https://i.imgur.com/h1iHGPg.png https://i.imgur.com/OjdbcvR.jpg https://www.youtube.com/watch?v=R0Pc1dQ7-3g Why don't you let go? And I will take your souls. ======================================= SAM "SCRIM" SHAW, CHAMP & SCAMP & CHUMP LOVE WHAT YOU CAN AND TAKE WHAT YOU SEE BLESS SATAN SIDEWAYS HE'LL NOT CATCH ME ======================================= * Mask: Make them clap! Single Willpower: Shaw interests an audience in a conflict involving himself. All Willpower: Shaw resolves a conflict involving himself to an audience's satisfaction. * Dirge: Make them sing. Single Willpower: Shaw forces a surrender through violence. All Willpower: Shaw learns a grave secret through violence. * Clan: Gangrel * Covenant: Invictus ========== ATTRIBUTES ========== MENTAL (tert) PHYSICAL (prim) SOCIAL (sec) ------ -------- ------ Intelligence: 1 Strength: 4 (7) Presence: 3 Wits: 3 Dexterity: 3 Manipulation: 1 Resolve: 3 Stamina: 3 (7) Composure: 4 ====== SKILLS ====== MENTAL (-3, tert) PHYSICAL (-1, prim) SOCIAL (-1, sec) ------ -------- ------ Academics: 1 Athletics: 2 Animal Ken: 0 Crafts: 0 Brawl: 5 Empathy: 0 Investigation: 2 Larceny: 0 Expression: 2 Medicine: 0 Firearms: 0 Intimidation: 2 Occult: 1 Drive: 0 Persuasion: 0 Politics: 0 Stealth: 2 Socialize: 1 Science: 0 Survival: 2 Streetwise: 2 Computer: 0 Weaponry: 0 Subterfuge: 0 SPECIALTIES ----------- * Academics: Combat Sports * Brawl: MMA * Expression: Getting Over ========== ADVANTAGES ========== MERITS ------ ** Area of Expertise: Brawl (MMA) * Clinch Strike (Grappling) You inflict standard Brawl damage when initiating a grapple instead of sacrificing the opportunity to damage someone in order to grab. ***** Close Quarters Combat * Firing Lines: You can run for cover as a reaction to a ranged attack instead of dropping prone. You give up your action for the turn, but your character can get to any cover that’s within twice his Speed. ** Hard Surfaces: When your character is grappling someone, he can bounce them off a hard surface with a Damage move. He deals lethal damage, then immediately ends the grapple. *** Armored Coffin: When you grapple an opponent, add their general armor rating to your dice pool. When you use a Damage move, ignore your opponent’s armor. This technique can’t be used in conjunction with Hard Surfaces. **** Prep Work: When launching a surprise attack, your Dexterity + Stealth roll becomes a rote action. ***** Turnabout: When you attempt to Disarm your opponent, step the results up one level — on a failure, his opponent drops the weapon. On a success, your character takes possession of his opponent’s weapon. On an exceptional success, your character has the weapon and his opponent takes two points of bashing damage. * Defensive Combat (Use Brawl to calculate Defense) **** Grappling * Sprawl: Add 2 to Strength for the purposes of resisting overpowering maneuvers. ** Takedown: With a normal roll, you may choose to render an opponent prone instead of establishing a grapple. Also, you may choose to cause bashing damage equal to the successes rolled. *** Joint Lock: Any attempt to overpower your character causes the other character a point of bashing damage. Additionally, any successful overpowering maneuvers your character uses cause one lethal damage in addition to their normal effects. **** Lock Flow: You gain +2 to grapple rolls when you declare ahead of time that you’re attempting a joint lock. * Resources ***** Street Fighting * Duck and Weave: Reflexively take a one-die penalty to any actions this turn to use the higher of your Wits or Dexterity to calculate Defense. If you’ve already made a roll without penalty this turn, you cannot use Duck and Weave. ** Knocking the Wind Out: