User:LawnPygmy/Vamperson of Interest

From 1d4chan
Natty Nat Nat-Nat.png

Basics[edit]

  • Name: Natasha Jacobs
  • Age: 25
  • Height: 5'9"
  • Mask: Junkie
  • Dirge: Follower
  • Clan: Daeva
  • Covenant: Carthian(??)
  • Humanity: 7
  • Touchstones: Her truck (6)
  • Experience Points: 442/442 XP spent, 48/48 SP spent
  • XP/Beats: 116/150|0/0

Background[edit]

Nate and Natasha Jacobs; two halves of a pair of miscreants punching their way across southern Arizona. As kids, they drove the schools mad with their antics. As teens, they were the scandal of every teacher. Even college was just a three year blank of violence and partying. They stepped on whoever they needed to and cared nothing for others. They drove like the devil and took what they wanted from life. And when a friend-of-a-friend showed up one night, asking for a favor in return for giving them something amazing? They held him against the wall until he paid up in advance.

That's when things got weird. Natasha was the first to be embraced, flipping the script on her 'older' twin, who held the man down that turned her until she woke up long enough to do the same for him. Natasha was always eager to jump into things her brother would follow after taking a moment to size things up. They were both reckless, but she was wanton. For a while, it was good enough to just ride the night highways preying on whoever they felt like and running the occasional violent errand for the friend-of-a-friend. They took orders (Natasha especially didn't seem to mind so long as she got to hit something), and paid their dues. Sometimes, when big bro was feeling mean, they turned the tables on those giving the orders and ripped the rug out from under them, driving off into the morning twilight laughing with their van full of swag boosted from their employers.

And then one night, their sire was found dead in a motel with bitemarks in his neck. The body was left out for the sun, and no one was the wiser but... Natasha knew that things were changing. They fled in the old panel van they lived out of, making for the California border, and disappeared into the chaos of the Cartel Wars.

Why Natasha is in New York, with the old panel van but without her best friend, is a story she's not telling.

Appearance[edit]

Natasha seethes with dozing strength, her movements languid and heavy until urged to action. Then, she can be frighteningly fast. Her deep red eyes stare sleepily out at the world, passively taking it in as she watches for easy prey or something interesting enough to hold her attention. Where ever she sits, she fills the space with herself, sprawling over every surface to hoard it all to herself.

ATTRIBUTES[edit]

MENTAL			PHYSICAL		SOCIAL
------			--------		------
Intelligence: 	1	Strength:		5	Presence: 	5
Wits:		3	Dexterity:	        3	Manipulation: 	2
Resolve:	2	Stamina:		3	Composure: 	3

SKILLS[edit]

MENTAL (-3 Unskilled)	PHYSICAL (-1 Unskilled)	SOCIAL (-1 Unskilled)
------			--------		------
Academics:	0	Athletics: 	5	Politics: 	0
Chemistry:	0	Brawl: 		5	Empathy: 	2
Crafts: 	2	Drive: 		3	Expression: 	3 
Investigation:	0	Firearms: 	0	Intimidation: 	3
Medicine:	1	Larceny: 	2	Persuasion: 	3
Occult: 	0	Stealth: 	0	Socialize: 	3
Logistics: 	0	Survival: 	0	Streetwise: 	2
Science: 	0	Weaponry: 	2	Subterfuge: 	1

SPECIALTIES[edit]

  • Brawl ** (Sweet Chin Music)
  • Expression * (Singing)
  • Persuasion * (Irresistible)

ADVANTAGES[edit]

MERITS[edit]

