Name: |
Chance Donovan | Motivations: | Novelty | [Taxa]: |
|
Alias: |
Hedonism | [Faction]: |
|||
Type: |
Knowledge | [Advanced]: |
Power | Intelligence | ••• | Strength | •• | Presence | ••• | ||
Finesse | Wits | •••• | Dexterity | ••• | Manipulation | •• | ||
Resistance | Resolve | •• | Stamina | •• | Composure | •••• |
Mental | Physical | Social | |||||
(-3 Untrained) |
(-1 Untrained) |
(-1 Untrained) |
|||||
Academics | •• | Athletics | • | Animal Ken | |||
Computer | ••• | Brawl | Empathy | • | |||
Crafts | Drive | ••• | Expression (Dance) |
• | |||
Investigation | ••• | Firearms | • | Intimidation | |||
Medicine | • | Larceny | Persuasion (Seduction) | ••• | |||
Occult (magic) | •••• | Stealth | • | Socialize (bar-hopping) | ••• | ||
Politics | • | Survival | Streetwise | • | |||
Science | Weaponry | Subterfuge | • |
¶ Health |
¶ |
¶ Willpower |
¶ |
¶ Combat Attacks/Options: |
(Size+Stamina) •
• • • • • • o
• o
• o
• o
• o
• o
-1
-2 -3 |
(Resolve+Composure) •
• • • •
• • o • o • o •
X
X
X
X
|
Type Damage Dice Pool |
||
¶ [Powerstat] |
¶ |
¶ [Power Points] |
¶ Advantages |
|
oooooooooooooo |
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
|
Size: 5 Speed: 10 Defense: 3 -1 Armor: 2/3 bulletproof Initiative Mod: 7 Perception: 8 |
10 | o | |
9 | o | |
8 | o | |
7 | o | |
6 | • | |
5 | • | |
4 | • | |
3 | • | |
2 | • | |
1 | • |
n/a
Book/Page: WoD Core book 115
Effect: Four dots suggest substantial disposable
income: $10,000 a month and $500,000 worth of
assets.
Book/Page: Reliquary 85
Effect: The character owns a mystical object or
relic.
Luck Token •••
Effect: When a player makes a roll for her character, she may, upon discovering the results
of that roll, spend a Willpower point to activate Luck Token and “upgrade” the level of success.
Social Lubrication •
Effect: Success:The user gains a +1 bonus to all Social rolls for one scene. During this time, all others suffer a -1 penalty on
their Social rolls made in her presence.
Cost: For the duration of the item’s effect (one scene), the user willingly suffers a -1 penalty to all Physical rolls.
Danger Magnet: -••
Effect: For a period of time after the item’s use (more dots in a Power likely indicates a longer period of alarm, assume one
hour per dot of Power accessed), the character is far likelier to run into danger.
Book/Page: WoD Core book 114
Effect: No matter what town or city your character
is in, he can find his way into the best nightspots with a
few quick words and a timely bribe.
Book/Page: WoD Core book 117
Effect: For two dots, your character gets a +1 modifier to all
Presence or Manipulation rolls when she attempts to use
her looks to entertain, persuade, distract or deceive others.
Book/Page: WoD Core book 114
Effect: Contacts provide your character information in a particular area of awareness. Each dot in this Merit
represents one arena or circle in which your character has a web of connections and from which he may draw information.
Book/Page: WoD Core book
Effect:
Book/Page: WoD Core book
Effect:
Arcana | |
Death | |
Fate | • |
Forces | •• |
Life | |
Matter | |
Mind | |
Prime | |
Spirit | |
Space | |
Time |
n/a
[Item] •••••
Type: [Imbued Item/Enhanced Item/Artifact/Grimoire/Memento/Charm/Fetter/Vanitas/Deathmask/Memorabilia/Token/Hedgespun/Fetish/Relic]
Description:
Effect:
Salt Cellar
This object is a 18th century silver and porcelain salt cellar, made in the image of an angel with the wings back. The bowl of salt is contained by the angel?s wings. On the bottom of the cellar is inscribed a prayer in Latin for purification. The ritual works by sprinkling salt from the cellar directly onto the food and drink to be consumed and then chanting the prayer. Cost: 1 Willpower Dice Pool: Resolve+Occult Action: Extended (2 successes per dish to be cleansed, each roll takes 30 seconds of chanting?approximately one repetition of the chant) Roll Results: Dramatic Failure: All successes are lost and the food to be cleansed is now poisoned. Anyone consuming the tainted food must resist a Toxicity 4 poison. Failure: No successes are accumulated towards cleansing the food. Success: The character makes progress towards cleansing the food. If enough successes are accumulated, any dish that was poisoned has a fringe of blue fire leap up as the poison is consumed, rendering the food safe to eat, and drinks safe to consume. Exceptional Success: If five or more successes are rolled on the final roll, the purging fire is blue-white, and, in addition to being purged of poisons, the food and drink offer a boon to the character?s health, giving any who consume a full portion of the food a +1 to resist diseases and toxins for the next week (not cumulative).
