400xp Version
detective_by_GENZOMAN.jpg
"Hal-o, my name is Nils Orlov. I am here to kill you. Out of respect for your right to live, I offer you chance run. I would advise you take it."
Tier: Ancilla

Virtue: Faith Vice: Wrath
Masquerade: Investigator Requiem: Martyr

Description: Niles (or whatever his original name was…), always concerned with his legacy and the posterity of his own life, was a monster: great and true. Terror of terrors among the peoples of the ancient world, in his relative youth, he cuts swaths through his Mesopotamian homelands; he was a Tyrant king. How or why he feel into his deep Torpor remains a mystery to Niles, perhaps he has forgotten, and he has forgotten much. One thing he could not forget however was the horrors he caused, haunting his long sleep and warping his ideals. Awake again and active for the last few decades, if asked to describe him, most would call Niles a cheery and thoughtful fellow, eager to learn new things and to be generally helpful. Such a seeming twist in character comes from a realisation he had shortly after discovering he was not remember in the history books, while the kind deeds of other from his era live on. Sure he still murders folks left and right, but at least now he does it for a reason other than his reputation, and occasionally he gets a kick out of helping people!

Characterisation: Old, even in the days of Babylon, the loss of his memory and his awaking into this new and modern world has had a severe effect of Niles, and not just in his mellowing. Everything changes these days, and changes quick. You must change too or be left behind. Once thing that Niles notices above the technology or the populations is the way in which the modern world codifies and distils everything. Niles is a natural killer, born and true, it goes to his core, these modern fighting styles, the kata's the forms, the many many types and styles and weapons… well they just excite him. In a few short decades he has become a better killer than he ever was in the past (he thinks…) and this makes him happy.

Age: 3766
XP total: 400, XP unspent: 0


Attributes

Mental Attributes
Intelligence (3), Wits (3), Resolve (3)

Physical Attributes
Strength 5* (3), Dexterity 10* (5), Stamina 4* (2)

Social Attributes:
Presence (2), Manipulation (2), Composure (3)

(*) = Discipline use


Skills

Mental Skills

  • Academics (2), Craft (2), Investigation* (3), Occult (2)

Physical Skills

  • Athletics (4), Brawl (3), Stealth (3), Larceny (1), Weaponry (4)

Social Skills

  • Empathy (2), Persuasion* (2), Intimidation (3)

Specialities

  • Brawl: [Shanking], [Knives +2]
  • Craft: [Khukri]
  • Investigation: [Tracking], [Espionage]
  • Athletics: [Thrown weapons], [Knives +2]
  • Weaponry: [Knives +2]
  • Persuasion: [Deals]

(*) = Asset Skills


Merits

Inter-disciplinary speciality: (1) ~ Knives Share your speciality in [Knives] between your Weaponry and Athletics Bought
Inter-disciplinary speciality: (1) ~ Knives Share your speciality in [Knives] between your Weaponry and Brawl Bought
Weaponry Dodge: (1) You may add Weaponry as opposed to doubling defence on dodge rolls Bought
Quick Draw: (1) May draw weapons without the cost of an action to do so Bought
Student of the Blade: (1) You may use fighting styles which require particular weapons to be performed with any size 2 bladed weapon Bought
Fame: (2) ~ Assassin for Hire The word is small, but then again, it should be. Bought
Status: (2) ~The Carthian movement In spite of his relative age, the fire of youth has not left him. The is recognised by the Carthians as a useful member of their community, and he likes their ideals Bought
Carthian Pull: (2) Once per game month, the Niles can put in some calls and swing a favour or two in return for all the work he does for the Carthians. He may gain a temporary use of either Contacts, Haven, Herd or Resources equal to his Pull rating Bought
Area of Expertise: (2) ~ Knives Gain an additional +1 on all uses of your [Knives] Speciality Bought
Haven: (2) Nothing fancy, but its a nice enough house, and hey, its in New York! Bought
Contacts: (2) ~ New York underworld Criminals, gangsters, other vampires, he knows people and people known him. When an Elder gets into town, it makes some news Bought
Weapons to Empty hands: (2) You may use techniques which from fighting styles which normally require weapons to be done with Brawl instead of weaponry. These attacks are assuming to use the unarmed damage rules unless otherwise stated (see Dirty Fighting) Bought
Fleet of foot: (3) Increase Speed by 3 Bought
Resources: (3) From various savings, contracts and nest-eggs, a small living allowance has been afford Bought

