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An online Vampire: The Masquerade Play By Post roleplaying game set in White Wolf's World of Darkness
 
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 Jurgen Masterson Character Sheet...

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Baz
Unyielding Tyrant from Hell
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Age : 39
Posts : 13825
Location : Lake District, UK

PostSubject: Jurgen Masterson Character Sheet...   Sun Nov 08, 2009 10:44 pm

Hollow Bridge Character Sheet
Character Information
Name:Jurgen MastersonNature:NatureGeneration:6th
Player:NPCDemeanour:DemeanourHaven:Haven
Chronicle:Hollow BridgeClan:Brujah AntitribuClan Weakness:Weakness
Attributes
PhysicalSocialMental
Strength: (Speciality)5Charisma: (Speciality)4Perception: (Speciality)6
Dexterity: (Speciality)5Manipulation: (Speciality)3Intelligence: (Speciality)4
Stamina: (Speciality)6Appearance: (Speciality)4Wits: (Speciality)6
Abilities
TalentsSkillsKnowledges
Alertness: (Speciality)4Animal Ken: (Speciality)2Academics: (Speciality)5
Athletics: (Speciality)4Crafts: (Speciality)0Computer: (Speciality)0
Brawl: (Speciality)5Drive: (Riding)3Finance: (Speciality)3
Dodge: (Speciality)5Etiquette: (Speciality)3Investigation: (Speciality)2
Empathy: (Speciality)3Firearms: (Speciality)0Law: (Speciality)2
Expression: (Speciality)3Melee: (Speciality)6Linguistics: (See Below)4
Intimidation: (Speciality)6Performance: (Speciality)3Medicine: (Speciality)3
Leadership: (Speciality)5Security: (Speciality)2Occult: (Speciality)5
Streetwise: (Speciality)2Stealth: (Speciality)2Politics: (Speciality)3
Subterfuge: (Speciality)4Survival: (Speciality)3Science: (Speciality)2
Advantages
BackgroundsDisciplinesVirtues
Background 10Potence5Conscience1
Background 20Presence5Self Control3
Background 30Temporis6Courage5
Background 40Auspex3
Background 50Dominate3Humanity4
Background 60Fortitude5Willpower9
Background 70Thaumaturgy - LoF5Max Blood30
Languages
Language 1Language 2Language 3
Language 4Language 5Language 6
Language 7Language 8Language 9
Language 10Language 11Language 12
Language 13Language 14Language 15
Language 16
Merits & Flaws
MeritsFlaws
Merit 1Flaw 1
Merit 1Flaw 1
Merit 1Flaw 1
Merit 1Flaw 1
Merit 1Flaw 1

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Baz
Unyielding Tyrant from Hell
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Age : 39
Posts : 13825
Location : Lake District, UK

PostSubject: Re: Jurgen Masterson Character Sheet...   Sun Nov 08, 2009 11:03 pm

Temporis
1 • Time Attunement
This power allows the vampire to sense time fluctuations in his immediate vicinity, whether caused by Temporis, mortal wizards or stranger things. Additionally, the vampire has a perfect ''internal'' clock and is always aware of local time (barring external interference or a botch). This awareness is accurate down to at least 100th of a second. Always in effect. The range for detecting the distortion is number of miles equal to vampire's perception. Those with power of Level six or higher maybe sensed across hundreds or even thousands of miles. Any attempts to affect the vampire's internal clock is increased double difficulty by vampire's Temporis rating.

2 • Internal Recursion
This power affects a single victim's perception of time, forcing him to relive the same events over and over again until the power's effect fades or something snaps him out of the fugue state. Unless the vampire can telepathically dredge up memories, the events must have transpired within the past few moments. The victim remains passive and unaware until his trance is physically broken or power expires. Normal conversation will not break the trance but a scream, gunshot or gentle nudge will. The vampire must be able to see his victim to activate. The duration of the power depends on successes. One minute, 10 minutes, one hour, 6 hours, one day.

Roll: Manipulation+Empathy, difficulty Willpower
1 suc. one turn.
2 suc. one minute.
3 suc. ten minutes.
4 suc. one hour.
5 suc. one day.

3 • Lapse
This power halves the speed of one individual's movement through time for a brief instant. To the victim the world seems to have sped up around him. Costs 2 bloodpoints, duration is minutes times number of successes. A character with the ability to take multiple turns such as with Celerity halves the amount of turns he can take.

