Kade Sinclair - Toreador - Prince Sept 17, 2014 20:37:12 GMT
Post by Badgerman on Sept 17, 2014 20:37:12 GMT
Name: Kade Sinclair Nature: Director Generation: 7th
Player: Admin Demeanor: Gallant Haven: --------
Chron.:Birmingham by night Clan: Toreador Concept: Political duelist
Physical Social Mental
Strength: 3 Charisma: 4 Perception: 4
Dexterity: 4 Manipulation: 5 Intelligence: 4
Stamina: 3 Appearance: 4 Wits: 4
Talents Skills Knowledges
Acting : 3 Art critique : 4 Bureaucracy: 3
Alertness : 3 Drive : 2 City Secrets: 4
Athletics : 2 Etiquette (court): 4 Finance: 3
Brawl : 2 Firearms : 0 Investigation: 2
Dodge : 4 Melee (fencing) : 5 Law: 3
Empathy : 3 Music : 4 Linguistics: 2 (italian, french)
Intimidation : 3 Repair : 0 Medicine: 0
Leadership : 2 Security : 3 Occult : 2
Streetwise : 3 Stealth : 2 Politics : 4
Subterfuge : 4 Survival : 2 Science : 0
Disciplines Backgrounds Virtues
Auspex : 6 Age : 3 Conscience : 3
Celerity : 6 Generation(Elder): 3
Presence : 5 Resources : 4 Self-Control : 4
Fortitude : 4 Status : 5
Obfuscate : 5 Retainers : 2 Courage : 3
Dominate : 5 Herd : 3
Contacts : 3
Other Traits Merits & Flaws
Humanity : 6 Hypersensitive (Clan Flaw)
Willpower : 9 Permanent wound
Blood Pool : 20 Calm Heart
Auspex 6) Telepathic Communication.
Telepathy (Auspex 4) allows a character to pick up only the surface thoughts of other individuals, and to speak to one at a time. With Telepathic Communication, a character can form a link between his mind and that of other subjects, allowing them to converse in words, concepts and sensory images at the speed of thought. Vampires with this level of Auspex can act as "switchboard operators," creating a telepathic web that allows all participants to share thoughts with some or all other members of the network as they choose.
System: The player rolls Charisma + Empathy (difficulty of the target's current Willpower) to establish contact, although a willing subject may allow the vampire access and thus obviate the need for a roll. The maximum range at which a subject may be contacted and the maximum number of individuals who may be linked simultaneously with this power depends on the Auspex rating of the vampire who initiates the contact.
•Measure the Will (Auspex 2, Dominate 2)
A vampire with this power may gauge the strength of a target’s resolve and identity, often as an exploratory prelude to shattering and reshaping that mind.
System: The vampire’s player rolls Perception + Intimidation in a resisted roll against the target’s Willpower (both rolls at difficulty 6). The target does not sense any mental intrusion or foreign malevolence unless the roll botches. If the vampire wins, he may precisely gauge the rating of one of the following Traits: permanent Willpower, temporary Willpower or any selected Virtue. The vampire may use this power multiple times in succession to gain further information. Each failed attempt adds one to the difficulty of subsequent rolls. Obviously, the vampire does not perceive such ephemeral concepts as will and valor in terms of numerical quantities. The vampire simply compares the target’s force of mind with his own psyche. The player may interpret this information more accurately according to the mechanics of the game. This power does not require eye contact, although the vampire must be able to see the target clearly.
•True Tongue (Dominate 2, Presence 2)
With the truth such a valuable commodity in the Medieval dark ages, the ability to find the truth is useful indeed. A vampire with this technique can render a subject unable to speak anything except the truth as he knows it; lies cannot pass his lips, nor will his tongue utter them. Of course, subjects may simply choose to remain silent. They are not compelled to speak, but they cannot speak lies.
System: The player rolls Charisma + Leadership with a difficulty equal to the subject's Willpower. The subject must also be of an equal or lesser generation than the character (as with all other uses of Dominate). Success places the compulsion upon the subject, with the number of successes determining its duration:
1 success - The subject's next statement must be truthful.
2 successes - The subject must speak the truth for the next minute.
3 successes - The subject must speak the truth for the next scene.
4 successes - The subject must speak the truth until sunrise.
5 successes - The subject must speak the truth for as long as he is in the user's presence.