Styles

Fighting:

Dirty fighting: (2) (1) Low Blow: If Brawl attack has more successes than target's Composure, target loses next action. (2) Shank: You may substitute weaponry for Brawl on all weapons of size 2 or smaller Bought
Spetsnaz Knife Fighting: (3) (1) May sub Weaponry for composure for initiative rolls. (2) Every other turn, the attacker may make a feint and reduce his opponents defence by 1 (3) You know how to hit the vitals; all knife attacks are treated as having AP:1 and all called shots have their penalty reduced by 1 Bought
Iaido: (3) (1) Tsuki Kage (Draw and Cut): Add Weaponry to Initiative in any turn that starts with the weapon sheathed (2) Zanshin (Awareness): +2 to avoid ambush. A total of +4 with Danger Sense (3) Tachi-Sabaki (Movement of the Sword): Add Weaponry to defense while making a dodge action (Stacks with Weaponry Dodge) Bought
Fencing: (3) (1) Thrust: +1 to attack rolls (2) Feint: Make normal attack, no damage but ignores opponent's defence next attack (3) Riposte: Spend WP to dodge then attack at -1, ignoring defence Bought
Shurikenjutsu: (4) (1) Distance: Double all range distances for TW. (2) Hidden weapons: Never need to use an action to draw a TW. (3) Direct hit: By loosing defence for the turn, add Str to thrown attack. Cannot be used to step 4. (4) Five-blade, one breath: may make an additional attack per point of Dex above 2, each additional attack is at a cumulative -1 penalty, and the attacker is loses their defence for the turn Starting
Evasive Striking: (4) (1) Focused Attack: Armor and Called shot penalties are reduced by 1. (2) Duck and Weave: Use higher of Dexterity or Wits against Brawl attacks .(3) Defensive Attack: -2 to Attack for +2 Defense. (4) Whirlwind Strike: Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver. Bought

Vampric traits and Supernal Powers

Blood Potency (4)
Clan: Mekhet Bloodline: Norvegi

Disciplines:

Celerity (5) Dice Pool Obfuscate (3) Dice Pool Auspex (2) Dice Pool Resilience (2) Dice Pool Bloodworking (2) Dice Pool Vigor (2) Dice Pool
See Vitals* Touch of Shadows Wits+Lar+Ob Heightened Senses See Vitals* Fingertongue -* See Vitals*
Mask of Tranquillity Aura Perfection Int+Empt+Aus > Skewer -*
Cloak of Shadows Int+Stel+Ob

(*) = Cost vitae
(^) = Cost Will
(>) = Contested

Devotions:

Forced March The character may travel at the max speed allowed by his celerity rating for a effective number of hours equal to the blood spend. At this level no more or less than 2v can be spent at a time. This power only allows for the speed of celerity and not any other of its associated effects 2v per use
Quicken Sight The character may observe, read, study, follow or mentally track at superspeeds and while moving. Mechanically the character gains +5 dice on Wits+Comp rolls for effects like the above 1v per scene
Hair trigger May add Celerity rating dexterity while this power is active, this addition may break the normal limited allowed by BP 1v per turn
Husk Choosing the higher of either his Celerity or Vigor dots, the vampire can drain an additional amount of blood, when draining blood, equal to those dots. 1v per turn
Cowboy shot May make a single ranged attack while moving with no penalty 1v per use

Weaknesses:

  • As creatures of darkness even more sensitive to light than most of the Damned, the Mekhet suffer certain banes of vampiric existence more acutely than do their fellow Kindred. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of aggravated damage from that source
  • A Norvegus suffers from one of the weaknesses of his parent clan, but humiliatingly, he has no fangs. He must either drink blood through having shed it with a blade (although, as a Norvegus, he is rarely without a blade), and cannot administer the Kiss, meaning that aware victims always put up a fight. This is the same as the Flaw: No Fangs (p. 118). Childer of the Norvegi, who have not yet fully developed the bloodline, usually have this Flaw. Any character who has the Flaw: No Fangs and who joins the bloodline ceases to gain experience point bonuses gained from the Flaw as soon as he joins the bloodline, because it becomes in game terms a bloodline weakness rather than a Flaw. Further, because of the historical prejudice against the Norvegi, no Norvegus or Norvega can ever gain more than two dots of Status in any Covenant.

