
Concept: Embraced Religious fanatic, unaware of embrace - quite mad zealot.
Generation: 11th
Sire: Jonas
Attributes
Physical-
Strength: 2
Dexterity: 3
Stamina: 2
Social-
Charisma: 4
Manipulation: 2
Appearance: 4
Mental-
Perception: 3
Intelligence: 2
Wits: 3
Abilities-
Talents
Alertness: 2
Athletics: 1
Brawl: 1
Dodge: 2
Empathy: 3
Expression: 2
Intimidation: 0
Leadership: 0
Streetwise: 2
Subterfuge: 1
Skills-
Animal Ken: 1
Crafts: 2
Drive: 1
Etiquette: 0
Firearms: 0
Melee: 1
Performance: 2
Security: 2
Stealth: 3
Survival: 0
Knowledges-
Academics: 2
Computer: 1
Finance:
Investigation: 2
Law: 1
Linguistics: 1
Medicine: 0
Occult: 1
Politics: 0
Science: 3 (for exploding toilets with custard powder grenades)
Advantages
Disciplines:
Auspex: 2
Dementation: 2
Obfuscate: 2
Backgrounds:
Generation: 2
Resources: 2
Contacts: 1
Virtues:
Conscience: 3
Self Control: 4
Courage: 2
Flaws
[ 3 ] Religious Hysteria ( Hunters Hunted II -- Page 123 )
Prerequisite: Society Of Leopold Member
Angels and demons are everywhere! You see them. You note the signs of the Divine plan in every nuance of life. The entire world's an omen! The Holy Ghost whispers in your ear constantly. Why do others not understand? Even your brothers and sisters in the faith shake their heads as you breathlessly elucidate your latest holy vision. The difference between this Flaw and the Ecstatic Merit is that people do not take you seriously. Your visions occur a bit too often, are a bit too untenable. Subtract one die from all Social dice pools.
[ 2 ] Victim Of The Masquerade ( Vampire: The Masquerade 20th Anniversary Edition -- Page 486 )
The Camarilla's propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may insist on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. This Flaw must be roleplayed at all times, and is generally taken by Camarilla vampires.
Merits
[ 5 ] Disembodied Mentor [ Clanbook: Malkavian (Revised) -- Page 65 ]
Prerequisite: Malkavian
The voices in your dead may tell you things, but by God, they're useful things. You have a personal guide and advisor (bought as usual through the Background: Mentor) who exists largely in your own skull. He may have been a Malkavian who uploaded himself into the Network, or perhaps he's an imaginary construct with access to the shared memories of the clan. Either way, it's exceedingly hard for your enemies to cut you off from your mentor's counsel, and it's usually pretty easy to call on his advice when you need it. Unfortunately, this Merit also has its drawbacks; your mentor can find you whenever he chooses, and can be a real distraction when you're trying to do something he finds irrelevant. You're not freed from the obligations of your relationship, either; you find yourself running errands for your mentor just as often as any other pupil would, if not more so.
Humanity: 7
Willpower: 6
Blood Pool: 12 / 1 per turn
Bio
Cherish was born and Raised in a northern town in England by her Mother, her father died when she was young. Due to her very innocent and nature she caught the eye of a Malk, who decided that all innocent needed to be purged from her - this however didn't quite go to plan, instead of turning her into a bloody thirsty puppet for his amusement the embrace which was very traumatic, bloody and harsh. It left her even more full of religious zeal and broke her tiny fragile mind broken.
Currently she does not know or understand she is a vampire.....She blanks out to feed
She sees angels and demons everywhere and thinks it is the end times
Her vampire abilities she thinks are Gods gift to her - and she speaks to god every thursday evening in a red phone box
She has just woken up from being in a torpor like state and has no idea of why where who or what,...only knows what God wants for her.
She has a habit of blanking out shiny surfaces with black spray paint as thats how demons talk to her and blowing things up with custard powder.
---i will pad this out