Divinus

NAME 	Divinus	Virtue 	Justice	Sub-Type 	Caitiff / Rahu
PLAYER 	ST 	Vice 	Wrath 	Political Faction	Unaligned / Predator Kings
CHRONICLE	 	Concept	 	Other 	
===ATTRIBUTES===	
===ATTRIBUTES===	
===ATTRIBUTES===	
===ATTRIBUTES===	
===ATTRIBUTES===	
===ATTRIBUTES===	
===ATTRIBUTES===
POWER 	Intelligence	09	Strength 	09	Presence 	09
FINESSE 	Wits 	09	Dexterity	09	Manipulation	09
RESISTANCE	Resolve 	09	Stamina 	09	Composure 	09
===SKILLS=== 	
===SKILLS=== 	
===SKILLS=== 	
===SKILLS=== 	
===SKILLS=== 	
===SKILLS===
Mental 	Mental 	Physical 	Physical 	Social 	Social
(-3 unskilled)	(-3 unskilled)	(-1 unskilled)	(-1 unskilled)	(-1 unskilled)	(-1 unskilled)
Academics 	09 	Athletics 	09 	Animal Ken 	09
Computer 	09 	Brawl 	09 	Empathy 	09
Crafts 	09 	Drive 	09 	Expression 	09
Investigation 	09 	Firearms 	09 	Intimidation 	09
Medicine 	09 	Larceny 	09 	Persuasion 	09
Occult 	09 	Stealth 	09 	Socialize 	09
Politics 	09 	Survival 	09 	Streetwise 	09
Science 	09 	Weaponry 	09 	Subterfuge 	09
===MERITS=== 	
===MERITS===	
===MERITS===
NAME 	RATING	EFFECT
Combat Awareness (Mental/Background)
: Prerequisites: Military background and/or backstory	02 	Your character has years of experience in battle, giving them a greater than average awareness of the intricacies of combat. (WOD: Dogs of War, p109)
Danger Sense (Mental/Expanded Trait) 	02 	+2 modifier on reflexive Wits + Composure rolls for detecting an ambush or other such surprises that generally result in a less than healthy end. (WOD: Core Rulebook, p108)
Eidetic Memoryº (Mental/Expanded Trait) 	02 	A form of 'perfect memory' whether its photographic, analytical, or some other form. He does not need to roll to remember obscure facts he has learned and has a +2 dice pool to roll for remembering under duress. Available only at character creation. (WOD: Core Rulebook, p108)
EOD (Mental/Expanded Trait)
: Prerequisites: Wits 03 or Dexterity 03, Crafts 03, Demolitions Specialty in Crafts	02 	You have training in explosive ordinance disposal and experience with all kinds of explosives. Rolls to disarm explosives you haven't built do not suffer the usual penalty. (WOD: Armory, p208)
Debate Style: Reason (01 to 05, Mental/Specialized) 	05 	
#Reference: By tying statements to recent events, the audience sees them as more truthful and relevant than they really are.
#Dilemma: An opponent is forced to make one of two choices, rather than choosing their own angle.
#Kairos: An innate understanding of the pacing of proper debate prevents the audience from picking up on a sudden change in tactics.
#Hyperbaton: A sharp, counterattack argument that can catch the opponent off-guard, and is difficult to reply to.
#Elocutio: A single attack can be levied against multiple opponents, addressing them all adequately with the same words.
:A series of maneuvers for engaging in Roman-style debate that are based on logic and learning. (VTR: Requiem for Rome, pp108-109)
Fast Reflexes (01 or 02, Physical/Expanded Trait) 	02 	+02 to initiative rolls. (WOD: Core Rulebook, p110)
Fleet of Foot (01 to 03, Physical/Background) 	03 	+03 to speed. (WOD: Core Rulebook, p112)
Direction Sense (Physical/Background) 	01 	Upon entering a new location, it is always possible to get around and return without any chance of getting lost. (WOD: Core Rulebook, p110)
Fresh Start (Physical/Specialized)
: Prerequisites: Fast Reflexes 02	01 	Uses up an action to choose a new place to fit into the initiative order. (WOD: Core Rulebook, p112)
Quick Draw - Fire Arms (Physical/Specialized)
:Prerequisites: Dexterity 03	01 	Can pull out a firearm or other weapon without penalty at the beginning of combat. (WOD: Core Rulebook, p113)
Quick Draw - Melee (Physical/Specialized)
:Prerequisites: Dexterity 03	01 	Can pull out a firearm or other weapon without penalty at the beginning of combat. (WOD: Core Rulebook, p113)
Strong Back (Physical/Expanded Trait)
:Prerequisites: Strength 02	01 	+1 Die to lifting.
