Sheet:Gene Kendrick

Overview

 * Name: Gene Kendrick
 * Virtue: Justice
 * Vice: Wrath
 * Concept: Real man dealing with unreal situations
 * Clan: Gangrel
 * Bloodline: Officium Reus (Sire's Bloodline)
 * Covenant: Ordo Dracul (Scribe of Hunger Status 1)
 * Experience: 1/681
 * Height: 5'8" Weight: 250
 * Eyes: Blue Hair: Brownish Red w Grey streaks
 * DoB: 10/04/1971 DoE: 12/30/2007

Main Article
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Attributes
Power:      Strength  ●●●●   Presence       ●●●    Intelligence ●●● Finesse:    Dexterity ●●●    Manipulation   ●●●    Wits         ●●● Resistance: Stamina   ●●●    Composure      ●●●    Resolve      ●●

Skills
Mental                  Physical                 Social (-3 Unskilled)          (-1 Unskilled)          (-1 Unskilled) Academics:    ●●        Athletics: ●●           Animal Ken:   ●●● Computer:     ●         Brawl:     ●●●●         Empathy:      ● Crafts:       ●●●       Drive:     ●●           Expression:   ● Investigation: ●●       Firearms:  ●            Intimidation: ●●● Medicine:     ●         Larceny:   ●            Persuasion:   ● Occult:       ●●        Stealth:   ●●           Socialize:    ● Politics:     ●         Survival:  ●●           Streetwise:   ●● Science:      ●●        Weaponry:  ●●●          Subterfuge:   ●

Specialties

 * Academics (Finance)
 * Animal Ken (Canines)(Ghouls and Enthralled)(Predators)(Training(All))
 * Brawl (Boxing/Grappling/Tooth & Claw)
 * Crafts (Vehicles)
 * Drive (RV)
 * Empathy (Aura Perception)
 * Intimidation (Dominance)
 * Investigation (Heightened Senses)
 * Medicine (Ghouls and Enthralled)(Vet)
 * Occult (Coil Theory)(Ghouls and Enthralled)
 * Politics (Vampire)
 * Persuasion (Southern Charm)
 * Socialize (Southern Charm)
 * Subterfuge (Half Truths)
 * Survival (Tracking)
 * Weaponry (Machete)

Disciplines

 * Animalism: ●●●●●
 * Feral Whispers: Cost: — Dice Pool: Manipulation(3) + Animal Ken(3) + Animalism(5) + Mods Action: Instant
 * Obediance: Cost:— Dice Pool: Presence(3) + Animal Ken(3) + Animalism(5) + Mods - Animal’s Composure + Mods Action: Instant
 * Call of the Wild: Cost:1 Vitae Dice Pool: Presence(3) + Animal Ken(3) + Animalism(5) + Mods Action: Instant
 * Subsume the Lesser Spirit: Cost:1 Vitae Dice Pool: Manipulation(3) + Animal Ken(3) + Animalism(5) + Mods VS Animal’s Composure + Mods Action: Contested
 * Leashing the Beast(Self): Cost:1 Vitae Dice Pool: Manipulation(3) + Empathy (1) + Animalism(5) + Mods Action: Instant
 * Leashing the Beast(Others): Cost:1 Vitae Dice Pool: Manipulation(3) + Empathy (1) + Animalism(5) + Mods VS Target’s Composure + Blood Potency Action: Contested

AURA SIGNIFIERS: Afraid (Orange), Aggressive (Purple), Angry (Bright Red), Bitter (Brown), Calm (Light Blue), Compassionate (Pink), Conservative (Lavender), Depressed (Gray), Desirous/Lustful (Deep Red), Distrustful (Light Green), Envious (Dark Green), Excited (Violet), Generous (Rose), Happy (Vermilion), Hateful (Black), Idealistic (Yellow), Innocent (White), Lovestruck (Bright Blue), Obsessed (Bright Green), Sad (Silver), Spiritual (Gold), Suspicious (Dark Blue, Confused (Mottled, shifting colors), Daydreaming (Sharp, flickering colors), Diablerist (Black veins in aura), Dominated/Controlled (Weak, muted aura), Frenzied (Rapidly rippling colors), Psychotic (Hypnotic, swirling colors) Vampire (Aura colors are pale) Shapeshifter (Intensely vibrant aura) Ghost (Splotchy, intermittent aura) Magic Use (Myriad sparkles in aura) Genius (Symbols and equations glitter on aura) Mane (Symbols and equations follow aura) Beholden (A single, shifting symbol or brand marks the aura) Orphan (Electricity arcs from the equations) Automaton (Phantom gears surround aura)
 * Auspex: ●●
 * Heightened Senses: Cost:- Dice Pool:- Action:-
 * Clash of Wills: Wits(3)+Investigation(Heightened Senses)(3)+Auspex(2) vs Resolve + Skill + Discipline
 * Effect: Add Auspex to Sensory based Rolls. No penalties for Darkness.
 * Aura Perception: Cost:- Dice Pool: Intelligence(3) + Empathy(2) + Auspex(2) – Subject’s Composure Action: Instant
 * Effect: May detect Lies or Auras gaining information about target (1 per success).


