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Name
Kojima, Alexander
Chronicle
The Jewel of the Camarilla
Sire
Susannah Gerard
Concept
The Fast Up-and-Comer
Ambition
To Rule it All
Desire
Predator
Osiris
Clan
Ventrue
Generation
9

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

Fortitude
unswayable mind The user gains a mystical ability to resist any attempts to sway them through mundane charms, coercion, and wiles. Some exhibit Unswayable Mind as zen-like calm, others as supernatural stubbornness. ■■ Cost: Free ■■ System: The user adds their dots in Fortitude as extra dice in any roll made to resist coercion, intimidation, seduction, or any other attempt to sway the user’s mind against their will. This power also works against supernatural abilities such as Dominate and Presence. ■■ Duration: Passive
Presence
awe Anyone in the presence of the vampire finds their attention inexplicably drawn to them. Those listening to the vampire speak might suddenly agree on subjects where they once held different viewpoints. While this power doesn’t cause rapt infatuation, it is still strong enough to sway the minds of most mortals. ■■ Cost: Free ■■ Dice Pools: Manipulation + Presence vs Composure + Intelligence ■■ System: Add the Presence rating to any Skill roll involving Persuasion or Performance as well as to other Charismarelated rolls, at the Storyteller’s discretion. Anyone aware that they’re being affected can try to resist with a contest of Composure + Intelligence vs the user’s Manipulation + Presence. On a win, the target can resist the effects for one scene; a critical win makes the target immune for the entire night. Once the power wears off, victims revert to their previous opinions. ■■ Duration: One scene   Lingering Kiss The Kiss of a vampire induces near-ecstasy in mortals, but this power leaves other Kisses in the dust. Mortals fed upon by the user become addicted to the Kiss, obsessing over it and even seeking the vampire out for repeated feedings. Mortals often become anemic, self-harm, or even die from this addiction, but vampires find it a useful power for cultivating a herd. ■■ Cost: Free ■■ System: The vampire can choose to use this power or not during each feeding. The user adds dice equal to their Presence to any subsequent Charisma Attribute-assisted pool against the bitten subject. A mortal fed upon with this power can make a Willpower test (Difficulty equals the user’s Presence) every week to resist the effects. Winning this test for three consecutive weeks breaks the effect, as does a single critical win. ■■ Duration: Until successfully resisted
Hunger
 
Humanity
 

Chronicle Tenets

Touchstones & Convictions

Conviction: Art is to be valued as much as power Touchstone: Maja Olsen. Norwegian Jazz pianist who played at a club where I'd unwind after long days. Her trio taught me the value of the arts and it's ability to change the hearts and minds of people.   Dickie Lester (Financial Analyst) Myrtle Green (Personal Assistant)

Clan Bane

Can only stomach the blood of people in love. Compulsion - Arrogance: someone must obey an order, or any action not associated to Leadership has a two-dice penalty.

Advantages & Flaws

Fame
Herd
Beautiful
Eat food
Blood resistance
Flaw: mythic - stigmata
Flaw: enemy
Flaw: stalkers
Flaw: folkloric bane - holy water

Blood Potency

Blood Surge

Add 1 die

Mend Amount

2 point Superficial damage

Power Bonus

Add 1 die

Rouse Reroll

Level 1

Feeding Penalty

Animal and bagged blood slakes half Hunger

Bane Severity

1

Experience

Total Experience:
Spent Experience:

Background

True age: 29
Apparent age: 29
Date of Birth: 1991
Date of Death: 2020

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