Hans, Dizney chief of security

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Name: Hans Player: NPC Chronicle: The Dizney game
Concept: Master of security Virtue: Vice: Single-mindedness
Plan: Covenant: Carthian Coterie: Margarite Scanlon, Dizney
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Attributes

Intelligence: Strength: Presence:
Wits: Dexterity: Manipulation:
Resolve: Stamina: Composure:
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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)
Animal ken  
Empathy  
Expression  
Intimidation  
Persuasion  
Socialize  
Streetwise  
Subterfuge  

Merits

Resources  

Flaws

Flaws go here

Disciplines

Animalism  
Auspex  
Resiliance  
Vigor  
Celerity  
Size: 7
Defense: 5
Initiative modifier: +8
Speed: 10
Experience: n/a
Armor: 7

Health

Willpower

Vitae


Blood potency

Humanity

10  
9  
8  
7  
6  
5  
4  
3  
2  
1  

Equipment

He has at his disposal the full resources of the Dizney security services. This includes crowd control materials and training, as well as standard riot gear, weapons, and security/grounds information. He has a security staff and associated employees, about a fifth of whom are at the moment missing.

Disciplines/Devotions

Brainwashing - Presence (3) + Intimidation/Persuasion (3/2) vs. Resolve + Stamina. Extended and contested. Each roll is for 3 hours duration. -1 to -3 to target dice pool if combined with abuse/torture or performed by a friend/family member.

Animal ken - Manipulation (3) + Animal Ken (3) + Animalism (3) Communicate with animals. Specialization: werewolves.

Obedience - Prescence (3) + Animal Ken (3) + Animalism (3) - victim's Composure. Creature obeys the command to the best of its abilities. Specialization: werewolves.

Call of the Wild - Prescence (3) + Animal Ken (3) + Animalism (3). 100 yards for every success. Every animal within that range of the type is summoned.

Heightened senses

Aura perception

Resiliance - +1 stamina, +1 health per dot in the discipline (3) when activated (1BP per scene). Agg damage is lethal instead.

Vigor - same as Resiliance, but for strength. Does not increase health or affect agg damage.

Celerity

Body of Will - Composure (4) + Athletics (4) + Resiliance (3) Ignore wound penalties for one turn per success.

Lessons in the Steel - Resolve (4) + Investigation (5) + Resiliance (3) - victim's Resolve. Remove one die from the pool for each piece of information desired (up to 5). Requires only one success.

Quicken sight - +5 dice to a Wits + Composure roll to see fast-moving creatures with clarity. Lasts for one scene.