When your character makes a successful unarmed attack, the opponent suffers a -1 to his next roll. *** Kick 'Em While They're Down: Any time your successes on an attack roll exceed an opponent’s Stamina, you may choose to apply the Knocked Down Tilt. Additionally, any time your character is close enough to strike when an opponent attempts to get up from a prone position, you can reflexively cause two bashing damage. **** One-Two Punch: Whenever you make a successful attack, you can spend a point of Willpower to cause two extra points of bashing damage. ***** Last-Ditch Effort: If you are about to take a hit or get overpowered when already suffering wound penalties, you can reflexively spend a Willpower point and sacrifice Defense for the turn to make an attack against your would-be assailant. This can occur even if you've already acted in a turn, so long as you have not already spent Willpower. Resolve this attack before the opponent’s action. DERIVED TRAITS -------------- * Health: 12 * Willpower: 7 * Initiative: 7 * Size: 5 * Speed: 11 * Defense: 8 * Humanity: 7 ====================== THE POWER OF THE BLOOD ====================== * Blood Potency: 1 * Vitae: 10 max, spend 1/turn DISCIPLINES ----------- ** Protean * Unmarked Grave: Dicepool: --, Cost: Varies, Instant, Indefinite Costs 0 Vitae for soil or earth; otherwise costs Vitae equal to Durability. Sink bodily into the earth, for as long as you desire. Pg 139 VtR 2E for further rules. ** Predatory Aspect: Dicepool: --, Cost: 1 Vitae, Reflexive, Scene You pick three adaptations upon purchasing Protean 2: Claws, Feral Senses, Wall Crawling Claws: Grow 1L mundane weapons that use Brawl to attack. Feral Senses: See/smell blood as though Blood Potency was 2 higher. Wall Crawling: Move freely across walls and ceilings without Athletics roll. Respec these by spending a day in Unmarked Grave. **** Resilience Add (Resilience) to Stamina. Downgrade 1A to 1L per dot of Resilience (unless sunlight). Once per turn, as a reflexive action: Spend a Vitae to subtract (Resilience+1) damage from non-bane sources of damage. OR/ADDITIONALLY spend a Vitae to subtract (Resilience) damage from fire or other acquired banes. *** Vigor Add (Vigor) to Strength. Roll Strength + Athletics to jump; distance is successes times (Vigor+1). Once per turn, as a reflexive action: Spend a Vitae to add (Vigor) as a weapon bonus to all Athletics, Brawl, and Weaponry attacks made this turn. OR/ADDITIONALLY Use any object you can lift with Size no greater than your Strength as an improvised melee or throwing weapon. Pg 142 VtR 2E for weapon stats. ============== CURRENT STATUS ============== * Health: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] * Humanity: [H] [ ] [ ] [ ] Touchstone: Amylie Yamashita, "God's Eye" (Nippon Joshi Pro Champion) [ ] [ ] [ ] * Willpower: 6/7 * Vitae: 8/10 (1/turn) ASPIRATIONS ----------- CONDITIONS ---------- COMBAT VALUES ------------- * Initiative: 7 * Defense: 8 * Armor: * Speed: 11 * Size: 5 ATTACK STATISTICS ----------------- Regular Brawl: 14 dice 0B Protean Brawl: 14 dice 1L Regular Grapple Joint Lock: 16 dice 0B, deals damage Protean Grapple Joint Lock: 16 dice 1L, deals damage RESISTANCE DICEPOOLS -------------------- OTHER DICEPOOLS --------------- * Perception: 7 ========= INVENTORY ========= GENERAL ------- MAGICAL ------- WEAPONS ------- ARMOR ----- ====================== EXPERIENCE EXPENDITURE (EARNED: 45, UNSPENT: 0) ====================== Composure 3->4 4 XP Dexterity 2->3 4 XP Resolve 2->3 4 XP Wits 2->3 4 XP Protean 0->2 6 XP Resilience 2->4 6 XP Vigor 1->3 8 XP Area of Expertise (Brawl) 2 XP Clinch Strike 1 XP Defensive Combat (Brawl) 1 XP Grappling 0->4 4 XP Resources 0->1 1 XP