Joe Dalton

Player: Damien

Predator: Alleycat Convictions: The guilty must be punished, Respect animals as sacred and never kill themTouchstones: Membre de l'ALF , Avocat lutte animal

Clan: Gangrel Generation: 10th

Bane: Gangrel relate to their Beast much as other Kindred relate to the Gangrel: suspicious partnership. In frenzy, Gangrel gain one or more animal features: a physical trait, a smell, or a behavioral tic. These features last for one more night afterward, lingering like a hangover following debauchery. Each feature reduces one Attribute by 1 point – the Storyteller may decide that a forked tongue or bearlike musk reduces Charisma, while batlike ears reduce Resolve (“all those distracting sounds”). If nothing immediately occurs to you, the feature reduces Intelligence or Manipulation.

Blood potency: 3

Blood SurgeAdd 2 die

Mend Amount2 points of Superficial

Power BonusAdd 1 die

Rouse Re-RollLevel 1

Bane Severity2

Feeding PenaltyAnimal and bagged blood slakes half Hunger

Hunger

Resonance
Health

You have two-dice penalty to physical pools
Willpower

You have two-dice penalty to social and mental pools
Humanity

You have two-dice penalty to all pools

Attributes: Strength 5, Dexterity 2, Stamina 3, Charisma 2, Manipulation 1, Composure 3, Intelligence 2, Wits 2, Resolve 2

Skills: Athletics 3, Brawl (Claws, Grappling) 5, Drive 1, Stealth 2, Survival 3, Animal ken 3, Streetwise 2, Awareness 2, Medicine 1

Disciplines:
Protean 2
Fortitude 5
Resilience
The user adds their Fortitude rating to their Health track.
, Toughness
Subtract the Fortitude of the defender from all Superficial damage sustained. This occurs before halving the damage, and cannot reduce the damage below one.
, Defy bane
The user can convert a number of Aggravated damage equal to their Fortitude rating to Superficial damage when sustained. They may not heal that Superficial damage for the rest of the scene. This power converts a number of damage per scene, not per wound or per attack. The user can renew this power once expired by making another Rouse Check. If endangered unexpectedly, the user can activate this power reflexively with a Wits + Survival (5 dice) roll (Difficulty 3) upon receiving Aggravated damage. If the user fails the test, the power does not activate; if they win the test, they must make a Rouse Check to pay for the power.
, Draught of endurance
Drinking a Rouse Check's worth of Blood directly from the user gifts the drinker with temporary Fortitude equal to half the Fortitude dots (rounded down) of the donor. The drinker gains the same powers as the donor’s, up to that level.
, Prowess from pain
Upon activating the power the vampire no longer suffers any dice penalties from Health damage sustained, such as physical Impairment. Additionally, they can increase one Physical Attribute by one dot (derived stats are unaffected) for each level of damage on their Health track, aggravated or superficial. The user’s Attributes cannot exceed a value equal to their Blood Surge + 6 through this ability.
Potence 2
Animalism 3
Sense the beast
Roll Resolve + Animalism (6 dice) vs Composure + Subterfuge. A win allows the user to sense the level of hostility in a target (whether the person is prepared to do harm or even determined to cause it) and determine whether they harbor a supernatural Beast, marking them as a vampire or werewolf. On a win, a critical gives the user information on the exact type of creature, as well as their Hunger or Rage level. This power can be used both actively and passively, warning the user of aggressive intent in their immediate vicinity.
, Feral whispers
Simple communication requires no dice pool test. Persuading an animal to perform a service requires a Manipulation + Animalism roll (5 dice) ; the Difficulty depends on the task required. Having a bird keep an eye out for anyone entering the park at night is Difficulty 3, while ordering any animal to defend a place with their lives is Difficulty 6. Summoning animals uses a Charisma + Animalism roll (6 dice) ; Difficulty depends on the scarcity of the animals summoned. The number of animals summoned depend on the margin on the test; a critical win summons most, if not all, animals of the type in the area.
, Quell the beast
Roll Charisma + Animalism (6 dice) vs Stamina + Resolve. A win against a mortal target incapacitates them for that scene, instilling severe lethargy. They act only to preserve themselves, not against the user or anyone else. A win against a vampire prevents the target from performing Blood Surges. While their Beast is quelled, vampires do not score messy criticals. Against vampires, this power lasts a turn plus a number of turns equal to the win margin on the contest. A critical win against a vampire target also ends their frenzy.

Backgrounds: Contacts 3 (Criminals), Status 2, Haven 3, Resources 2, Allies 3 (FLA: Effectiveness 2; Reliability 1), Contacts 2 (FLA)

Merits: Feeding 1 (Bloodhound)

Flaws: Adversary 2, Suspect. 1 (For the Ventrue), Living in the Past 1