 * Celerity: ●
 * Cost: 1 Vitae per Turn Dice Pool:- Action: Reflexive
 * Effect: -1 to all attacks against. +1 to Init. Speed x2


 * Coils: ●●
 * Coils of Blood: ●
 * Effect: Only costs 1 Vitea per Resolve # of Nights to Awaken
 * Coils of Blood: ●●
 * Effect: No Matter what his Potency he can subsist on the Vitae of Animals and Humans

(such as claws or enchanted physical weapons). Even fire and sunlight inflict one less point of damage than normal.
 * Protean: ●●●●●
 * Aspect of the Predator: Cost:— Dice Pool:- Action:N/A
 * Haven of the Soil: Cost: 1 Vitae Dice Pool: - Action:Instant
 * Materials Allowed: Earth, Stone
 * Claws of the Wild: Cost: 1 Vitae Dice Pool: - Action:Reflexive Str+Brawl+1 Agg, +2 to Atheletics(Climbing)
 * Shape of the Beast: Cost: 1 Vitae Dice Pool: - Action:Instant
 * To convince someone with knowledge of animals he is a normal animal requires Wits + Animal Ken vs Manipulation + Animal Ken.
 * +1 to Animalism with Canines & Avians even when Human or Other Animal.
 * Clothes and carried gear (Size 2 or less items) change as well.
 * Body of Spirit: Cost: 1 Vitae Dice Pool: - Action: Instant
 * Can float along above the ground at his normal Speed, slipping under doors and in between screens with ease.
 * Although especially strong winds can divert him from his desired course for a time, not even gale-force winds can fully disperse his misty essence
 * Immune to all physical attacks, which merely pass through his gaseous body.
 * Mystical attacks, however, still affect him normally, though mystical attacks that use mundane methods of delivery are similarly ineffective
 * A vampire in gaseous form can use any Discipline he knows except for Theban Sorcery, Crúac and Dominate.


 * Rottweiler Form: Claws/Teeth inflict +1 Lethal. +2 to Perception/Sensory Rolls(Hearing & Smell). Speed Doubled (26/32 w Vigor)(52/64 w Celerity). +1 to Intimidation. Size: 5 (250lbs 4'6" @ Shoulder, 5' Long)


 * Carrion Crow Form: Str: 1 (4 w Vigor). Beak/Claws: +0 Bashing or +1 Agg (CotW). +3 to Perception/Sensory Rolls(Smell&Taste). Defense: +2 (5/9). Fly Speed: 21 (36 w Vigor)(42/72 w Celerity). -1 to Intimidation. +1 to Stealth. Size: 2 (21' long. 42' Wingspan) (Health Sta + 2)


 * Resiliance: ●
 * Cost: 1 Vitae per Scene/Hour Dice Pool:+1 Sta/Health Downgrades 1 Damage Action:Instant


 * Vigor: ●●●
 * Cost: 1 Vitae per Scene/Hour Dice Pool:+3 Str/Spd/Jump Action:Instant

1-Doctor Doolittle
 * Devotions
 * XP: 15 as in clan cost (Gangrel, Ventrue), 21 as out of clan cost (All Others). (As if buying Animalism at level 3 all over again)
 * Prereqs: Animalism: ●●● (Call of the Wild)
 * Activation Cost: 1 Vitae per Night (Or Day) it is actively in use.
 * Effect: Instead of Eye contact being the basis for Animalism abilities, can use Voice and hearing as Animalism allows full communication. IE can use Feral Whispers and Obedience without eye contact though range is still limited by voice.
 * Situational Modifiers to Obediance: -0 Character attempts to effect one animal, -1 Character attempts to effect multiple types of animals at the same time, -1 Character attempts to effect two animals, -2 Character attempts to effect six animals, -3 Character attempts to effect 20 animal, -4 Character attempts to effect a vast number of animals in the vampire’s immediate vicinity.
 * When trying to understand/speak to multiple types of animals or understand important details must roll for Feral Whispers
 * This ability has no cost or roll required in and of itself, it is an augmentary ability to lower level abilities

2-Horrific Transformation (V2.0) It takes 15xp to learn this devotion.
 * Protean ••••, Resilience •
 * Activation Cost: 1 Vitae
 * Dice Pool: None. As per Shape of the Beast, no roll required
 * Using the advanced shapechanging capabilities of Shape of the Beast the kindred activates this and transforms into the physical embodiment of the terrifying beast within the Kindred. The Kindred's face contorts, fingers grow claws, body shifts as bones lengthen or contort as the Kindred takes on a monstrous form their entire body becoming a ferocious weapon. gaining +1 to attack pools in unarmed combat and dealing Lethal damage. In addition the Kindred gains the abilities of other animal like parts that may have been created in the transformation like enhanced smell with a dog-like nose, or seeing better at night with cat like eyes. The exact appearance and abilities of the transformation is dependant upon the kindred using this devotion.

