Created 10/22/2011
Played By Andrew Renfrow
1 Game Sessions
Vampire: The Masquerade 20th Anniversary
Jean-Luc Pierre Rouzier
Phoenix Gaming Club
Nature: Creep Show
Clan: Serpents of the Light
Demeanor: Sadist
Generation: 8
Concept: Voodoo Bokor
Sire: Anton LeBou
Attributes
Physical
Strength Filled Circle Filled Circle Filled 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 (Forceful) Filled Circle Filled Circle Filled Circle Filled Circle Empty Circle
Manipulation (Liar) Filled Circle Filled Circle Filled Circle Filled Circle Empty Circle
Appearance Filled Circle Filled Circle Empty 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 2
Self-Control/Instinct 2
Courage 4
Willpower 7
Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle
Blood Pool (15/3) | Hunger < 57 minus 2 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 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 Caine 4
     Bearing — Faith (affects rolls regarding scholarly image) (0)
Current XP Total 0 (Spent XP 225)
Talents — Alertness 2, Athletics 1, Awareness 2, Brawl 3, Empathy 2, Expression 0, Intimidation 3, Leadership 3, Streetwise 1, Subterfuge 3

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

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

Languages — English, French, Portuguese

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)

Android phone, black cloak, gris-gris bag, hiking boots, sunglasses


Advantages & Weaknesses
Backgrounds — Contacts 2, Generation 5, Resources 1, Status 2

Merits & Flaws —

  • Efficient Digestion (3 pt. Merit) ● When feeding, you gain an additional point to your blood pool for every two points of blood you consume.
  • Lucky (3 pt. Merit) ● You may repeat any three failed rolls per story, including botches, but you may try only once per failed roll.

Weakness — Suffer two additional health levels of damage from sunlight, and add a one-die penalty to all rolls when subject to bright light of any kind.

Blood Bond/Vinculum — Alejandro Montoya - 3 | Andrew Williams - 5 | Annalisa Wellington - 8 | Hakim al-Bariq - 9

Disciplines — Dominate 1, Fortitude 2, Necromancy 4 (primary path—Sepulchre Path 4; secondary paths—Bone Path 3), Obfuscate 1, Potence 1, Presence 2, Serpentis 3

  • Bone Path 1—Tremens ● Cause a corpse to shift once, such as an arm flop, sit up, eyes open, or such. ● System Spend a blood point and roll Dexterity + Occult (difficulty 6). One success allows an immediate twitch while 5 successes allows a condition (such as when a person enters the room, sit up and open eyes). The corpse can never attack or cause damage. ● V20, pg. 164.
  • Bone Path 2—Apprentice Brooms ● Animate corpses to perform mindless labor. ● System Spend both a blood and Willpower point and roll Wits + Occult (difficulty 7) with the number of successes indicating how many corpses can be animated. State task and corpses work until completed (and the collapse) or something (including time) destroys them. ● V20, pg. 164.
  • Bone Path 3—Shambling Hordes ● Animate zombies to attack or carry out orders. ● System Spend a Willpower point and roll Wits + Occult (difficulty 8), with each success allowing an additional zombie to rise. Spend a blood point per zombie. Each can follow one simple instruction. Capable of waiting theoretically forever to fulfill task. ● V20, pg. 165.
  • 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.
  • Obfuscate 1—Cloak of Shadows ● Hide in shadows. ● System Remains unnoticed as long as staying silent, still, and under some degree of cover and out of direct light. Deception cannot stand up to concentrated observation. High Auspex may notice. ● V20, pg. 185.
  • Presence 1—Awe ● Sway others to your opinion. Weak want to agree with you, and the strong-willed find themselves outnumbered. ● System Spend a blood point and roll Charisma + Performance (difficulty 7). Successes determine how many are affected. ● V20, pg. 194.
  • Presence 2—Dread Gaze ● Reveal horrific vampire visage and terrify the target. ● System Roll Charisma + Intimidation (difficulty victim's Wits + Courage), success indicates cowed and failure means just startled. Three or more successes victim flees. Each success subtracts one from victim's action dice pools next turn. ● V20, pg. 194.
  • Sepulchre Path 1—Witness of Death ● Perceive ghosts of the dead. ● System Roll Perception + Awareness (difficulty 5), success allows you to see ghosts. A botch means you can see only the dead suffering a +3 difficulty to most vision-based Perception rolls and attacks. Ghosts can notice you using this power with Perception + Alertness (difficulty 7). ● V20, pg. 160.
  • Sepulchre Path 2—Summon Soul ● Call a ghost for a conversation; you must know the name of the ghost, have seen it, or have an object important to the ghost. ● System Spend a blood point and roll Manipulation + Occult (difficulty 7 or ghost's Willpower, whichever is higher). Not all who die become ghosts. A botch summons a spectre of another soul. Once summoned, the ghost may not leave out of sight but may attack. Spend a Willpower point to dismiss (unless you botched). ● V20, pg. 161.
  • Sepulchre Path 3—Compel Soul ● Command a ghost, for a while. ● System Must meet same requirements as Summon Soul. Spend a blood point and roll Manipulation + Occult resisted by ghost's Willpower (difficulty 6 for both). Net successes determine degree and duration of control. ● V20, pg. 161.
  • Sepulchre Path 4—Haunting ● Bind summoned ghost to a location or maybe an object. ● System Spend a blood point while in location or touching object, then bring forth spirit (such as Summon Soul). Roll Manipulation + Occult (difficulty equal to target's current Willpower if resisted, minimum 4). Increase difficulty by 1 if an object. Decrease difficulty by 1 if you have part of the corpse and know the ghost's name. Each success binds ghost for one night, a week for a Willpower point, or a year for a permanent Willpower. ● V20, pg. 162.
  • Serpentis 1—Eyes of the Serpent ● Mortals meeting your gaze are immobilized. ● System No roll required, but avoided if mortal will not meet gaze. Vampires and other supernaturals can be affected by succeeding on a Willpower roll (difficulty 9). If attacked or otherwise harmed, supernaturals may spend a Willpower to break the spell. ● V20, pg. 209.
  • Serpentis 2—Tongue of the Asp ● Forked razor-edged snake tongue can lash out up to 18 inches. ● System Tongue deals aggravated damage (difficulty 6, Strength damage) and has same effect on mortals as the Kiss. Using flicking tongue, halves any penalties relating to darkness. ● V20, pg. 209.
  • Serpentis 3—Skin of the Adder ● Transform into a humanoid serpent with extended mouth, mottled skin, and extreme flexibility. ● System Spend a blood and Willpower point, reduce soak difficulty to 5, use Stamina to soak claws and fangs, add one die to bite damage, and slip through any opening large enough to slip head through. Appearance drops to 1. ● V20, pg. 210.

