Created 10/23/2011
Played By Chris Harmon
1 Game Sessions
Vampire: The Masquerade 20th Anniversary
Alejandro Hugo Montoya
Phoenix Gaming Club
Nature: Conniver
Clan: Lasombra
Demeanor: Guru
Generation: 11
Concept: Pack Priest
Sire: Roberta Huerta
Attributes
Physical
Strength Filled Circle Filled Circle Empty Circle Empty Circle Empty Circle Empty Circle
Dexterity Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle Empty Circle
Stamina Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle Empty Circle
Social
Charisma (Eloquent) Filled Circle Filled Circle Filled Circle Filled Circle Filled Circle
Manipulation (Persuasive) Filled Circle Filled Circle Filled Circle Filled Circle Empty Circle
Appearance Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle
Mental
Perception Filled Circle Filled Circle Empty Circle Empty Circle Empty Circle
Intelligence Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle
Wits Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle
Virtues & Pools
Conscience/Conviction 3
Self-Control/Instinct 3
Courage 4
Willpower 6
Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle
Blood Pool (12/1) | Hunger < 47 minus 3 Self-Control or Instincts
Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle
Empty Circle Empty Circle
Abilities
Health
Bruised    
Hurt -1  
Injured -1 1/2 run speed
Wounded -2 no run; move or attack only
Mauled -2 3 yards/turn max
Crippled -5 1 yard/turn max
Incapacitated   no move
Path of Cathari 4
     Bearing — Seduction (affects rolls regarding tempting others) (0)
Current XP Total 0 (Spent XP 225)
Talents — Alertness 3, Athletics 2, Awareness 2, Brawl 3, Empathy 1, Expression 0, Intimidation (Veiled Threats) 4, Leadership 3, Streetwise 1, Subterfuge 3

Skills — Animal Ken 0, Crafts 0, Drive 2, Etiquette 1, Firearms 1, Larceny 2, Melee 3, Performance 1, Stealth 3, Survival 0

Knowledges — Academics 2, Computer 0, Finance 0, Investigation 1, Law 0, Medicine 2, Occult (Rituals) 5, Politics 1, Science 1, Technology 0

Languages — English, Latin, Spanish

Movement
Walk = 7 yards/turn | Jog = 12 + Dex yards/turn | All-Out Run = 20 + (3 x Dex) yards/turn
     May move at up to half max run speed and take an action or attack.
     May move while taking an action at a -1/yard dice pool penalty.

Combat
Maneuver Roll Dif Accuracy Damage Type
Bite1 Dex + Brawl 6 +1 Str +1 aggro
Clinch Str + Brawl 6 Str bash
Hold Str + Brawl 6
Kick Dex + Brawl 7 Str +1 bash
Strike Dex + Brawl 6 Str bash
Sweep Dex + Brawl/Melee 7 Str; knockdown bash
Tackle Str + Brawl 7 Str +1 bash
1 Must first perform successful clinch, hold, or tackle.
Initiative
Dex + Wits + 1d10
                   
Armor 0 | Penalty to Dex-based checks 0
Soak 53 Stamina score plus 2 Fortitude 0 Armor
Block = Dex + Brawl (lethal and aggro only with Fortitude or armor)
Dodge = Dex + Athletics
Parry = Dex + Melee (may damage attacker)
Weapon Roll Dif Damage Range Rate Cap Conceal
Gear (Carried)

cross, 2 grams of cocaine, iPhone, sunglasses


Advantages & Weaknesses
Backgrounds — Generation 2, Resources 1, Rituals 3, Status 1

Weakness — Cast no reflections.

Blood Bond/Vinculum — Andrew Williams - 5 | Annalisa Wellington - 7 | Hakim al-Bariq - 8 | Jean-Luc Rouzier - 5

Disciplines — Dominate 2, Fortitude 2, Obtenebration 4, Potence 3, Thaumaturgy 3 (primary path—The Path of Blood 3; secondary paths—Path of Conjuration 2)