Vitals:

Humanity: (5) - Effects: None Health: (7) [ ], [ ], [ ], [ ], [ ], [ ], [ ],
Willpower: (6) - [ ], [ ], [ ], [ ], [ ], [ ] Blood Pool: (?)

Initiative: +9(+13 if weapons undrawn)/+14*(+18*)
Defence: 5/10* (Dodge: 12/17*) / Amour:
Speed: 16/32 - 96*/192* (131mph!*)

(*) = With Celerity
[MPH speed = Yards per round (192) /3 to equal per second (64), Yards per second to MPH conversion = 2.04, = 131mph (rounded down)]

Derangements:

- -

Equipment

Weapons:

  • Khukri: "Like fucking millions of them, man" (2L, Size 2/j, Durability: 3)

Amour:

Equipment:
*

Possessions:

  • The large duster coat which Niles has taken to wearing is not merely out of a sense of fashion, rather, such a coat - once modified with some simple straps - is capable of concealing 15 Khukri at a time, even if it is not the most comfortable to wear. This is in addition to the two which Niles keeps in 'holsters' on either side of his hips.

Combat Cheat Sheet:

Melee

Casual Stab
Dice Pool: Dex (5) + Brawl (3) + Specialities (3) + Weapons (2) + Thrust (1)
Cost: 0v per turn (Lose defence in the following turn if more than one attack is made)
Special: Blades have AP:1, called shots and shots to the vitals have their penalty reduced by 1, in addition gain the 9-again trait on all such rolls, attacks which cause more damage than opponents composure cause them to lose their next action, every second turn of straight combat - opponents defence takes an additional -1 penalty. Pool may be rolled on Riposte actions.

  • 1st: 14d (/2nd: 13d / 3rd: 12d / 4th: 11d)

Full Attack
Dice pool: Dex (10) + Brawl (3) + Specialities (3) + Weapons (2) + Thrust (1) + Willpower (3)
Cost: 2v per turn, 1WP, Lose defence on following turn
Special: Blades have AP:1, called shots and shots to the vitals have their penalty reduced by 1, in addition gain the 9-again trait on all such rolls, attacks which cause more damage than opponents composure cause them to lose their next action, every second turn of straight combat - opponents defence takes an additional -1 penalty. Pool may be rolled on Riposte actions.

  • Full Dice pool = 22d / 2nd = 22d / 3rd = 21d / 4th= 20d / 5th = 19d / 6th = 18d / 7th = 17d / 8th = 16d / 9th = 15d

Ranged (Knife throwing)

Range: 30y(/45y) = Str (3), + Dex (5/10), + Ath (4), - Size (2), x3 due to aerodynamic weapon and Shurikenjutsu

Casual Toss
Dice Pool: Dex (5) + Ath (4) + Specialities (3) + Weapons (2)
Cost: 0v per turn, lose defence for the following turn.
Special: Blades have AP:1 and shots to the vitals have their penalty reduced by 1. Can be "Cowboy shot" for 1v

  • 1st: 14d / 2nd: 13d / 3rd: 12d / 4th: 11d

Full Attack
Dice pool: Dex (10) + Ath (4) + Specialities (3) + Weapons (2) + Willpower (3)
Cost: 2v per turn, 1WP, lose defence for the following turn.
Special: Blades have AP:1, called shots and shots to the vitals have their penalty reduced by 1, in addition gain the 9-again trait on all such rolls.

  • Full Dice pool = 22d / 2nd = 22d / 3rd = 21d / 4th= 20d / 5th = 19d / 6th = 18d / 7th = 17d / 8th = 16d / 9th = 15d
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