Roll: Stamina+Intimidation, difficulty Willpower
The vampire may put a victim into a state where she perceives the world as moving twice as fast, and she is moving at half-speed. In combat, most of the victim’s Melee and Brawl attack rolls are increased in difficulty by two, and do half their normal damage. This power lasts for the following time periods:
1 suc. one turn.
2 suc. one minute.
3 suc. ten minutes.
4 suc. one hour.
5 suc. one day.

4 • Subjective Suspension
The vampire can suspend an inanimate object in time, keeping it in perfect condition while the world around it passes at a normal time. If anything touchs the objects that wasn't in contact with it when the Subjective Suspension was invoked, the item instantly re-enters normal time. Costs 2 bloodpoints and the vampire must perceive the object he is suspending. Stopping a bullet or other projectile requires some means of supernatural perception such as Auspex. Successes determine how long object is stopped. One turn, one minute, 10 minutes, one hour, one day, one week.

A suspended object has all of its energy suspended with it. A bullet will hang in mid air, a beaker of chemicals stops in mid-reaction, a suspended campfire stops burning and looks like a pile of charred logs. Any physical contact from anything more significant than a raindrop will break the suspension. The bullet resumes its flight (whoever touched it better hope he touched the back end of it or its flight will continue through his hand). This power can not used on anything larger than the vampire or on animate objects anymore complex than a dog.

Roll: Stamina Occult, difficulty 6
The vampire may temporarily remove an inanimate object (that is not touching an animate being) from the time stream. If the object is moving rapidly, she must also make a Wits Alertness roll to affect it. Objects stopped in this way lose no energy. The vampire may allow an object to reenter time at will; otherwise, an object will reenter the time stream of its own accord after the following time periods:
1 suc. one turn.
2 suc. one minute.
3 suc. ten minutes.
4 suc. one hour.
5 suc. one day.

5 • Clotho's Gift
The vampire can momentarily speed up time through him. He becomes briefly capable of feats of physical speed similiar to those of Celerity. This power allows some things that does Celerity does not--most notably the application of other disciplines that require full conscious thought. This is not without its costs as using other disciplines while using this power effectly taxes the vampire's unlife force. Something has to give. That something is the vampire's physical form, as the energies that enpower it are sucked away for a moment. Elders tell horror stories of incautious Kindred who used this will accelerated applications of Dominate. (IE folks, when using this power and if your char is applying 10 other disciplines at the same time, guess what? Sucked rotting corpse for your char, got it?)

Roll: Stamina Occult, difficulty 7
Requires 3 blood points. Extra successes determine amount of actions, thus 3 successes is 3 actions. Even use of Disciplines normally forbidden in multiple actions can used as in Dominate or Thaumaturgy. However, everytime one of these multiple actions is used, the vampire takes one unsoakable health level of damage. The effects of the power applied occur in normal time as in a victim of Dominate would hear the vampire's words in normal time (though eye contact is still required). Lesser Temporis levels 1-4 can also be used. ANY vampire attempting to this power in combination with any disciplines level 6 and over disintegrates into ash in the blink of an eye.

6 • Kiss of Lachesis
True Brujah who know this power have gained limited mastery over the physical age of objects and individuals. With minor effort, she can momentarily increase the flow of temporal energy through a subject, aging it decades while seconds pass in real time. With greater sacrifice, she can absorb and nullify some of that same energy, reducing the physical age of a subject. This power does not reverse history. A subject or object cannot be reduced past the point at which it came into its current physical form. For inanimate objects this is the point of creation or assembly, for living things the cusp of his adulthood, usually 16-20, (or birth, if he has not yet reached physical maturity, for a Cainite, the moment of his Embrace.

Aging requires 2 bloodpoints, touchs the target and concentrates for one turn. Successes determine amount of time aged. Up to one year, up to 5 years, up to 10 years, up to 50 years, up to 100 years. Decreasing age works in the same manner only for every success after the first one, the vampire takes one unsoakable health level of damage. An elder vampire who is reduced in age to neonate does not lose generation, disciplines or memories. However, if his age is advanced enough, any signs of diablerie fade from his aura--and he may begin experiencing strange dietary deficiencies.

Roll: Manipulation Occult, difficulty Willpower
The vampire may age a target, or reverse the aging of a target. This effect can not be used on the same target more than once per scene. The age of the target changes by ten years per success (in either direction), or as follows:
1 suc. one year.
2 suc. five years.
3 suc. ten years.
4 suc. fifty years.
5 suc. one hundred years.

The difficulty to use this power is 6 if the victim is willing, or inanimate.

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