Name: |
Cellilio Galvani |
Motivations: | Duty(Mistress) | [Taxa]: |
|
Alias: |
N/A | Prove Worth (Vampire) |
[Faction]: |
||
Type: |
Ghoul | Arvarice (Knowledge) |
[Advanced]: |
Power | Intelligence | ••• | Strength | •• | Presence | •• | ||
Finesse | Wits | •••• | Dexterity | ••• | Manipulation | ••• | ||
Resistance | Resolve | ••• | Stamina | •• | Composure | ••• |
Mental | Physical | Social | |||||
(-3 Untrained) |
(-1 Untrained) |
(-1 Untrained) |
|||||
Academics Research |
••• | Athletics | • | Animal Ken | o |
||
Computer | •• | Brawl | o |
Empathy | •• | ||
Crafts (+3 deal) |
• | Drive | • | Expression Academics |
• | ||
Investigation Body Language |
••• | Firearms | •• | Intimidation | • | ||
Medicine | • | Larceny Can't 10 again |
• | Persuasion Fast Talk |
•• | ||
Occult | •• | Stealth | • | Socialize | • | ||
Politics | • | Survival | • | Streetwise | • | ||
Science | •• | Weaponry | o |
Subterfuge Hide Emotions |
••• |
¶ Health |
¶ |
¶ Willpower |
¶ |
¶ Combat Attacks/Options: |
(Size+Stamina) •
• • • • • •
o
o
o
o
o
-1
-2
-3
|
(Resolve+Composure) •
• • • •
o
o o o o
X
X
X
X
X
|
Type Damage Dice Pool |
||
¶ N/A |
¶ |
¶ Vitae |
¶ Advantages |
|
|
•
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
|
Size: 5 Speed: 10 Defense: 4/3 Armor: 2/1 Initiative Mod: 9(10) Perception: 10 |
[Or Other Karma Meter]
10 | o | |
9 | o | |
8 | o | |
7 | o | |
6 | • | |
5 | • | |
4 | • | |
3 | • | |
2 | • | |
1 | • |
Book/Page: nWoDB 116
Effect: Senior Teaching Assistant at Purdue History Department.
Was assistant to Professor Knoles
Now Defacto head of the scanning project
Book/Page: Ghouls 72
Effect: Anabelle
Book/Page: nWoD 115
Effect: memorize information perfectly; roll to memorize for entire scene (i.e. everything a character could sense in a given moment) instead of specific information or sensory input
Book/Page: nWoD p115
Effect: Disposable income. 1 dot represents a few hundred in cash; 5 represents millions reaching billions of assets.
Book/Page: Asy p51
Effect: +2 to navigate a bureaucratic system
Book/Page: nWoD 115
Effect: This Merit gives your character a friend and teacher who provides her with advice and guidance. Your character’s mentor acts on her behalf, although the Storyteller determines exactly how. A mentor usually offers advice, allowing the Storyteller to use him to help guide your character through tough situations. A mentor may also use his influence or abilities to help your character out, although he probably wants to see his charge do things for herself. A mentor is likely to give up in disgust on a pupil who constantly asks for aid. Mentors may also ask for something in return for their assistance, which can lead your character into some interesting situations.
The number of dots purchased in this Merit determines the relative power, knowledge and experience of your character’s teacher. One dot indicates a mentor with
one or more specialized Skills and a small amount of experience in your character’s field of interest. Two dots indicate a mentor with a wide range of capability and experience in your character’s field of interest. Three dots indicate a mentor possessing a broad range of Skills, years of experience and significant influence in your character’s field of interest. Four dots indicate a mentor who not only possesses a broad range of Skills and decades (or in some cases, centuries) of experience, he is also a preeminent figure with major influence in your character’s field of interest. Five dots indicate a mentor with towering influence and power in your character’s field of interest. A five-dot patron watches over your character and influences her life in ways both obvious and subtle, and likely has an agenda in which your character is pivotal.
Book/Page:
Effect:
Book/Page: GotU p15
Effect:
Book/Page: GotU p15
Effect:
Book/Page: nWoD p116
Effect: Trustworthy agent of the character. May be a personal assistant, personal bodyguard or even a deputy of the character. Retainers are generally loyal followers of the character but it is rare that they are an actual friend of the character -- their loyalty may also be only as strong as they are compensated by the character. Each dot represents the abilities of the character: 1 dot represents a weak, unskilled or otherwise lowly agent; 5 dots represents a very strong, highly skilled or otherwise outstanding agent who may even be supernatural.
Attuned to the Wyrd
All fetches can recognize the Lost for what they are, even before the changelings to whom the fetches are attuned return to the mortal world. Similar to all fae creatures, fetches see changelings’ fae miens as well as their mortal guises. In addition, fetches can sense changelings coming before they see them. This sensation is general; the fetch cannot differentiate between Lost, but can tell when a changeling is in the same area (within a 50-foot radius). The exception,
of course, is the changeling that the fetch is impersonating.
The fetch can immediately tell if that particular changeling is within this distance. This attunement means that changelings cannot surprise a fetch (see p. 152 of the World of Darkness Rulebook).
Second Hand Blessing
( Autumn Nightmares -- Page 102 )
Wyrd: 1
Fetches are not changelings, but they are created of fae magic. By spending a point of Glamour, the fetch can enjoy the same blessing as the changeling the fetch was built to impersonate. It has this blessing for only one turn per dot of Wyrd the fetch possesses, however, and can use this power only once per scene.
Shadows of Warning
( Autumn Nightmares -- Page 102 )
Wyrd: 2
Shadows and tricks of the light aid the fetch in avoiding harm. The fetch always seems to know how to dodge and when to parry in a fight. Add the fetch's Wyrd to its Defense rating. This Defense is subject to normal rules; i.e., it doesn't protect the fetch from guns (except at pointblank range), it drops due to multiple attackers, etc.
Modifier |
Situation |
[Item] •••••
Type: [Imbued Item/Enhanced Item/Artifact/Grimoire/Memento/Charm/Fetter/Vanitas/Deathmask/Memorabilia/Token/Hedgespun/Fetish/Relic]
Description:
Effect:
[Reinforced Clothing]
Book/Page: Arsenal
Rating: Durability: 1/0 Structure: Size: Cost: •••••
Description: Padded Workout gear; Obviously not bought as a set.
Effect: Reduces damage a little.
[Glock 22]
Book/Page: Arsenal
Damage: 2 Size: 1/s Cost: ••
Range: 20/40/80
Clip: 17+1
Description: Standard Issue Police Sidearm.
Effect: Gun/Weapon; Lethal Damage
Description:
Type | Durability | Size | Structure | Acceleration | Safe Speed | Top Speed | Max Handling | Occupants | Cost |
1+ | ••••• |
Appearance:
Statistics:
Age:
Apparent Age:
DOB:
Date Of Embrace/First Change/Bargain/Awakening/Escape:
Hair:
Eyes:
Race:
Nationality:
Height:
Weight:
Sex:
Goals:
Conflicts:
Total Exp: 152
Current Exp: 41
Expenditures: 111 No Special Order
Wits 4 (20)
Resolve (15)
Dexterity (15)
Computers 2 (6)
Crafts 1 (3)
Medicine (3)
Science (6)
Athletics (3)
Firearms 1-2 (9)
Empathy 2 (6)
Intimidation 1 (3)
Persuasion 3 (9)
Streetwise 1 (3)
Academics[Research] (2)
Expression[Academics] (2)
Retainer(Christy) 3 (2) Bought at discount
Supernatural Lore [Changeling] 2 (4)