Painted Egg
This painted serpentine egg is painted with images of young animals at play. A spirit of a young animal is bound into the egg, and its youthful vigor can be tapped for a burst of energy by shouting loudly. Action: Reflexive Upon activation, the egg grants the wielder a +2 modifier to any Physical Attribute-based action made that turn. The next turn, however, the energy wears off and the wielder suffers a -2 penalty to any Physical Attribute-based actions (this includes Stamina-based rolls made as contested actions). This item can only be used once per scene. Native American Hair Drop This artifact is a strip of leather, almost a foot long, adorned with quills and glass beads. It would be tied to a man?s hair as an ornament. According to the documentation, this particular one dates from the 1850s. Cost: For the duration of the item?s effect (one scene), the user willingly suffers a -1 penalty to all Mental rolls. Dice Pool: Resolve + Composure Action: Reflexive Roll Results Dramatic Failure: The user suddenly appears wretched and strange to others, and it likely draws their scorn. She suffers a -2 penalty to all Social rolls for the rest of the scene, and all others gain a +2 Social bonus on all appropriate rolls made against her. Failure: The user gains nothing from the item. Success: The user gains a +1 bonus to all Social rolls for one scene. During this time, all others suffer a -1 penalty on their Social rolls made in her presence (within eyesight). Exceptional Success: The bonus gained increases to +2, and the penalty suffered by others is now -2 dice.
Flintlock Pistol
This flintlock pistol, of a type made in the USA immediately after the Revolutionary War, and is a fairly typical (if extremely battered and well-used) specimen of such weapons. It can likely still be used as a flintlock, as the firing mechanism is still working. However, somewhere down the centuries, the gun has gained the ability to harm ephemeral entities. The weapon?s damage code against such Twilight entities is (2)L, and is rolled with Dexterity+Firearms, plus the weapon bonus. Unless the character has some means of seeing into Twilight, it is assumed that they are Fighting Blind (pgs 166-7, WoD core rulebook) when attacking such entities. Cost: 1 Willpower or 1 bashing damage per shot. This cost is paid by the person ?loading? the firearm, not the wielder. Dice Pool: A successful Dexterity+Firearms roll is required to ?reload? the weapon. This is not an extended action, but, due to the gun?s flintlock firing mechanisms, it takes 10 rounds, minus 1 round for each success on the roll to ?reload?. Upon firing, the wielder takes a -2 penalty to all Wits-based Perception rolls for the next round, as the sound of gunfire and the smell of acrid smoke assaults their ears, nose and eyes.
Musketball
This used musketball, now a misshapen lump of lead, is horrendously lethal still. When carried by a firearms wielder, the wielder can choose to activate the musketball in order to make their next shot more lethal. This item can only be used once per day. Cost: 1 Willpower Dice Pool: Resolve+Occult Action: Instant Roll Results: Dramatic Failure: The character fails to activate the musketball. Any and all firearm attacks against them for the rest of the scene gain a +3 bonus, and any firearm attacks within range that miss their targets (i.e. they roll zero successes) are assumed to hit the character instead, either directly or via ricochets; roll 2 dice and assign successes as lethal damage to the character. Failure: The character fails to activate the musketball, and cannot activate it again until 24 hours have passed. Success: The character activates the musketball. Their next Firearms shot, if successful, will do a number of automatic Lethal damage equal to the character?s Firearms skill dots or the firearm?s damage rating, whichever is lower. This damage is in addition to the damage inflicted from the roll. (Example: A character with Firearms 3 fires a (2)L pistol and scores 3 successes on their Firearms roll; instead of doing 3 lethal damage, they do 5 lethal, adding the weapon rating to their successes) Exceptional Success: As a normal success, except that the automatic damage applied to the next Firearms attack is equal to the higher of the character?s Firearms skill dots or the firearm?s damage rating. Drawback: The next time the user goes to sleep, they are stricken by nightmares of smoke-ridden and scream-choked battlefields. They will not regain Willpower from such dreams. Repeated use will likely inflict either the Nightmares flaw or the Insomnia derangement.
Stitched Seed Bead Mask Of Possession
This leather mask is adorned with splendid embellishment of hand-stitched seed beads, in the fashion of the Creole cultures of the Caribbean. When worn on the face, the wearer allows spirits and ghosts the option of possessing the wearer. Action: None Dice Pool: None Effect: The character dons the mask and allows a ghost or spirit to take possession of their body, forgoing any opposed rolls to resist. Even those ghosts and spirits who do not have the Possession Numina can make the attempt, rolling Power+Finesse. So long as a single success is rolled, the possessing spirit or ghost gains full, penalty-free control over the character?s faculties immediately, without any muss or fuss. The character remains aware of what is going on during the possession and has a couple of extra options. She may allow the spirit to continue controlling her body for longer than a scene, if she likes. Or, if displeased as the possession progresses, she may try to eject the spirit or ghost. She and the spirit make the normal contested roll they would normally have made during the original possession. Success on the spirit?s part allows it to remain for the rest of the scene, and ties must be rerolled the next turn. The character may only try this once per scene. Removing the mask from the face automatically ends the possession.