  • Brute Force *****
    • Pimp Hand: Sometimes a bitch just needs to be put in they place. This is how you do it; with one, big hit. By making an All-Out attack, Natasha gains 8-again on her attack in addition to the +2 dice bonus. If her damage is greater than the target's Stamina, they gain the Knocked Down condition. Natasha gives up her Defense for the turn, though.
    • Pound of Flesh: Tasha comes a-callin' on those who done her wrong and takes her pound of flesh. In a grapple, she deals lethal damage with the Bite ability and it deals a further level of lethal on the next turn as it continues to bleed.
    • High Impact: Nothin' stands in her way! If Natasha can charge an opponent, or move at least 10 to them, and makes a successful Brawl attack, she inflicts Knocked Down.
    • Ultraviolence: Sometimes a bitch just won't stay down. Sometimes you gotta make sure they ass be in the ground rather than on it. So, by making an All-Out attack on a limb (the -2 called shot penalty negating the +2 bonus), and dealing damage greater than the target's Stamina, she can inflict the Arm or Leg Wrack tilt on them.
    • The Juggernaut Bitch: Guess who. When making an All-Out attack, Natasha gains 1/2 Armor which stacks with other armor, is immune to Knockback and Knocked Down, and any attempt to move or grapple her suffers a penalty equal to her Strength.
  • Body as Weapon ** - Natasha has put her fist down so many throats that she doesn't even notice anymore. When she hits with a successful Brawl attack, add one point of Bashing damage.
  • Kiss of the Succubus * - When you inflict Swooning by feeding on a mortal vessel, also inflict Addicted.
  • Fleet of Foot *** - Natasha adds her dots in this merit to her Speed.
  • Resources * - She's got a little savings and a few dudes who're willing to spot her some ready cash for a quick nibble.
  • Demolisher **** - Natasha can ignore up to 2 of an object's Durability when trying to damage it.
  • Striking Looks ** - Natasha is smoking hot and built like a brick outhouse. No one forgets her. She adds her dots in Striking Looks to social rolls that benefit from her amazing looks.
  • Barfly ** - Natasha goes everywhere, does everyone. No one tells her to leave. Rolls to identify her as an outsider suffer her Socialize as a penalty.
  • Contacts (Fighting Circuit) * - In her spare time, Tasha lets out her frustrations in underground fighting rings. She's made a few friends along the way!
  • Contacts (Small-Time Gangs) * - Not every mook and wiseguy out there is out to put the upstart vampire in her place. Some of them have realized it's better to work with her, or at least talk to her.
  • Mooks - Kevin 'Skeeter' Melancon, Anthony Lay, and John Johnson. The Junkrats.

CURRENT STATUS[edit]

  • Health: [ ][ ][ ][ ][ ][ ][ ][ ]
  • Willpower: 5/5
  • Perception: 6 Dice

COMBAT VALUES[edit]

  • Initiative: 5
  • Defense: 7
  • Armor: 0/0?
  • Speed: 20
  • Size: 5

ATTACK STATISTICS[edit]

  • PUNCHING - (Strength+Brawl+Vigor+Specialty) = 17 dice
  • Accuracy: 0
  • Lethality: 0B
  • Penetration: 0
  • Timing: +0
  • Strength: 0

VAMPOWERS[edit]

VAMPIRENESS[edit]

  • Blood Potency: 3
  • Vitae: 13 max, spend 2 per turn

DISCIPLINES[edit]

VIGOR 5[edit]

  • Cost: None or 1 Vitae per active effect
  • Dice Pool: None
  • Action: None (for persistent effects) or Reflexive (for active effects)
  • Duration: Permanent (for persistent effects) or one turn (for active effects)
    • Persistent: The vampire gains the following benefits:
   • Add Vigor to her Strength.
   • When Jumping, add Vigor to the distance covered regardless if the roll succeeds or fails. With a running start increase the distance by half again.
   • When breaking objects, treat their Durability as one lower so long as its size no greater than the vampire’s Vigor.
    • Active: For each point of Vitae spent the vampire may invoke one of the follow effects. A vampire may spend additional vitae multiple effects simultaneously but no effect of Vigor may be used more than once per turn.
   • Add her half dots in Vigor, rounded up, as a Lethality to all Athletics, Brawl, and Weaponry attacks made this turn. This puts enormous strain on weapons, especially those not intended for heavy hitting. Improvised weapons take one point of damage for every point of damage dealt in excess of their Size.
   • Add her dots in Vigor to the Penetration of a single attack.
   • When jumping, the number of yards covered is equal to successes * (Vigor dots + 1). With a running start the distance covered is successes * (Vigor dots + 2) When using this effect do not add the Persistent benefit.
   • When the vampire makes a roll to lift heavy objects, add Vigor to the number of successes scored.

