Name:Amaranth Concept: Seeming:Fairest
Player: Virtue:Hope Kith:Flowering
Chronicle: Vice:Lust Court:

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
Natural Immunity
Striking Looks
Harvest(Emotions)
New Identity

Flaws

Contracts
Vainglory
Mirror
Fleeting Spring

Pledges
Health
Willpower

Wyrd
Glamour

Clarity
10
9
8
7
6
5
4
3
2
1

SeemingBlessing:Fairest of Them All
SeemingCurse:One of the Fairest
Size:5
Speed:9
Defense:2
Armor:
InitiativeMod:4
Experience:
Additional Information
Specialty Persuasion: Seduction
Specialty Subterfuge: Deflecting Trouble
Specialty Socialize: Changelings
Specialty Athletics: Running
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • 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 • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 1/2 maximum (determined by Wyrd).