Cowboy Hat
This beaten and worn cowboy hat has the memories of years and decades of wilderness survival etched into it. Action: None Dice Pool: None Effect: The wearer of this hat suffers no ill effects based on the ambient temperature. They are perfectly comfortable in heat up to 110 degrees (F) and down to -10 degrees (F), and only begin suffering penalties beyond those extremes.
Slave Manacles
These pair of iron manacles, dating from well before the Civil War, were once used to restrain slaves going up for auction. Somewhere along the line, they gained the ability to restrain the restless and ephemeral dead. Once a ghost has been captured by these manacles, the ghost can be made to communicate with the manacles? user. Cost: 2 Willpower Dice Pool: Wits + Occult versus ghost?s Power+Resistance (if an entity is willing, however, no dice roll is necessary on behalf of that ghost). Other characters aside from the user may each contribute one Willpower point toward this, and each Willpower point spent in this way grants a +1 bonus to the Wits + Occult roll, to a maximum of +5 dice. Action: Contested Roll Results Dramatic Failure: The ghost or spirit suddenly possesses the object?s user. No roll is required on behalf of the entity; this occurs automatically. For the effects of possession, see ?Possession,? p. 212, World of Darkness Rulebook. The duration is one scene. Failure: The entity achieves more successes, and is not ensnared. Success: The character wins the contest, achieving more successes. The ghost is drawn into the object for the duration of one scene. It must communicate, answering all questions. It does not, however, compel the ghost to honesty or friendliness. However, the character can make appropriate Social rolls to try to calm, persuade, or intimidate the entity into some manner of compliance. Exceptional Success: As with success, except the character achieves five or more successes above what the entity achieved. Any Social rolls the character makes upon the ghost to force its compliance are done with a +2 bonus. Suggested Modifiers Modifier Situation -2 User has been possessed by a spirit or ghost in the past. +2 User has a blessed item on his person (p. 214, World of Darkness Rulebook)
Coin of future telling?
Ghost-Hunting Equipment
Book/Page: armory 172
Binoculars w/night vision
Book/Page: armory 168
Survival Kit, Superior
Book/Page: armory 172
Kevlar vest (thin) ( Rating: 1/2 Strength: 1 Defense: 0, Speed: 0 )
Book/Page: WoD Core Book 170
[Item]
Book/Page:
Rating: Durability: Structure: Size: Cost: •••••
Description:
Effect:
Katana ( damage: 3(L) size: 2/L durability: 4 )
Book/Page: armory 27
Telescopic Baton ( damage: 3(B) size: 2/J durability: 3 Notes: Collapses to Size 1/S*)
Book/Page: armory 30
Stun Gun (damage: n/a size: 1/P durability: 3 )
Book/Page: armory 36
Colt M1911A1 (damage:3 range: 30/60/120 capacity: 7+1 strength: 2 size: 1/S)
Book/Page: armory 67
Remington Model 700 (damage: 4 (9 again) range: 200/400/800 capacity: 4+1 strength: 2 size: 3)
Book/Page: armory 74
Crossbow (damage: 3 range: 40/80/160 capacity: 1 strength: 2 size: 3 )
Book/Page: armory 91
[Weapon]
Book/Page:
Damage: Durability: Structure: Size: Cost: •••••
Description:
Effect:
Description: Porsche Cayenne Turbo
Type | Durability | Size | Structure | Acceleration | Safe Speed | Top Speed | Max Handling | Occupants | Cost |
Performance SUV | 3 | 15 | 18 | 24 | 110 | 242 | 3 | 1+ 4 | ••••• |
Appearance:
Statistics:
Age:
Apparent Age:
DOB:
Date Of Embrace/First Change/Bargain/Awakening/Escape:
Hair:
Eyes:
Race:
Nationality:
Height:
Weight:
Sex:
Goals:
Conflicts:
Chance's Shoes: Every morning you find your shoes next to your bed, clean and polished. It does not matter where you left them the night before, it does not matter what you were walking through or got stuck to the bottom, it does not matter if they are in shreds because you dropped them in a wood chipper....they are always back and clean and polished. And confortable...those shoes are really damn comfy.
A little secret: Someone you know is dead, and still walking around - but you dont know who.
Spent Exp: 77
Current Exp: 27
Total Exp: 86
Expenditures:
Expression • (3)
Specialty (Expression - Dance) (3)
Resolve ••• (15)
Retainer (Ferne) ••• (8)
Presence ••• (15)
Investigation •• (6)
Sleepwalker ••• (12)
Drive •• (6)
Investigation ••• (9)