CELERITY 2[edit]

  • Cost: None or 1 Vitae per active effect
  • Dice Pool: None
  • Action: None (for persistent effects) or Reflexive (for active effects)
  • Duration: Permanent (for persistent effects) or one turn (for active effects)
    • Persistent: The vampire gains the following benefits:
   • Add Celerity to her Speed.
   • Add Celerity to all non-combat Dexterity based rolls. On combat rolls, she may ignore up to her Celerity from mundane penalties.
   • She may apply her defense against Firearms, provided she is aware of the attack.
    • Active: For each point of Vitae spent the vampire may invoke one of the follow effects. A vampire may spend additional vitae multiple effects simultaneously but no effect of Celerity may be used more than once per turn.
   • Immediately move to the front of the Initiative queue. This boosts in Initiative lasts only one turn, afterward all combatants return to their initial order. If multiple vampires attempt to jump ahead, this provokes a Clash of Wills.
   • Add the vampire’s dots in Celerity to her Defense or active evasion or mitigation rolls. Furthermore she may disregard penalties from multiple attackers and may even roll to evade attacks that would normally be unable to evade.
   • Multiply her normal Speed (that is without adding Celerity to it) by her dots in Celerity plus one. Moving in this way is sudden and jarring, the vampire appears to become little more than a shadowed blur that almost doesn’t appear to even cross the intervening space. Anyone not paying attention to her loses track of her when she does this. She suffers no penalty for starting and stopping in the same turn when moving this way.

RESILIENCE 5[edit]

  • Cost: None or 1 Vitae per active effect
  • Dice Pool: None
  • Action: None (for persistent effects) or Reflexive (for active effects)
  • Duration: Permanent (for persistent effects) or one turn (for active effects)
    • Persistent: The vampire gains the following benefits:
   • Add Resilience to her Stamina.
   • Whenever she is dealt aggravated damage, for each dot of Resilience she possesses, downgrade one point of aggravated damage to lethal.
   • Penalize all attempts to break her bones or dismember her by her Resilience.
    • Active: For each point of Vitae spent the vampire may invoke one of the follow effects. A vampire may spend additional vitae multiple effects simultaneously but no effect of Resilience may be used more than once per turn.
   • Subtract her Resilience dots plus one from all non-bane sources of damage. Mechanically this is similar to armor, but does nothing to reduce the visual and superficial signs of injury. Removed damage appears to be dealt, but resisted wounds do not inhibit the vampire physically in any way, though in a social context they likely create some difficulties. All superficial wounds may be healed completely for one Vitae whenever he next slumbers.
   • Subtract her Resilience dots from all damage from fire or other acquired banes. Sunlight still remains beyond the power of Resilience to defend against. All superficial signs of damage remain: Even if a vampire lost no Health while dashing through an inferno, he still emerges a burnt corpse. In this case, however, the visible damage is only as severe as it would be for a mortal who’d suffered the same level of harm.
   • For one turn attackers using guns against her suffer a penalty equal to her Resilience so long as the weapon’s Penetration is less than her Resilience plus one.

MAJESTY 3[edit]

Awe[edit]
  • Cost: None
  • Dice Pool: None
  • Action: None
  • Duration: Instant

When she wills it, all eyes fall on Natasha and nobody cares what she’s doing. For the rest of the scene, she suffers no penalties to Social rolls from his actions or appearance — even if she’s just beaten another man to death or waved a gun in a crowded nightclub. As the center of attention, she adds her Majesty dots to any Presence rolls when talking to people around her. This bonus only applies when talking to people normally, not to other uses of Majesty. Anyone paying attention to her also subtracts her Majesty dots from any Wits + Composure rolls to notice anything other than the vampire. With a word, dhe can summon anyone in the room to her side — not by any mystical compulsion, but by making her aware that she wants her to approach. Another vampire can fortify herself against Awe with her predatory aura (see Lashing Out, p. 92). If she succeeds, she is unaffected by Awe.

Confidante[edit]
  • Cost: None
  • Dice Pool: Presence + Empathy + Majesty vs. Resolve + Blood Potency
  • Action: Contested; resistance is reflexive
  • Duration: Instant
  • Requirement: The vampire must use Awe on the victim.
Roll Results
Dramatic Failure: The vampire slips up, letting some of what she wants the victim to feel leak back into himself. He’s affected by the Swooning Condition (p. 306) for the victim.
Failure: The victim doesn’t feel that she’s worthy of joining the vampire’s inner circle just yet.
Success: The vampire successfully charms her victim. She gains the Charmed Condition (p. 301).
Exceptional Success: It’s incredibly hard to resist the force of the vampire’s personality. The victim’s Charmed Condition lasts for nights, rather than hours.
Authority[edit]
  • Cost: 1 Vitae
  • Dice Pool: Presence + Subterfuge + Majesty versus highest Resolve + Blood Potency
  • Action: Contested; resistance is reflexive
  • Duration: One Scene
Roll Results
Dramatic Failure: Not only does the vampire fail to insinuate herself into belonging, everyone knows that she was trying to worm her way in illegitimately.
Failure: No one falls for the vampire’s attempt to belong.
Success: The vampire exudes a natural air of authority, so long as she takes steps to appear to the part or explain away why she doesn’t everyone will assume she belongs wherever she’s insinuated herself. This effectively grants her a temporary Status equal to half her Majesty dots, rounded up, that won’t be questioned by anyone of equal or lesser status unless the vampire does something suspicious to the point she can’t explain it away. When they do question it, they suffer a penalty equal to her Majesty dots to check into it. If she uses her Status to do anything that would constitute a Breaking Point for the group, the jig is up and they’re no longer under the vampire’s spell.
Exceptional Success: The vampire gets Status equal to her dots in Majesty for night.

