Name
Troile
Chronicle
Sire
Brujah
Concept
personified Rage
Ambition
Topor
Desire
Topor
Predator
Bagger
Clan
Brujah
Generation
3

Attributes

Physical

Strength
Dexterity
Stamina

Social

Charisma
Manipulation
Composure

Mental

Intelligence
Wits
Resolve

Health

Willpower

Skills

Athletics
Brawl
Craft
Drive
Firearms
Melee
Larceny
Stealth
Survival
Animal ken
Etiquette
Insight
Intimidation
Leadership
Performance
Persuasion
Streetwise
Subterfuge
Academics
Awareness
Finance
Investigation
Medicine
Occult
Politics
Science
Technology

Disciplines

Potence
10. Plot Device 1. Fluent Strength: Reroll Blood Surge rouse checks on Strength or Potence rolls. Lethal Body: The Kindred can cause serious aggravated physical damage to mortals, tearing skin and breaking bone. Soaring Leap: The Kindred can leap higher and further. 2. Prowess: The Kindred gains an overall increase in strength. 3. Brutal Feed: The Kindred is given such strength in feeding as to be able to completely exsanguinate a mortal human within a matter of seconds. Spark of Rage: A combination of both Potence and Presence, the Kindred can incite anger or even frenzy in any onlookers. Uncanny Grip: The Kindred is able to grip onto nearly any surface, and climb and hang unsupported from walls and ceilings. 4. Draught of Might: The Kindred's blood can serve as a strength potion to anyone who drinks of it; friend or foe alike. 5. Earthshock: The Kindred can slam their fist or foot into the ground to cause a forceful shockwave to knock their adversaries prone. Fist of Caine: The Kindred's bare hands are capable of causing devastating or lethal injuries to both mortals and other Kindred alike. 6. Imprint: The Kindred squeezes so hard they leave imprints in solid steel. Master of the Forge: The Kindred creates exceptional metalwork tools and weapons. Relentless Pursuit: The Kindred makes extraordinary leaps through the air. The Fist of Caine: The Kindred makes brawling attacks from a few yards away. The Gentle Rebuke: The Kindred telekinetically knocks someone away without harming them. Crush: The Kindred with a successful attack against an object automatically destroys it. Shared Strength: The methuselah’s Blood carries its strength, bestowing it on all their servants. All ghouls created by the methuselah automatically have four levels of Potence. 9. Might of the Heroes: The Kindred performs physical feats of mythic proportion.
Celerity
1. Cat's Grace: The vampire can automatically pass checks to keep their balance. Rapid Reflexes: The vampire suffers no penalty to dodging gunfire without cover. Fluent Swiftness: The vampire rolls twice on Rouse Checks to Blood Surge for Dexterity or Celerity. 2. Fleetness: The vampire can add their Celerity to non-combat Dexterity checks. 3. A Thousand Cuts: Cause countless shallow bleeding wounds in a target Blink: The vampire can cross large distances and still take additional actions such as make an attack. Traversal: The vampire can run up walls or across water with a successful check. Draught of Elegance: The vampire can bestow their Celerity powers on those that drink her blood. Lightning Strike: The vampire can prevent their target from dodging or defending against the vampire's melee attacks. Split Second: The vampire can supercede the Storyteller's narration and perform an action that only requires a few seconds like get through a door before it closes, roll out of the way of an explosion etc. 6. Flawless Parry: Make perfect defensive motions at the expense of taking no other action Momentum: Focus your Celerity into one instant, increasing your strength Precision: Enter a trance where you can operate with exceptionally fine manipulation Projectile: Throw objects with the speed of your Celerity Tireless Tread: Run at 50 miles per hour for at least eight hours Quickness: Expend a blood and gain yet another additional turn. All previous celerity levels are activated Between the Ticks: The elder moves so fast they can take action against an entire coterie at once. Unavoidable Hunter: So fast that they appear to require no effort at all to move, the methuselah is always where they need to be. They’re impossible to hit and may always be right behind you. 8. Physical Defiance: Move so fast you defy gravity and kill mortals instantly as you pass through them The Unseen Storm: Move so fast you are truly invisible Time out of Time: React instantly to anything and move before anyone realizes what you have done Zephyr: Move so fast that you seem to defy gravity Paragon of Motion: Perform most physical acts without fail Between the Ticks: Expend a blood and a Willpower, you gain an automatic success on all attacks delivered to an opponent with less than advanced Celerity. You have an extra action against those with advanced Celerity. All attacks delivered by those with less than advanced Celerity are considered to be automatic failures. You can declare fair escape at any time