  • Dominate 1—Command ● Lock eyes and speak a one-word command. ● System Roll Manipulation + Intimidation (difficulty target's current Willpower). More successes means activity lasts longer and more vigor. Cannot be ordered to directly harm self, and nonsense is ignored (for example, "Die!" cannot be obeyed). ● V20, pg. 152.
  • Dominate 2—Mesmerize ● Verbally implant a false thought or hypnotic suggestion in subconscious mind. Both you and target must be free of distraction. It may be activated immediately or trigger later. ● System Roll Manipulation + Leadership (difficulty target's current Willpower). At one or two successes, the subject cannot be forced to do anything that seems strange to him. At three or four successes, the victim will do most things that do not endanger him. At five successes, the victim will obey most any order accept harm himself or betray his Nature. ● V20, pg. 152.
  • Obtenebration 1—Shadow Play ● Animate existing shadows and darkness into tangible oppressive forms. ● System No roll required, but spend a blood point. Being cloaked adds 1 to Stealth dice pools and one to the difficulties of ranged weapon attacks. Add one die to Intimidation dice pools. Opponents plagued by strangling shadow reduce Stamina dice pools by one; air-breathers reduced to 0 Stamina begin to asphyxiate. Only one target or subject may be affected at once although a small motionless group can benefit from concealment. Mortals seeing this power make a Courage roll (difficulty 8) or suffer a one-die penalty to all dice pools for the remainder of the scene. ● V20, pg. 188.
  • Obtenebration 2—Shroud of Night ● Create a cloud of inky choking blackness obscuring light and sound that can be moved with intense concentration. ● System Roll Manipulation + Occult (difficulty 7), with success creating 10 foot diameter cloud. Each additional success doubles diameter. May be invoked up to 50 yards away, out of line of sight requires blood point and increases difficulty by 2. Extinguishes light and muffles sound, even to Heightened Senses and similar disciplines. Reduces Stamina by 2 like Shadow Play and likewise requires Courage rolls from mortals. ● V20, pg. 189.
  • Obtenebration 3—Arms of the Abyss ● Create prehensile tentacles that may grasp, restrain, and constrict foes. ● System Spend a blood point, and make a simple Manipulation + Occult roll (difficulty 7); each success enables the creation of a single six-foot long tentacle with Strength and Dexterity equal Obtenebration score plus Potence or Celerity for Str and Dex respectively. Each has 4 health levels, suffers damage from fire and sunlight, and soaks with your Stamina + Fortitude. Tentacles may constrict at Strength +1 lethal damage per turn. Breaking free requires resisting Strength roll (difficulty 6). Tentacles may not be used for any kind of manipulation such as typing or driving. ● V20, pg. 189.
  • Obtenebration 4—Black Metamorphosis ● Merge with black tentacles to become a shadow monster. ● System Spend two blood points and roll Manipulation + Courage (difficulty 7) and transform in two turns. A botch inflicts two lethal health levels. Grow four tentacles with your Strength, Dexterity, Potence, and Celerity scores. Touched opponents subtract two dice from Stamina like Arms of the Abyss (not cumulative). Make one additional attack at no penalty. Fully aware in pitch darkness. Mortals viewing you must make Courage rolls (difficulty 8) or panic like Rotschreck. Add 3 dice to Intimidation dice pools. ● V20, pg. 189.
  • Path of Blood 1—A Taste for Blood ● Touch subject's blood and determine vitae level, if subject is vampire, how recently he fed, approximate Generation, and with 3 or more successes if he has committed diablerie. ● System Spend a blood point, and make a Willpower roll (difficulty 4). Successed determine amount and accuracy of information. ● V20, pg. 213.
  • Path of Blood 2—Blood Rage ● Cause another vampire to expend a blood point in a manner he normally could (enhance physical attributes, heal, activate a discipline, and so on). ● System Spend a blood point, and make a Willpower roll (difficulty 5). Touch subject. Each success also increases difficulty to resist frenzy by one. ● V20, pg. 213.
  • Path of Blood 3—Blood of Potency ● Once per night, cause own blood to become more effective. ● System One success on a Willpower roll allows you to lower your Generation by 1 step for 1 hour. Each additional success either lowers one more step or extends duration by 1 hour. ● V20, pg. 213.
  • Path of Conjuration 1—Summon the Simple Form ● Conjure simple inanimate objects out of thin air. ● System Successes determine quality. Each additional turn, spend Willpower to keep object in existance. ● V20, pg. 221.
  • Path of Conjuration 2—Permanency ● Make conjurations permanent. ● System Invest three blood points in an object to make it real. ● V20, pg. 221.

Thaumaturgical Rituals — Requires Intelligence + Occult roll (difficulty 3 + ritual level, max 9).

  • Defense of the Sacred Haven ● Level 1 ● Ritual prevents sunlight from falling within 20-foot radius that lasts as long as you don't leave the radius. ● System Spend a blood point and 1 hour to enact ritual. ● V20, pg. 230.
  • Recure of the Homeland ● Level 2 ● Mix blood and dirt from your homeland to make a healing paste. ● System Mix two blood points with dirt from your home city or town of mortal birth. One handful will heal one aggravated wound on you only, and only one handful may be used per night. ● V20, pg. 234.
  • Clinging of the Insect ● Level 3 ● Cling to walls and ceilings like a spider. ● System Place a live spider under your tongue and move at half normal rate clinging to walls and ceilings. Lasts for one scene or until you spit out the spider. ● V20, pg. 235.

Morality
Willpower Recovery from Nature — Regain a point of Willpower whenever you trick someone into doing something for you, or when you convince someone to help you against their own best interests.

Hierarchy of Sins
10. Exercising restraint
9. Showing trust
8. Failing to pass on the Curse to passionately wicked or virtuous
7. Failing to ride the wave in frenzy
6. Acting against another Cathari follower
5. Impassioned killing
4. Sacrificing gratification for someone else's convenience
3. Refraining from indulgence
2. Arbitrary killing
1. Encouraging others to exercise restraint


Biography
Age 68
Date of Birth June 2, 1943
Nationality Spanish
Hair Black
Eyes Brown
Race Hispanic
Height 5'9"
Weight 182 lbs.
Gender Male
Alejandro Montoya Appearance — Sauve and smooth, with dashing good looks and an air of mystery and danger. Often smiles with perfect teeth, promising excitement, danger, and doom.
Mannerisms — Projects an air of respect and authority, smiling often, always seeming above reproach until the claws come out.
History — Alejandro was an emergency "shovelhead" years ago, recruited as battle fodder. Using his charisma and wits, he not only survived his first nights, he thrived. Before long, he was learning from the pack priest and eventually replaced him. He is now an expert in Sabbat occult rituals. He lives to indulge his vampiric nature and is the posterboy of the Sabbat lifestyle. He makes an excellent leader, but his relatively high generation prevents him from rising too far in the ranks, a fact that makes him furious. He grudgingly plays second fiddle to the pack leader but takes opportunities to win pack members to his side.
Defeated Enemies — None
Vampire: The Masquerade 20th Anniversary Edition © CCP hf. ● Phoenix Gaming Club ● Last Played 10/04/2014