Ambidextrousº (Physical/Background) 	03 	No penalties are suffered for using an off hand to perform actions. (WOD: Core Rulebook, p110)
Gunslinger (Physical/Specialized)
: Prerequisites: Dexterity 03, Firearms 03	03 	Allows for two pistols to be fired in the same turn; requires the Ambidextrous Merit to be used to full effect. (WOD: Core Rulebook, p112)
Giantº (Physical/Background) 	04 	Your character is so large as to have a larger Size, with all of the statistical changes that results in. (WOD: Core Rulebook, p112)
Quick Healer (Physical/Expanded Trait)
: Prerequisites: Stamina 04	04 	Gives the character remarkable healing abilities, halving the time needed to recover. (WOD: Core Rulebook, p113)
Fighting Style: Combat Marksmanship (01 to 05, Physical/Specialized)
: Prerequisites: [Str 2, Dex 2, Com 3 Frm 2]	05 	(WOD: Armor, p210)
Fighting Style: Formation Tactics (● to ●●●●●, Physical/Specialized)
: Prerequisites: Strength ●●, Stamina ●●●, Weaponry ●●	05 	Extensive military training that allows the user not to be a one-man army, but instead work in harmony with other warriors. (VTR: Requiem for Rome, p109)
Fighting Style: Gladiatorial (● to ●●●●, Physical/Specialized)
: Prerequisites: Strength ●●●, Presence ●●, Weaponry ●●●	05 	A lifetime's worth of experience in the flashy and trickery-based ancient sport of gladiatorial combat. (VTR: Requiem for Rome, pp109-110)
Fighting Style: Two Weapons (● to ●●●●, Physical/Specialized)
: Prerequisites: Dexterity ●●●, Weaponry ●●●	05 	
Your character has learned both to attack with and respond to fighting with two weapons. Requires the Ambidextrous Merit to be used to full effect. (WOD: Core Rulebook, p112).
Noble Heritage (●● or ●●●●, Social/Expanded Trait) 	03 	
:Your character is descended from an influential family, such as royalty, a respected business empire, or a major pillar of a supernatural group, such as a Covenant or Order. This grants additional respect when dealing with those who respect the importance of that group. (VTR: Requiem for Rome, p111)
:Note: As this Merit is originally written, it refers to high-ranking members of the Roman Empire or the Camarilla; pending Storyteller approval, it can easily be interpreted to refer to groups that are relevant to other settings and eras.
:
Resources (● to ●●●●●, Social/Background) 	05 	Represents income in addition to what is considered standard for a character, allowing for extra purchases above basic wants and needs. (WOD: Core Rulebook, p115)
Staff (● to ●●●●●, Social/Background) 	05 	Gh p 74
Status: City (D.C.) (● to ●●●●●, Social/Background) 	05 	Provides a certain amount of standing in a large group; upon taking the Merit, that group must be specified, such as Police, or a certain company. The exact benefits vary significantly based on which group is chosen. Supernatural groups may take this Merit for organizations such as Covenants, Tribes, and Orders. (WOD: Core Rulebook, p116)
Striking Looks (●● or ●●●●, Social/Expanded Trait) 	04 	+02 to Social rolls where her looks are a factor. (WOD: Core Rulebook, p117)
Barfly (Social/Background) 	01 	Your character can enter exclusive bars and restaurants with little to no difficulty. (WOD: Core Rulebook, p114)
Bureaucratic Navigator (Social/Expanded Trait) 	02 	Whenever a character with this Merit attempts to deal with a bureaucracy, they find it somewhat simpler than the average person would. (WOD: Asylum, p51)
"Fighting Style": Social Maneuvers (● to ●●●●, Social/Specialized}	04 	A style meant less for debate, and more for simple smooth-talking. (CtL: Night Horrors-Grim Fears, pp63)
Debate Style: Rhetoric (● to ●●●●●, Social/Specialized)
: Prerequisites: Presence ●●●, Expression ●	04 	
#Ad Captandum: A simple, but effective statement that lingers in the audience's memory.
