Name:Ahzim Concept:Assassin Clan:Assimite
Player:Korv Virtue:Patient Covenant:
Chronicle:Current Vice:Greed Coterie:

Attributes
Power Intelligence Strength Presence
Finesse Wits Dexterity Manipulation
Resistance Resolve Stamina Composure

Skills Other Traits
Mental
(-3 unskilled)
Academics
Computer
Crafts
Investigation
Medicine
Occult
Politics
Science

Physical
(-1 unskilled)
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry

Social
(-1 unskilled)
AnimalKen
Empathy
Expression
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge
Merits
I
Willl
Always
Win
No
Matter
Freaking
What
Man

Flaws
Vitae Addiction

Disciplines
Quietus
Celerity
Potence
Gift Of Clothos
Obsfucate
Obtenebration
Path Of Destruction
Path Of Flames
Blood Magic


Size:5
Defense:5
InitiativeMod:10
Speed:15
Experience:0
Armor:0
Health

Willpower

Vitae

Blood Potency

Humanity
10
9
8
7
6
5
4
3
2
1

Equipment
Kukuri +2 Dice Pool (ATK) (L) 9 Again
Kukrui +2 Dice Pool (ATK) (L) 9 Again
Katana +4 Dice Pool (ATK) (L) 9 Again
Sniper Rifle +5 Dice Pool (ATK) (B)
Garrote (ATK) (L) 6 Again
Additional Information
Zan and Boris' Brujah sire, Raven, was a top priority mark. He took her out with ease...This how ever left him with a serious problem. The 13 ruling vampire clans require all neonate vampires to be trained and disciplined by their sire. Apon completion of his mission, the preciding prince of the city, Kraven Hawkester Commanded Ahzim to train these two neonate vampires in the way of the masquerade. Ahzim took these neonates under his wings as apprentice assassins, handleing low priority marks. Ahzim set up a system for assassination missions...When ever the two vampires are sent on a mission, they are required to study their mark for no less then 1 week, then to eliminate him/her with minimal collateral casualties, utmost efficiency, and without EVER being caught or breaking the rules of the masquerade. To prove the completion of a mission, the young vampires are provided one white feather inside the mission envelope describing the mission criteria. They must soak the feather in the blood of their mark AFTER killing him/her, and return the feather to Azhim. In the improbable chance they are assigned to eliminate a vampire, they are required to fill a pint sized vial of the vampire vitae BEFORE the vampire is slain, and then required to collect the ash particles of the slain vampire on the feather, and return it to Azhim.
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines 3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Humanity = 7•Vitae = d10 roll