Vincent Morris

"... I'm not as smart as you but I can still rip your fucking throat out"

Description:

Vincent is 5’10" and gaunt and pale. He wears moderately expensive leathers and often sports makeup in the Gothic style. He lives life fast and hard and often smells of beer and marijuana. Vincent will always be the first one to run into a fight (while yelling profanities) and the last out still throwing punches.

Bio:
Concept: Gothic Loner
Virtue: LoyaltyClan: Gangrel
Vice: CruelCovenant: None
Attributes
Mental
Physical
Social
Intelligence ● ○ ○ ○ ○ Strength ● ● ○ ○ ○ Presence ● ● ● ○ ○
Wits ● ● ● ○ ○ Dexterity ● ● ● ○ ○ Manipulation ● ● ● ○ ○
Resolve ● ● ● ○ ○ Stamina ● ● ● ● ○ Composure ● ○ ○ ○ ○

Weakness: As befits their sobriquet, the Gangrel are more closely tied to their Beasts than are other Kindred. The more they feel the call of the Beast, the more bestial they become, and the more their minds become those of less principled animals. With regard to dice pools based on Intelligence and Wits Attributes, the 10-again rule does not apply. Additionally, any 1’s that come up on a roll subtract from successes. (The latter part of the weakness does not affect dramatic-failure rules.)

Skills
Mental
Physical
Social
Academics ○ ○ ○ ○ ○ Athletics ● ● ○ ○ ○ Animal Ken ● ○ ○ ○ ○
Computer ○ ○ ○ ○ ○ Brawl ● ● ○ ○ ○ Empathy ● ○ ○ ○ ○
Crafts ● ● ○ ○ ○ Drive ● ○ ○ ○ ○ Expression ○ ○ ○ ○ ○
Investigation ● ○ ○ ○ ○ Firearms ● ○ ○ ○ ○ Intimidation ● ● ○ ○ ○
Medicine ● ○ ○ ○ ○ Larceny ● ○ ○ ○ ○ Persuasion ● ○ ○ ○ ○
Occult ○ ○ ○ ○ ○ Stealth ● ● ○ ○ ○ Socialize ○ ○ ○ ○ ○
Politics ○ ○ ○ ○ ○ Survival ○ ○ ○ ○ ○ Streetwise ● ○ ○ ○ ○
Science ○ ○ ○ ○ ○ Weaponry ● ● ○ ○ ○ Subterfuge ● ○ ○ ○ ○
Specialties
Brawl: Grappling
Weaponry: Knives
Crafts: Weaponry
Merits
Name
Dots
Description
Resources ● ●
Haven ● ● Size • : – 1-2 rooms
Location • : +1 to hunting rolls
Fighting Finesse: Brawl ● ● Choose a Specialty in Weaponry or Brawl when you purchase this Merit. Your character’s extensive training in that particular weapon or style has allowed them to benefit more from their alacrity and agility than their strength. You may substitute your character’s Dexterity for her Strength when making rolls with that Specialty.
Armed Defense ● ● • Cover the Angles: Whenever you take a Dodge action, reduce the Defense penalties for multiple attackers by 1. You can apply your full Defense against the first two attacks, suffer a –1 penalty against the third, and so on.

•• Weak Spot: You swing against your opponent’s arm rather than his own weapon. Use this ability when defending against an armed attacker. If your Defense reduces his attack pool to 0, he’s disarmed. If you Dodge, you disarm your opponent if your Defense roll reduces his attack successes to 0.
Tolerance for Biology ● ● Most people turn away at the sight of blood, other bodily fluids, or exotic biology. Your character has seen enough that nothing turns her stomach. When other characters must resist shock or physical repulsion from the disgusting and morbid, your character stands her ground. You do not need to make Composure, Stamina, or Resolve rolls to withstand the biologically strange. This doesn’t mean she’s immune to fear; she’s just used to nature in all its nasty forms.
Disciplines
Discipline
Power
Cost
Description
Resiliance ● ● 1 Vitae per scene Die Pool: None
Action: Instant
Effect: Each dot of Resilience increases the character’s Stamina by one for the scene in which the Discipline is active. This bonus also increases the character’s Health dots during the scene. Resilience may not be invoked more than once per scene. That is, you may not spend a second Vitae and double the benefits of the power.