#Ambiguous Statement: A loaded statement that the enemy must say something somewhat undesirable to repute.
#Synonymia: Synonyms are exploited in order to ensure that any member of the audience will clearly understand what the speaker is saying.
#Apologue: The speaker's delivery is so naturally entertaining that even repeated statements retain their original effectiveness.
#Innuendo: A personal attack can be nested within a statement that sounds innocent and pure to the audience.
:A series of maneuvers for engaging in Roman-style debate that are based on formality and politics. (VTR: Requiem for Rome, pp110-111)
New Identity (•, •• or ••••) 	04 	C:tL Pg98
Torture Suite (● to ●●●) 	03 	A torture suite is an isolated place where users may preform activities that are of a questionable nature, from Brainwashing to Physical torture. (HTV: Core Rulebook, p74)
Domain (● to ●●●●● Location) 	05 	How close it is to food sources, and other appealing locations, such as closer to the central barony. (VTR: Damnation City, p200)
Domain (● to ●●●●● Security) 	04 	Decreases the chances of others to enter without permission or take over the land you rule. (VTR: Damnation City, p200)
Domain (● to ●●●●● Size) 	03 	Improves the breadth of the area given, and how many people it covers. (VTR: Damnation City, p200)
Haven (● to ●●●●● Location) 	05 	How close it is to food sources. This will aid in your nightly hunts.
Haven (● to ●●●●● Occultation) 	05 	Your haven can be protected by the link you have with it, make it more difficult to find. (VTR: Mekhet: Shadows in the Dark, p119)
Haven (● to ●●●●● Security) 	05 	Decreases the chances of others to find or enter your resting place.
Haven (● to ●●●●● Size) 	05 	Improves the circumstances of your resting place. How large the living space is.
Fighting Style: Tooth and Claw (• to •••••)
: Prerequisites: [Str ••, Dex •••, Sta •••, Bra ••]	05 	tR:PG p 103
===LEARNED POWERS===	
===LEARNED POWERS===	
===LEARNED POWERS===
NAME 	RATING	EFFECT
Abjurism 	01 	
#Buttress the Soul: A quick prayer that grants the user a boost of supernatural protection.
Ars Speculorum 	05 	
#Wry Opticks: Allows the user to unblur his mirror image without the use of Willpower, or blur it even more, beyond visible comprehension.
#Catoptromantricks: Look into a mirror and ask a question, to gain one insight on an unknown entity.
#Panoptickon: See through one mirror directly out any other mirror in existence.
#Childermas Surprise: Makes a mirror into a focal point for disciplines, allowing most mental disciplines to be used through a mirror.
#Quicksilver Shoes: Enter into a mirror and leave at another mirror, somewhere else.
Bhumisparsa 	03 	The discipline operates very similarly to the physical disciplines, such as Celerity or Vigor; it has only one effect, which gains in power as you take more dots in it. It subtracts one die from all attacks directed at the user, except for those which the user is unaware of. It cannot be used against fire or sunlight, nor can it be used if the Vitae spent to activate it is from an unwilling source. (-3 dice to attack user)
Blood Tenebrous 	03 	
#Pulse of the Invisible: Gives the user a passive sixth sense for spiritual activity; if Vitae is spent, it may be used actively to discover specific phenomena.
#Blood is Life: Transmutes Vitae into Essence, attracting spirits who come to feed from it.
#Under the Skin of the World: Permits a vampire to force himself, and himself alone, between the world and the Shadow Realm.
Celerity 	05 	
*+05 Non-Combat mental (not use of mental discipline) or non-combat physical actions per turn.
*-05 Dice from all attacks made against the user per round in addition to armor and Defense. (Defense is resolved as Celerity 1st, Armor Second, Defense 3rd.)
*+05 to all Initiative rolls.