DEVOTIONS[edit]

Straight Up Fucking Murderer[edit]

(Celerity ••, Resilience ••)

With this Devotion, your character can push herself to utter extremes in a fight. She can throw herself in the fray, while still dodging about furiously. She becomes both lethal, and untouchable.
  • Cost: 1 Vitae
  • Dice Pool: None
  • Action: Reflexive

You may activate this Devotion any time your character would have to sacrifice her Defense. This includes the use of some Fighting Style Merits, taking an all-out attack, or other maneuvers. By using this Devotion, your character can ignore that sacrifice. Thus, she can make an all-out attack on a Fighting Style maneuver which would require sacrificing her Defense. Or, she can use two such maneuvers at the same time. With more Vitae, she could combine further techniques while maintaining her full Defense. This does not allow her to use the all-out attack option twice on a single action, nor does it allow for multiple actions in a turn. It simply allows the character to combine effects that would each otherwise require her Defense.

The Gun Show[edit]

(Majesty •, Vigor •••)

With The Gun Show, you can do Real Flashy Shit™ and impress a crowd. You know, more than you'd usually impress a crowd by doing real flashy shit. Maybe you rip a car door off. Maybe you throw a fucker. Maybe you jump over a building or some shit.
  • Cost: 1 Vitae and 1 Willpower
  • Dice Pool: N/A
  • Action: Reflexive

You can activate The Gun Show whenever your character commits to a feat of strength. This usually means (but isn't limited to) a lifting or breaking roll using Strength + Stamina. If the action succeeds, the next time your character activates Majesty during the same scene, you can add her Vigor as automatic successes on the roll. Neither the Strength nor Majesty roll may benefit from Willpower expenditure. This Devotion costs 2 Experiences to learn.

INVENTORY[edit]

  • My Truk:

CHARACTER ADVANCEMENT[edit]

  • 432/442 Experience

Attributes (215)[edit]

Strength 1>5, 70xp
Presence 1>3, 25xp
Stamina 1>3, 25xp
Wits 1>3, 25xp
Composure 1>3, 25xp
Dexterity 1>3, 25xp
Resolve 1>2, 10xp
Manipulation 1>2, 10xp

Abilities (159)[edit]

Brawl 0>4, 30xp
Athletics 0>3, 18xp
Expression 0>3, 18xp
Intimidation 0>3, 18xp
Persuasion 0>3, 18xp
Empathy 0>3, 18xp
Larceny 0>2, 9xp
Weaponry 0>2, 9xp
Socialize 0>2, 9xp
Streetwise 0>2, 9xp
Survival 0>1, 3xp

Merits (58)[edit]

Specialties 0>X, 10xp
Brute Force 0>5, 30xp
Body as Weapon 0>2, 4xp
Kiss of the Succubus 0>1, 2xp
Direction Sense 0>1, 2xp
Fleet of Foot 0>3, 6xp
Resources 0>1, 2xp
Demolisher 0>4, 8xp
Striking Looks 0>2, 4xp

Vampowers (0)[edit]

NEW STUFF[edit]

Socialize 2>3, 5xp
Blood Potency 1>2, 5xp
Presence 3>4, 8xp
Resilience 0>2, 13xp
Devotion, 2xp
Devotion, 2xp
Resilience 2>3, 8xp
Vigor 3>4, 7xp
Subterfuge 0>1, 3xp
Majesty 2>3, 6xp
Resilience 3>4, 9xp
Vigor 4>5, 8xp
Athletics 4>5, 7xp
Brawl 4>5, 7xp
Resilience 4>5, 8xp
Presence 4>5, 9xp
Blood Potency 2>3, 6xp
Drive 1>3, 9xp