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Victor Granseal

Player
Paul Iverson
Chronicle
Shade Hollow
Clan
Ventrue
Bloodline
Macellarius
Covenant
The Invictus
Concept
Corporate Tycoon
Virtue
Hope
Vice
Greed
Intelligence
Wits
Resolve
Strength
Dexterity
Stamina
Presence
Manipulation
Composure
Academics
Crafts
Computer
Investigation
Medicine
Occult
Politics
Science
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry
Animal Ken
Empathy
Expression
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge

Disciplines

Gustus: 0; Animalism: 0; Resilience: 0; Dominate: 3

 

Merits

Resources: 5; Retainer: 1; Haven: 5; Safe Place: 5; Herd: 3;

 

Flaws

Infamous Sire: (2pt Flaw) Vincent Granseal was a major player during the dark ages of Vampire history. At the start of his ancient career, he was rash, impulsive, and cruel to those that served under him. As such, he gained a lot of enemies over the decades and centuries. Some of those grudges still hold today, only they have been embellished by the years, to the point that Vincent is not normally welcome in polite society.   Sire's Resentment: (1pt flaw) Vincent only embraced Victor so he could better understand the world he woke up into. Everything has changed in the 470 years he has been asleep, and Vincent needed eyes and ears, with an understanding of the culture, in order for him to survive. Unfortunately, Victor was at the wrong time and place and found himself at the mercy of the Vampire. Now that Vincent has spent the last 30 years adapting to the world, he no longer needs Victor. His usefulness has vanished.   Enemy Three: (3pt Flaw) The Prince of Seattle is a bitter enemy of Vincent. And thus, wants everything that Vincent owns destroyed. That includes his business, his fortune, and his retainers. Anything that Vincent touches is privy to destruction by the Prince of Seattle.

Clan Weakness

Ventrue: The Aloof Curse; The Ventrue are confident. Why wouldn’t they be? They’re clearly superior. This attitude frequently causes Lords conflict, as they treat all those around them as objects. When creating a Ventrue, apply his first Touchstone to his seventh dot of Humanity. This means his first Humanity loss will also detach that Touchstone as the bane takes effect. Further Touchstones may fill his sixth through second dots.

Heatlh


 

Willpower


 

Blood Potency


 

Humanity


 
Size
5
Speed
7
Defense
1
Armor
0
Initiative Mod
2
 
Experience
24 gained 24 unspent
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines 3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs twopoints)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Humanity = 7•Vitae = d10 roll

Created by

pauliverson.

Statblock Type

Character Sheet

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