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The Gentleman

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Edward Zuric
Edwards traits improve for The Gentleman as he improves his Drive and Empathy Skills. For ease of reference we present here a player summary of all his abilities and an updated character sheet. Virtue/Vice: Edwards Virtue is Charity. Once per session of play, he regains all spent Willpower points when he helps another at the risk of loss or harm to himself. It isnt enough to share what he has in abundance. He must make a real sacrifice in terms of time, possessions or energy, or he must risk life and limb to help another. His Vice is Lust. He regains one Willpower point at the end of any scene in which he satisfies his lust in a way that victimizes others (though of course, he never sees it that way).
Disciplines and Kindred Powers

vampire: the requiem

Blood Expenditure: Edward can spend one Vitae per turn. Healing: Edward can spend Vitae to heal two points of bashing damage or one points of lethal damage. He can do so and act in the same turn. Physical Augmentation: Edward can add two dice to any dice pool based on one of his Physical Attributes (Strength, Dexterity or Stamina) by spending a point of Vitae. This benefit only lasts until the end of the turn, but he can do so and act in the same turn. Celerity (): This Discipline allows Edward to boost his speed to preternatural levels. To activate Celerity, you must spend one Vitae. Doing so does not cost an action and the Discipline is then active for the rest of the turn (you may spend a Vitae to keep it active in each subsequent turn). While Celerity is active, anyone attacking Edward suffers a penalty equal to his Celerity rating (1); this penalty is on top of his Defense or other modifiers and applies to all attack types. Also, Edwards Speed rating doubles as long as the Discipline is active. Note that you can choose to activate Celerity at any point in the turn, not just when its Edwards turn to act. Doing so before rolling Initiative allows you to add Edwards Celerity (1) to his Initiative Modifier. You can also wait to see if anyone attacks Edward and activate it before they roll. Monstrous Countenance (Nightmare ): By bearing his fangs and emitting a terrible, animalistic hiss, Edward can spark sheer terror in a victim. Roll seven dice (Edwards Presence + Intimidation + Nightmare) to activate this power (the Nosferatu clan weakness does not penalize this roll). The player of anyone seeing Edward in person when this power is active, must roll Composure + Blood Potency. If they fail to match your number for success, their character immediately flees and will avoid your presence for the remainder of the scene. Edward may keep this power active for the entire scene.

Dread (Nightmare ): Edward can create a feeling of inexplicable panic in a small area. Edward spends a point of Vitae and the player rolls 6 dice (Edwards Manipulation + Empathy + Nightmare); the Storyteller rolls Composure + Blood Potency for targets to resist. If Edwards player wins, anyone he affects suffers a 2 penalty to all rolls and cannot spend Willpower to gain a +3 to rolls. Edward can affect anyone within a range of 15 yards. The effect lasts as long as he concentrates; using another Discipline, undertaking any complex action or entering combat will end the effect. Vigor (): This Discipline makes Edward superhumanly strong. Spend one Vitae. For the rest of the scene, Edward adds his Vigor (1) to his Strength (note that boosting Strength directly with Vitae lasts for only one turn). Clan Weakness (Nosferatu): Edwards blood is cursed to cause discomfort in those around him, manifesting in his case in the form of his jaundiced complexion. When rolling dice pools based on the Presence or Manipulation Attributes in social situations, you should not re-roll 10s (you gain a single success from that die but no chance for a second). Additionally, any 1s that come up on the roll subtract from total successes. This weakness does not apply to dice pools that involve the Intimidation Skill, to the Composure Attribute, or to dice pools for using the Nightmare Discipline.
Merits

City Status (): The attention Prince Vidal and Antoine Savoy have paid to Edward and his companions has translated into him being recognized as at least marginally important among the Damned of New Orleans. When dealing with other Kindred in situations where such recognition could be valuable, Edwards player may add his City Status to attempts to convince other Kindred. Fast Reflexes (+2): This Merit adds 2 to Edwards base Initiative Modifier. This is already calculated on his character sheet. Inspiring: Edward is able to rally others in times of great distress, renewing their courage and determination in the face of adversity. Once per game session, he can exhort those around him to redouble their efforts in the face of great stress or danger. The player rolls Presence + Persuasion. If the roll succeeds, any individuals who actively assist Edward and who are within earshot regain one spent Willpower point (not to exceed their Willpower dots). The character may not use this Merit on himself, and may not use it on the same subjects more than once a day. Mentor: Andrea did not abandon Edward at his Embrace and is determined to teach him what the Requiem has in store for him.

Name: Edward Zurich Player: Chronicle: Danse De La Mort


Power Finesse Resistance

Concept: Virtue: Vice:

Musician Charity Lust

Attributes
Strength Dexterity Stamina

Clan: Covenant: Coterie:

Nosferatu

Intelligence ooooo Wits Resolve

ooooo ooooo ooooo

Presence

ooooo

ooooo ooooo

Manipulation ooooo Composure

ooooo

Skills Mental
(-3 unskilled)

Other Traits Merits


City Status Fast Reflexes (+2) Inspiring Mentor

Academics_________ ooooo Computer_________ ooooo Crafts___________ooooo Investigation_______ooooo Medicine_________ooooo Occult__________ooooo (urban legends) Politics_________ooooo Science_________ooooo

ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo

oooooooooooo oooooooooo
Vitae Blood Potency Humanity Willpower
-1 -2 -3

Health

Physical
(-1 unskilled)

Flaws

oooooooooo
10 9 8 7 6 5 4 3 2 1

Athletics_________ooooo Brawl____________ooooo Drive___________ooooo Firearms_________ooooo Larceny__________ooooo Stealth__________ooooo Survival_________ooooo Weaponry_________ooooo (knife)

Disciplines
Celerity Nightmare Vigor

Social
(-1 unskilled)

The Gentleman

Animal Ken_______ ooooo Empathy_________ ooooo Expression________ ooooo (guitar) Intimidation_______ ooooo Persuasion________ ooooo Socialize_________ ooooo Streetwise_________ ooooo Subterfuge________ ooooo vampire the requiem

ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo

o o o o o o o o o o
+1

5 Size Defense 2 Initiative Mod 8 Speed 10 Experience Armor

Equipment
Switchblade

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