Additionally, Resilience “downgrades” a number of aggravated damage points per scene equal to Resilience dots. This damage becomes lethal instead. Aggravated wounds suffered in excess of the character’s Resilience dots remain aggravated, however. This downgrade doesn’t apply to any aggravated wounds that the vampire already possesses, just to newly acquired ones suffered while Resilience is active.
Celerity 1 Vitae per action Die Pool: None
Action: Reflexive
Effect: In turns when a character activates her Celerity, her dots in the Discipline are subtracted from any and all attacking characters’ dice pools. This penalty to attackers’ pools applies in addition to any armor the Celerity using character may have, as well as to Defense. many attacks the character faces). Celerity’s protection even applies against firearms.

Celerity also adds to a character’s Initiative during the turn in which it is active.

Finally, Celerity acts as a modifier to a character’s Speed while it is active. His Speed increases by itself again for each
dot of Celerity he possesses.
Protean None Aspect of the Predator
The most basic ability of this Discipline allows a vampire to project a supernatural mien of savage predatory ferocity.

Dice Pool: This power involves no roll.
Action: N/A
A character is not subject to the usual relationships of Blood Potency upon meeting an unknown Kindred for the first time. If the character’s Blood Potency is lower than that of the unknown Kindred, treat it as equal. If the character’s Blood Potency is equal to or higher than the unknown Kindred, this power has no effect. A character may choose to suspend this power if he so desires, but if he does, it ceases to function for an entire scene. He may not selectively apply it to individual vampires he meets within that scene.
● ● 1 Vitae •• Haven of Soil (Natural Earth, Processed Stone)
The most basic ability of this Discipline allows a vampire to project a supernatural mien of savage predatory ferocity.

Dice Pool: No roll is necessary.
Action: Instant
Becoming one with a natural substance is automatic and takes a character’s action in a turn to complete. While in this state, the character’s consciousness hovers slightly above the torpor level (unless the vampire is both in torpor and in this state, in which case he is unaware), making perception of his surroundings distant at best. A player must succeed in a Humanity roll in order for his character to be aware of the presence of others in or around his place of rest (barring significant alteration to the vampire’s haven, of course, in which case he becomes aware automatically).
Since the character is literally part of the earth, all attempts at locating him (via his scent, his aura or even through mystical methods of tracking) suffer a -3 penalty to their dice pools. Indeed, a searcher is likely to be confounded a bit even if he is successful. No attack can harm the interred vampire while he is in this state; a significant disruption of his surroundings can only cause him to resurface.
Traits
Size: 5
Defense: 3/1
Initiative: 4
Speed: 9
Memory: 2
Perception: 4
Sway: 6
Willpower
● ● ● ○ ○ ○ ○ ○ ○ ○
□ □ □ □ □ □ □ □ □ □
Health
● ● ● ● ● ● ● ● ● ○
□ □ □ □ □ □ □ □ □ □
Anticipation
● ● ● ● ○ ○ ○ ○ ○ ○
□ □ □ □ □ □ □ □ □ □
Vitae
11 / 11
limit 1 vitae per turn
Blood Potency
● ● ○ ○ ○ ○ ○ ○ ○ ○
Humanity
10 ………. ○
9 ………. ○
8 ………. ○
7 ………. ○
6 ………. ○
5 ………. ○
4 ………. ●
3 ………. ○
2 ………. ○
1 ……… ○
Breaking Points
Worst Thing Done: Vincent has murdered an innocent teenager who saw him feed in defense of the masquerade. No one knows this.
Worst Thing Imagined Doing: Turning on his Hunter allies to gain status in the vampire community.
Wort Thing Imagined Someone Else Doing: Targeting himself with the intent of Vinculum
Most Identified With Aspect of Humanity: Vincent considers Diane a friend. A crazy, psychopathic friend, but a friend.
Most Traumatic Event Experienced: Zakary Artisan staked Vincent after a very heated exchange and left him in involuntary torpor for 9 months. To be so helpless again frightens Vincent to his core.
Aspirations
_____
_____
_____
_____
Weapons
TypeDamageRangesCapacityStrengthSizeNotes
Pistol, lt120/40/8017+121-
Khukri2--129-again on targeted attacks
Throwing Knives-112/24/48611Aerodynamic
Other Equipment
Mental: Cache, Communications Headset, Duct Tape, Smartphones, Survival Gear
Physical: Bear Trap, Lockpicking Kit,
Social: Cash, Contraband, Fashion (1-dot), Housing (see Merit), Makeup Kit
Supernatural: Salt

Vincent Morris

Sins of the Father MorganWilliams