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

  • Insight ● Level 1 ● Stare into a corpse's eyes for five minutes and witness its final moments. ● System Make a normal roll, with successes determining detail and length of vision. On a botch, witness your own death and roll Rotschreck. ● V20, pg. 177.
  • Puppet ● Level 2 ● Prepare a subject for ghostly possession. ● System Make a normal roll, over one hour, smearing grave soil over the subject. For the remainder of the night, any wraith attempting to take control gains two automatic successes. ● V20, pg. 179.
  • Tempesta Scudo ● Level 3 ● Make a protective blood circle against ghosts. ● System Dance for one combat turn, rolling Dexterity + Performance (difficulty 6 or 7 in combat), bite through own lip for 1 bashing damage, and spit 1 blood point. Roll ritual roll. If successful, ghost difficulty on rolls in circle increase +2. ● V20, pg. 181.
  • Baleful Doll ● Level 4 ● Craft a voodoo doll. ● System Hand-craft a doll, Stamina + Crafts (difficulty 8), over 4 to 5 hours. Injuring the doll causes six dice of bashing damage. Destroying the doll causes six dice of lethal damage. ● V20, pg. 181.

Morality
Willpower Recovery from Nature — Regain a point of Willpower whenever someone recoils from you in horror or otherwise reacts in fear.

Hierarchy of Sins
10. Failing to engage in research nightly
9. Failing to instruct others in the Path of Caine
8. Befriending or co-existing with mortals
7. Disrespecting to other students of Caine
6. Failing to ride the wave in frenzy
5. Succumbing to Rotschreck
4. Failing to diablerize a "humane" vampire
3. Failing to regularly test limits of abilities and Disciplines
2. Failing to pursue lore about vampirism
1. Denying vampiric needs


Biography
Age 91
Date of Birth April 28, 1920
Nationality Haitian
Hair Black
Eyes Brown
Race Black
Height 6'1"
Weight 217 lbs.
Gender Male
Jean-Luc Rouzier Appearance — Tall dreadlocked Haitian man with fine clothes and black cloak. He is decked out in feathers, beads, bones, and other voodoo trinkets.
Mannerisms — Cold, calculating, and utterly wicked, he tries to intimidate others and gains immense satisfaction when others are afraid.
History — Jean-Luc was a powerful voodoo bokor in his naitive Haiti and gained quite a reputation. He was Embraced due to his knowledge of the supernatural and willingness to do anything for power. He greedily hoards power to himself, whether political or supernatural.

Jean-Luc is the undisputed leader, Dictus, of the Sabbat pack. He rules through intimidation, fear, blood bond, and brutality. He does not value human life, seeing mankind as cattle. He encourages his pack to revel in their vampiric powers and test themselves to the limit.

Defeated Enemies — None
Vampire: The Masquerade 20th Anniversary Edition © CCP hf. ● Phoenix Gaming Club ● Last Played 10/04/2014