Name:Dorian Gray Concept:Diseased Oracle Clan:Mekhet
Player:Pandorym Virtue: Covenant:Circle of the Crone
Chronicle:Lights in the Darkness Vice: 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
Feeding Grounds (Output Nightclub)
Haven
Resources
Safe Place
Status (Circle of the Crone)
Status (City)

Flaws

Disciplines
Auspex
Cruac
Resilience


Size:5
Defense:3
InitiativeMod:5
Speed:9
Experience:
Armor:0
Health

Willpower

Vitae

Blood Potency

Humanity
10
9
8
7
6
5
4
3
2
1

Equipment
Additional Information
EXPERIENCE
-Beats: 0
-Experiences: 0
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HEALTH (9)
[][][][][][][][][]

/ = Bashing Damage
X = Lethal Damage
# = Aggravated Damage
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VITAE (BP 1)
-Maximum attribute limit of 5
-Maximum blood pool of 10
-Able to spend 1 Vitae per turn
-Can feed on animal, human, and Kindred blood
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MASK
Dorian is a 'Guru'. He lives to learn, and to impart that knowledge to others. He’s a repository and font of wisdom on every topic he can manage to study.

Single Willpower: Give advice that someone uses to succeed.

All Willpower: Give protected, dangerous information without asking for payment.
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DIRGE
Dorian is an 'Idealist'. He sees a better future, and all things exist within the context of that eventuality. He never accepts compromise, only recognizing a perfect achievement of his goal.

Single Willpower: Deny a compromise that would water down your ideal.

All Willpower: Refuse safety for fear of abandoning your ideal’s purity.
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CLAN BANE (THE TENEBROUS CURSE)
Mekhet blood is the blood of shadows. Their Requiem is one of secrecy and symbolism. For this reason, Mekhet each suffer a single Bane that is not tied to a breaking point. When the Mekhet reaches Humanity 6, choose a Bane. This Bane counts toward the three Banes a vampire is allowed, so a Mekhet is less able to mitigate detachment. As well, consider a Mekhet’s Humanity to be one dot lower for all Humanity-based Banes (including sunlight and torpor).
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BLOODLINE
-Morbus
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BLOODLINE BANE (THE DISEASED CURSE)
Morbus can only feed off of the blood of those who are sick - whether a simple flu or terminal cancer, it doesn't matter. A Morbus attempting to feed off non-diseased blood immediately throws it back up, gaining no nourishment and Vitae from it.
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BLOODLINE DISCIPLINES
-Auspex
-Celerity
-Obfuscate
-Resilience
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ASPIRATIONS
-Learn a new Cruac ritual
-Help someone who's been outcast by others
-Raise my Blood Potency
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TOUCHSTONES
-Jada Ferry, NYPD Detective
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SKILL SPECIALTIES: +1 Dice to Skill Rolls
-Empathy (Motives)
-Occult (Rituals)
-Stealth (Moving Quietly)
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DISCIPLINE POWERS (AUSPEX)
-Beast's Hackles (•)
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DISCIPLINE POWERS (CRUAC RITUALS)
-Pool of Forbidden Truths (•)
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DISCIPLINE POWERS (RESILIENCE)
-Persistent: Add Resilience dots to Stamina. Downgrade one aggravated damage to lethal per dot of Resilience, except for damage caused by sunlight.
-Active: Spend Vitae for multiple effects; such as subtracting Resilience dots from non-Bane damage, or subtracting Resilience dots from damage caused by fire or other Banes except sunlight.
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CACHEXY DEVOTIONS
-Infection
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GEAR
-Desert Eagle (3L)
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EXPERIENCE COSTS
Attribute: 4 Experiences
Merit: 1 Experience
Skill: 2 Experiences
Skill Specialty: 1 Experience
Clan Discipline: 3 Experiences
Out-of-Clan Discipline: 4 Experiences
Coil of the Dragon, within chosen Mystery: 3 Experiences
Coil of the Dragon, outside chosen Mystery: 4 Experiences
Crúac: 4 Experiences
Theban Sorcery: 4 Experiences
Blood Sorcery Ritual: 2 Experiences
Scale of the Dragon: 2 Experiences
Humanity: 2 Experiences
Blood Potency: 5 Experiences
Lost Willpower Dot: 1 Experience
Devotion: 1 Experience per dot, halved and rounded down
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