Presence
Awe: Awe is simple but solid. Once the vampire employs this power, those who are near him or her either want to be closer to him or her or shudder in fear. It is an immediate and intense attraction, but temporal and not so overpowering that those afflicted lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Victims will remember how they felt, though, and this will affect their reactions should they ever encounter the vampire again. Awe is extremely useful in mass communication. It does not matter what is said – the hearts of those affected will lean towards the user's opinion. Awe: The vampire can add their Presence rating to their Persuasion and Performance checks Daunt: The vampire can add their Presence rating to their Intimidation checks. 2. Lingering Kiss: The vampire can gain bonuses to their 3. Entrancement: The Kindred makes someone obsessively want to please them. Dread Gaze: The vampire can inflict terror in their target. Entrancement: The vampire can add their Presence rating to all Social pools and make small requests of the target. 4. Summon: The Kindred compels someone to come to them immediately. Summon: The Vampire may summon anyone that has been under the influence of their Awe, Entrancement or Tasted the user's Blood. Inflame Desire: The vampire can invisibly increase a subject's desire to obsessive levels. Majesty: The Kindred appears as a figure of absolute power and authority. Where a charismatic, skilled vampire with Awe [1] may impress at a street corner, or drink undisturbed in a back alley, the power of Majesty [5] can influence an area of effect like a small concert hall or theater full of people. Majesty: The vampire can make everyone in their presence unable to act in conflict against them. Star Magnetism: Awe, Daunt, and Entrancement can be used through live feeds and electronic streams. 6. Absent Sway: Infuse either a room or a piece of art with a powerful emotion Aire of Elation: Make everything you do seem so hilarious it incapacitates people Capture Reality: Project the essence of a scene through photographs or film Force of Personality: People are forced away from you by your aura Intensification: Create an object that instills a particular emotion in those who view it Kingmaker: Extend your power of Presence to another individual Love: Make someone enamored with you as if in a blood bond Melusine's Song: Command someone through song Paralyzing Glance: Send someone into a seizure of terror Passion: Fill a person or group with lust, greed, anger, or fear Renew the Earthly Pleasures: Overwhelm a vampire with mortal feelings Siren's Song: Instill particular emotions in a group through music Spark of Rage: Provoke a group of people to Frenzy Star Magnetism: Make those who see you in pictures or films in awe of you Temptation: Corrupt someone into taking an action they normally wouldn't take Two-Tiered Communication: Subliminally say different things to someone than what is heard publically Vengeance of the Martyr's Legacy: Compel all the vampire's descendants Frenzy Pulse of the City: The elder projects an emotion into everyone within a mile. The resonance of a whole city block may be affected, increasing the one selected resonance and decreasing the intensity of all others. Dreams of the Ancients: The methuselah appears in the dreams of random mortals and Kindred all around the world. It appears as a seductive yet terrifying presence, leaving behind a strange longing and desire. The power is always active as long as the methuselah is awake and not in torpor.
Fortitude
1. Fluent Endurance: The vampire rolls twice on Rouse Checks to Blood Surge for Stamina or Fortitude. Resilience: The vampire can add their Fortitude rating to their Health total. Unswayable Mind: The vampire can add their Fortitude rating to dice rolls to resist manipulation and coercion. 2. Toughness: The vampire can subtract Fortitude rating from all Superficial damage sustained. Obdurate: By shoring up their physical hardiness with vampiric Potence, the Kindred may maintain a steady footing when struck by a massive force. Amalgam: Potence 2 3. Calloused Soul: Commit atrocities earning stains to prevent further stains Defy Bane: The vampire can downgrade Aggravated damage into Superficial damage Fortify the Inner Facade: The vampire can use their Fortitude to resist the Auspex powers of Scry Soul and Telepathy. Seal the Beast's Maw: The vampire can ignore the effects of their Hunger for a scene, at the risk of becoming frenzied. Valeren: Projects Fortitude outwardly, willing the vampire's Blood to mend another vampire's injuries. Amalgam: Auspex 1. 