*Sextuples (x6) user's movement speed while activated.
Action: Reflexive. A character may “pre-empt” her own action in a turn to activate Celerity if an opponent acts before her and the vampire wishes to call upon Celerity before the rival’s action is performed. The vampire therefore gets Celerity’s protection bonus early in the turn. Celerity’s Initiative bonus is also added immediately in the turn, potentially moving the vampire’s action before her attacker’s in the Initiative roster. The vampire also gains the benefit of additional Speed for the turn. If one Vitae is spent to keep Celerity active into the next turn, all of these benefits carry over.
Continence 	01 	Continence operates somewhat similarly to the physical disciplines, such as Celerity or Resilience; it has only one effect, which gains in power as you take more dots in it. It increases the user's ability to hold Vitae, allowing for an extra point to be held per dot; this extra pool of Vitae is also significantly harder for other vampires to drink from, if they attempt to feed from the Continence-holding character. (+1 blood points may be stored.)
Daimoinon 	05 	
#Sense the Sin: This ability reveals to the vampire a victim's greatest weakness/flaw
#Fear of the Void Below: Combined with the first ability, the vampire can send the victim into a state of panic
#Flames of the Netherworld (referred to as Conflagration in the Vampire Storytellers Handbook): The vampire hurls balls of flame at an opponent (it also displays the Baali bloodline's disturbing nature)
#Psychomachia: The vampire causes an opponent to be overtaken by their greatest weakness and lose control
#Ignore the Searing Flames: The vampire becomes immune to the effects of fire.
Dominance Gifts 	01 	
#Luna’s Dictum: jj
Essentiaphagia 	02 	
#Hunger for Essentia: Allows the user to detect the presence of spirits, through the sensation of a sudden burst of hunger.
#Draw Ectoplasm: Draws the raw Ectoplasm of a spirit into a Kindred's body, restoring Vitae or powering Essentiaphagia disciplines.
Full Moon Gifts 	01 	
#Clarity;
Inspiration Gifts	01 	
#The Right Words:
Kineticism 	05 	
#Dampening: This power allows the Caitiff to reduce the amount of damage against him. It works equally well on aggravated damage.
#Redirection: This level of Kineticism allows the vampire to alter the direction of a single of a single projectile by as much as 180 degrees. This task requires the Caitiff's complete concentration, and no other actions may be performed while the projectile is being redirected.
#Vengeful Strike: The vampire may use the force of her opponent's strike to increase her own attack power. The damage will only be aggravated if it normally would be.
#Discharge: The vampire may increase the damage of her attacks. This only works on physical attacks (bullets, fists, ect.).
#
Kinetic Shield: The character creates a barrier of kinetic energy in front of her for protection against physical assaults. This shielding extends to anyone close behind her.
Majesty 	04 	
#Awe: This power allows a supernatural degree of charm; people affected by the power fawn over the are fascinated by the user. They won’t take actions that will result in harm to them, but they will be polite and deferential. For the caster to use this power, roll Presence + Expression + Majesty. If you get more successes than the target has dots of Composure, that person is awed. When you make a social roll to affect that awed person anytime for the rest of the scene, you gain a bonus equal to the number of successes. Awe can be used against more than one person, but you suffer a –1 penalty for affecting two people, and –2 for affecting 3 to 6. Anyone can shake off the effects of Awe for one turn by spending a Willpower point.
##Dice Pool: Presence + Expression + Majesty
##Action: Instant (Vampire: The Requiem Core Rulebook, p. 129)
#Revelation: The allure and reassurance of a Kindred with this power is enough to make others forego caution and share their innermost feelings and secrets. A few complimentary or compassionate words or a heartfelt look for the vampire can break down a person's prudence and fear, inspiring a desire to share deep feelings or dark secrets in an upwelling of affection or release.
