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View Full Version : Menachem Cohen (Parzival's Character) -- RETIRED 11/12/08


Parzival
03-24-2007, 07:13 PM
Menachem Cohen 300pts. Malkavian

Quirks -5
-1 Believes discovering the secret name of God will redeem him
-1 Will not buy anything of German or Japanese origin
-1 carries a cane
-1 wears a kipa and beard
-1 tries to protect members of his herd

Disads -50
-10 Delusion: Kabbalah holds the secrects of the multiverse
-5 Delusion: The unseen potentialities of all the multiverse and all diminsions always surround us
-5 Disciplines of Faith: Ritualism
-5 Curious
-5 Intolerance: Muslims
-5 Triskadekaphobia (fear of the number 13)
-5 Overweight
-10 Voices (disturbing)
* Reputation -1 scientists and paranormal debunkers (offsetting)

Ads 118
3 Concealed Weapons Permit (Texas)
20 Wealth
0 Status 1 Lvl (human society)
10 Voice
5 Lightning Calculator
5 1 Lvl Charisma
5 1 Lvl Alertness
10 Ally Group (herd) 18 individuals, 9 or less
10 Contacts (1 connected street, 1 police (archon), 2 business (gem trade) all somewhat reliable)
* Reputaion +1 conspiracy theorists and others interested in fringe science (offsetting)
50 "Secret" Advantage with "secret" limitation (It would be posted if ya'll hadn't been speculating.)

Vampire Package 45
0 13th Gen

Attributes 100
20 ST 12
0 DX 10
60 IQ 15
20 HT 12
0 Humanity 12
0 All Will scores 16 (maximum effective of 14)
0 Perception 17 (+Auspex Mods)

Disciplines 32
10 Auspex Power Level 5
2 Heightened Senses IQ-2 (+4)
2 Aura Perception IQ-2 (+3)
2 The Spirit's Touch IQ-2 (+2)
2 Unveil the Shrouded Mind IQ-2 (+1)
2 Abandon Earthly Form IQ-2
6 Dominate Power Level 3
2 Command the Wearied Mind IQ-2 (+2)
2 Mesmerize IQ-2 (+1)
2 The Forgetful Mind IQ-2

Skills 60
0 Savior-Faire (default from Status) IQ+2
0 Language (English) MA (default) IQ
4 Guns PE DX+2 (+2)
8 Broadsword PA DX+2
1 Accounting MH IQ-2
2 Acting MA IQ (modifiers)
1 Area Knowledge (Gem Trade) ME IQ
4 Brawling PE DX+2
0.5 Computer Operation ME IQ-1
4 Detect Lies MH IQ
4 Diplomacy MH IQ (+2 or more)
1 Driving PE DX
0.5 Economics MH IQ-3
1 Fast-Draw (Gun) PE DX
1 Fast-Talk MA IQ (+2 or more)
0.5 First Aid ME IQ-2
1 Forgery MH IQ-2
4 Jeweler MH IQ
1 Hidden Lore (Kabbalah) MA IQ
1 Hidden Lore (Numerology) MA IQ
1 History MH IQ-2
4 History (Estoric) IQ
1 Holdout MA IQ
2 Language (Hebrew) MA IQ+1
1 Language (Greek) MA IQ
1 Language (Latin) MA IQ
4 Mathmatics MH IQ
2 Physics (String Theory,Quantum) MH IQ-3 (IQ+4 Specialized)
2 Probability Physics MVH IQ-2
1 Psychology MH IQ-2
1 Theology (Jewish) MH IQ-3 (IQ+3 Specialized)
0.5 Typing PE DX-1

Important possessions:
Cane- ebony inlaid with silver inscribed with Epicurus quote: "Death is nothing to us, since when we are, death has not come, and when death has come, we are not." Gift from sire just before he disappeared.
Car- Cadillac
House- With redundant security systems, hermetically sealed basement steel-reinforced concrete.
Wardrobe of professional attire
Assorted scrolls and ancient manuscripts
Assorted gems
Handgun- IMI Jericho 945, compact pistol chambered for .45 ACP-holds 7 rounds
Cell phone- BlackBerry 7130e

Before his embrace, Menachem was an up-and-comer in fringe science circles. His speeches about string theory proving the existance of multiple overlapping universes were quite popular, as was his statement that this could be proven through the principles of quantum uncertainty. His sire was evidently a large fan of his, and gained permission to embrace him before the results of Menachem's experiments became known.
At this point, Menachem faded into the background, his critics certain in disgrace. Menachen borrowed seed money from some relatives in the business and began establishing himself as a wholesaler in the gem market. He has become outstandingly successful in a very short time.
He has made a point of staying clear of vampire politics, but has kept his ear to the ground, and is familiar with the powers that be, and how they gained that power. Menachem isn't happy about being a vampire, but he isn't suicidal. He has decided to make the best of things.
Less than a month ago, his sire left him an ornamental cane, and then disappeared. Menachem has made inquiries, but his sire's whereabouts are unknown.

Detritus
03-24-2007, 10:39 PM
You overspent on your discipline levels -- they are 2 pts./level, not 5. But that's OK, because characters are 300 points, not 345. I originally had them at 300, bumped it to 345 because that's the level at which all my pre-gen PCs were built at, then went back down to 300 after everyone decided to build their own characters. We have to knock 45 points off the build as written.

We save 24 points with the disciplines being bought at their actual cost. I'm going to put another -10 worth of limitations on your Hoo-Hah advantage, which I'll PM you about in a little bit. Your -10-point delusion for being a Malk doesn't count against the usual -40 disad. limit, so you can pick another -10 worth of disadvantages. That would leave you with needing to shave off 1 point somewhere else in the build, or 11 points if you didn't want to take another disadvantage beyond the ones you've already taken. After those adjustments, I think we're all set.

We should be ready to go ahead with the game while we're ironing out the crunch, too...

Parzival
03-25-2007, 02:01 AM
Added
-10 Voices (disturbing)

Changed
2 Driving DX+1
to
1 Driving DX

I'll PM you about the further limitation on the hoohah.

SD Anderson
03-25-2007, 06:01 AM
0 All Will scores 16 (maximum effective of 14)



A point of note: The rules of 3rd edition do not restrict Will to 14. They restrict FRIGHT CHECKS to will or 14, whichever is lower.

So Mr. Cohen should have a 16 will for almost all purposes.

Kalzazz
03-25-2007, 06:19 AM
Actually on the top of page 93 where it discusses Will checks

"On a successful Will roll, the character overcomes his fear, bad impulse, or whatever. On a failed roll, the character is frightened or gives in to the "lower impulse," whatever that is. Any Will roll of 14 or over is an automatic failure."

So the Max effective is really 13 if 14 is a failure