4. Draught of Endurance: The vampire can bestow their Fortitude abilities onto those who drink their blood. Shatter: The vampire becomes so tough, that they repel close combat blows, to the point where weapons break and bones shatter 5. Flesh of Marble: The vampire can ignore the first source of damage each turn, including Fire but not Sunlight. Meat Shields: Draw toughness from weak or dying mortals nearby Prowess from Pain: The vampire can ignore penalties to dice pools from injury Alabastard: Ignore damage penalties Armor of Vitality/Personal Armor/The Knight's Bane: Weapons that hit you may break Curse the Laurel: Slowly move your heart while staked to stop being paralyzed Sensory Shield: Protect your mind from sensory overload and suffer less wound penalties Stand Against All Foes: Cannot be moved from your spot by any force Armor of Kings: Weapons that hit you may break, doing no damage Curse the Laurel: Slowly move stakes from your heart Resilient Mind: Your mind sheds derangements and animalistic quirks while becoming resistant to mind-altering powers Shared Strength: Grant your supernatural resilience to another 8. Adamantine: Weapons that hit you may break, doing no damage Eternal Vigilance: Remain awake during the day almost at full strength King of the Mountain: Take no actions but fully blocking attacks, breaking weapons that you stop Repair the Undead Flesh: Heal aggravated damage without need of rest Armored Flesh: Suffer no damage outside of combat, and block attacks with your bare hands.
Auspex
1. Heightened Senses: Raise your five senses to superhuman levels (you may chose to only raise one). The vampire can add their Auspex rating to their perception checks. Ancestors' Vigilance: Raise one of your five senses and perceive ghosts Sense the Unseen: The vampire can detect things that are supernaturally invisible, like Obfuscate users, ghosts, or dormant Blood Sorcery spells. 2. An Ear for Lies: Know when someone lies to you Aura Perception: Learn various qualities of a person from their aura Sense Vibrations: Learn the most intense emotion of a person Premonition: The vampire can receive visions and hints about what is about to happen. 3. Artist's Intent: Learn details of an artist's state of mind in relation to a piece of art The Spirit's Touch: Learn something of an object and its previous owner from its resonance Spirit Ties: Learn something about a target from residues of its tissue Scry the Soul: The vampire can read auras. Share the Senses: The vampire can sense through the senses of another kindred or mortal 4. Telepathy: Briefly probe someone's mind or project a telepathic message to them Ancestors' Insight: Briefly probe someone's mind, project a telepathic message or plant a foreign thought in the mind of the target Spirit's Touch: The vampire can touch an inanimate object to sense the emotional residue from when the object was last used, or the ground of their present location from past visitors. Heart Laid Bare: Learn the deepest fears or desires of your subject 5. Psychic Projection: Free your mind to travel the world in astral form Spirit Travel: Project your mind into one of the spiritual realms Clairvoyance: The vampire can gather information from an entire city-block at once. Telepathy: The vampire can project their thoughts into the mind of another kindred or mortal or read surface level thoughts and emotions. 6. Celestial Harmony: Open your mind to the thoughts and emotions of a crowd Cipher: Gain the ability to read any non-supernatural language or code Crocodile's Tongue: Know what someone wants to hear in order to get the best reaction Eagle's Sight: Gain a bird's eye view of your area Prediction: Socially outwit someone by knowing what they are going to say ahead of time Sense Emotion: Learn the emotions of the people around you The Dreaming: Be somewhat aware of events concerning you while in torpor What People Want to Hear: Automatically know the appropriate things to say in a conversation. 7. Anima Gathering: Take other people with you to travel astrally Ecstatic Agony: The pain from wounds makes you act stronger, not weaker Karmic Sight: View someone's aura, personality, morality, and other karmic qualities Melange: See the truths behind reality in metaphor Mirror Reflex: React quickly to an opponent in combat by reading their mind Personality Metamorph: Take on fictitious personalities as your own Pluck the Secret: Learn what a target knows about a specific subject Spirit Link: Speak with multiple people telepathically at once Stealing the Mind's Eye: See and hear what a target does and even use some Disciplines through them Supernal Awareness: Sense events and deeds anywhere in the world Dreaming Mind: The elder retains a vague sense of awareness in torpor and can send dream-like messages to those who share their bloodline within the region. Eyes of the Sun: The methuselah grants a single target the ability to see the sun. Unfortunately, this ability activates at any time the victim opens their eyes, directly exposing them to sunlight.