##Cost: 1 Vitae
##Pool: Manipulation + Persuasion + Majesty versus subject’s Composure + Blood Potency
##Action: Contested, resistance is reflexive (Vampire: The Requiem Core Rulebook, p. 129 - 130)
#
Entrancement: 
##Cost: —
##
Pool: Manipulation + Empathy + Majesty versus subject’s Composure + Blood Potency
##Action: Contested; resistance is reflexive.(Vampire: The Requiem Core Rulebook, p. 130)
#Summoning:This rather potent power allows the vampire to call any individual he knows personally to his side. There is no limit to how far the vampire can reach out to someone but summoning someone halfway around the world takes time. The person the vampire summons is suddenly drawn to the vampire and imminently goes to be at the vampires side. The person effected would have a sort of directional sense to navigate to the vampire. He would take the most direct path to her. The call fades at the first signs of dawn.
##Cost: 1 Vitae
##
Dice Pool: Manipulation + Persuasion + Majesty versus subject’s Composure + Blood Potency
Nature Gifts 	01 	
#Speak With Beasts:
Obeah 	03 	
#Sense Vitality: The vampire may touch another person to discover whether she is alive, dead or undead, and how close to (final) death she is.
#Anesthetic Touch: With a touch, the vampire may block another's pain, or send her entirely to sleep.
#Corpore Sano: The vampire may touch another and heal her wounds.
Praestantia 	05 	
+05 Archery, +05 Athletics, +05 Brawl, +05 Firearms, +05 Stealth, and +05 Weaponry; it has no effect on any other skills.
+05 to Defense while making a dodge action.
Rage Gifts 	01 	
#Mask Of Rage:
Resilience 	05 	+05 to damage soak rolls per round activated; +05 to Stamina per scene activated; +05 Health box per scene activated.
Savagery Gifts 	01 	
#Predator's Presence:
Strength Gifts 	01 	
#Crushing Blow:
Theban Sorcery 	03 	Anoint the Spear - Restores fertility to a male vampire, allowing them to father a Dampyr. Lasts until the "charge" has been used, regardless of how long it takes. (Night Horrors: The Wicked Dead, p155)
Vigor 	05 	+05 Success to all no-combat strength rolls; +05 to Strength during the scene it is activated; +05 foot per suxx per jump.
===RENOWN===	
===RENOWN===	
===RENOWN===
NAME 	RATING	EFFECT
Cunning	01 	
Glory 	01 	
Honor 	01 	
Purity 	01 	
Wisdom 	01 	
===RITES=== 	
===RITES===	
===RITES===
NAME 	RATING	EFFECT
Rite of Dedication	• (01)	Dice Pool: HarmonyAction: Extended (10 successes; each roll representsone turn)Roll Results
*Dramatic Failure: The rite fails, and all accumulated successes are lost.
*Failure: No successes are added to the roll for the
*current period.
*Success: The target may have up to one item bound to him per Primal Urge dot that he has. He may later choose to “release” a dedicated item in order to dedicate another one. The target need not have all items dedicated to him at once. For example, this ritual could bind two new items to a character who already has two items dedicated to him, as long as his Primal Urge is at least 4. A simple set of clothing counts as one item. A backpack and its contents also count as one item, although only the contents inside the backpack at the time of the rite. If a werewolf later adds something to the backpack, it doesn’t count as dedicated unless the rite is performed again with the new object inside. The contents of an article of clothing’s pockets aren’t considered part of the clothing, unless the werewolf dedicates that particular article of clothing as a separate item. Therefore, if a the watch in his pocket doesn’t count as dedicated. If, however, he dedicates his favorite pair of jeans to himself as one item, the wallet in the pocket counts as dedicated.
*Exceptional Success: The item doesn’t count toward the character’s Primal Urge limit on how many items that can be dedicated to him. It is essentially dedicated for free or is extra.
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
*Starting Health: ••••••••••••••• (15)
*Permanent Willpower: •••••••••••••••••• (18)
*Starting Temporary Willpower: •••••••••••••••••• (18)
*Blood Potency: ••••••••• (09)
*Starting Vitae: ••••••••••••••••••••••••••••••••••••••••••••••••• (50)
*Starting Ego: ••••••• (07)
*Other 1: ??
*'Other 2': ??
*Size: •••••• (06)
*Speed: ••••••••••••••••••••••••••• (27)
*Defense: ••••••••• (09)
*Armor: ??
*Initiative Modifier: •••••••••••••••••• (20)
*Current Experience Points (XP): ??
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