Dominate
1. Command: Give a simple one-word order that a target must obey. Cloud Memory: The vampire can make the target forget the past few minutes. Compel: The vampire can issue a short sentence command to the target. Slavish Devotion: The vampire can strengthen the mind of their dominated victims, against interference from other Kindred. Amalgam: Fortitude 1. 2. Mesmerize: By holding a target with your gaze you can implant false thoughts or hypnotic suggestions in a target's mind Mesmerize: The vampire can issue a longer, more complicated command to the target. Domitor's Favor: Makes it more difficult for a vampire's Blood Bonded thrall to act against them. 3. The Forgetful Mind: Rewrite the memories of a target The Stolen Voice: Steal a victim's ability to speak Submerged Directive: The vampire can use Mesmerize to embed delayed or triggered commands. 4. Conditioning: Over time make a target a slave to your will alone Rationalize: The vampire can make victims of their Dominate powers internalize the commands and not realize they were compelled. Tabula Rasa: Wipes the victim's memory clean, save for learned skills, leaving them a pliant effigy of themselves. 5. Possession: Transfer your mind into a mortal body and control their actions Mass Manipulation: The vampire can amplify their other Dominate abilities to affect greater numbers at the same time. Terminal Decree: The vampire can now issue commands that are deadly or harmful to their targets. 6. Autonomic Mastery: Start, stop, or otherwise control a target's bodily functions Chain the Psyche: Attempting to circumvent your Dominate commands fills the target with incapacitating pain Command Obedience: You no longer require eye contact for Dominate, relying on skin contact or your voice Fealty: Enforce oaths a target makes to you so they cannot be broken Implanted Opinion: Implant a feeling, opinion, or even a personality trait the victim will believe is their own Loyalty: It becomes very difficult for other vampires to override your Dominate commands with their own Memory Block: Leave a target unable to talk about a memory even while able to remember it Obedience: The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient. Oberon's Grail: Erase entire nights of a target's memory Rationalize: Those you Dominate refuse to believe their actions are not their own Tranquility: Ease a vampire out of Frenzy Chain of Command: Should a target be made unable to obey one of your Dominate command the effect will be passed to one who can Command the Legion/Mass Manipulation: You can use Dominate on small groups at once Dynastic Power: Control mortal descendants and implant suggestions using just a name or picture of the target Repression of the Obvious: Learn a thought the target is repressing and make them blurt it out Still the Mortal Flesh: Shut down the body functions of a target Strings of the Marionette: Force a vampire to obey your commands even when staked or in torpor Tyrant's Gaze: Reduce the Attributes of a target with a look 8. Carry the Master's Voice: Make it so you can issue Dominate commands through a thrall Far Mastery: You can issue Dominate commands to someone you know anywhere in the world if you know their location Elder - Conditioned Loyalty: The elder can make and maintain completely sentient thralls of multiple mortals or ghouls, who obey the elder’s every whim and complex command. Elder - Restructure: The elder can rewrite a Kindred’s conviction. Also requires Auspex. Methuselah - Witless Humanity: To the Kindred, mortals are but livestock to feed from. This power takes that to an extreme, as it renders every mortal who is physically able to see the methuselah into an obedient servant.
Resonance: Choleric
Hunger
 
Humanity
 

Chronicle Tenets

Touchstones & Convictions

Nope

Clan Bane

Brujah Rage

Advantages & Flaws

Notes

HP 21

Blood Potency

Blood Surge

+5 dice

Mend Amount

5 points of superficial damage

Power Bonus

+5 dice

Rouse Reroll

Level 5 and below

Feeding Penalty

Animal and bagged blood slakes no hunger, Slake 2 less hunger per human. Must drain and kill a human to reduce hunger below 3

Bane Severity

5

Experience

Total Experience:
Spent Experience:

Background

True age: 8.025

Created by

Arevlan.

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