Speed Doubled (26/32 w Vigor)(52/64 w Celerity). Clothes and carried gear(Size 2 Max) changes as well.
 * Rottweiler Man Horrific Form: Claws/Teeth: +1 Lethal. +2 to Perception/Sensory Rolls (Hearing/Smell).

Bloodline Notes Officium Reus (Latin for Duty Bound)

Nickname: Guard Dogs, Trained Ferals Parent Clan: Gangrel Disciplines: Protean, Animalism, Resilience, Vigor Weakness: In addition to the Gangrel weakness, anyone brought into this Bloodline recieves the following limitation. They have territorial instincts that are greatly enhanced. This is reflected in the fact that they effectively have a version of  the Obsessive Compulsion Derangement: Their version of this Derangement is focused on protecting and defending one (Or More) specific persons or things (Known as Touchstones) to the exclusion of all other. This results in them either being with or checking on the target of this obsession at least once a night, and they cannot take actions, or by their innaction, allow this person or thing to be harmed, or even endangered. To do so they must make a Resolve + Composure roll at a -2 penalty

. If the character is forcibly prevented from adhering to his/her derangement, they may lose control among enemies or allies and attack either (or both) indiscriminately (Resolve + Composure). The number or "Touchstones" the character can have is limited to their Blood Potency + Resolve and to change the focus of such would require the spending of a Willpower Dot. So a Bloodline member could have their house or a person or a family as their "Touchstone" and could, depending on how strong they were mentally and emotionally, leave them alone/in danger for hours at a time..But they get edgy and impatient and easilly annoyed and aggressive..Plus they could end up with things or people being held hostage to force their behavior in the way someone wants.

As a side note. a Vampire member of this Bloodline must choose their "Totem Animal" when they become a member and are limited to this animal initially for their Protean effects and it shows within their Aura as a subtle reshaping of it. They gain +1 Animal to this list for every point of Blood Potency beyond the first.

Traits

 * Willpower: ●●●●●-●●(●●)(2 Ghouls)(Bloodline Activated)
 * Temp.:    □□□□□-□□
 * Blood Potency: ●●
 * Vitae: ●●●●●-●●●●●-● (11 Max)
 * Temp.: □□□□□-□□□□□-□

Merits
1 Barfly: ●

2 Direction Sense: ●
 * Never gets lost — not in the most confusing shopping mall, not in the abandoned quarry where kids aren’t supposed to play, anywhere. Even in unfamiliar territory, can always retrace his steps back the way he came.
 * He can also orient himself to cardinal directions (north, south, east, west) without reference to a compass or the sun.

3 Fast Reflexes: ●
 * +1 Initiative

6 Fleet of Foot: ●
 * +1 Speed

4 Fighting Style: Boxing: ●●●
 * (Body Blow: If successes on single Brawl attack are greater than target's size, target loses next action)
 * (Duck and Weave: Higher of Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only)
 * (Combination Blows: Can make two Brawl attacks against the same target in a single action. The second attack suffers a -1 penalty.)

5 Fighting Style: Brawling Dodge: ● (Add Brawl to Defense vs Brawl/Weapon/Point Blank Gun attacks..Cannot attack same round)

7a Haven: RV: Size:● Security:●●● Location:0

7b Haven: K-Zoo: Size:●●●●● Security:●●● Location:●(Animals)
 * Territory effect: +1 Survival or Hebalism. +1 per scene to escape or hide something.
 * Drawback: Dark history: Police may, with proper paperwork, request to enter land to search for bodies/clues.

7c Haven/Lab: Kendrick Motors Too/Nomads United: Size:●●● Security:● Location:● Lab:●
 * Territory effect: +1 Crafts or Science.

8 Lordly Palette: ●● (+2 to detect/discern things about blood based on smell/taste)

9 Mentor (Monkey Paw): ●● (Master of Carnal Hunger)

10 Natural Immunity: ● (+2 modifier on Stamina rolls to resist infection, sickness and disease.)

11 Strong Back: ● (+1 on Strength lifting or carrying heavy weights.)

12a Retainer/Touchstone (Human-Ghouled-Wife: Shannon Oliver): ●● http://www.thedirge.net/wiki/index.php?title=Shannon-Oliver/Kendrick

12b Retainer (Mendean-"Adopted" Son: Nitya Kendrick): ●●●●● http://www.thedirge.net/wiki/index.php?title=Sheet:Nitya_Kendrick

12c Animal Retainers: http://www.thedirge.net/wiki/index.php?title=Gene%27s_Pets

12c-1 Retainer (Animal-Enthralled Rottweiler: Zeus): ●●

12c-2 Retainer (Animal-Enthralled Rottweiler: Hera): ●●

12c-3 Retainers (Animals-Normal-Rottweiler Puppies: Aphrodite, Apollo, Ares, Diana, Heracles, Nike): No Dots

12c-4 Retainer (Animal-Enthralled American Alligators(4): Claudius, Suzi, Ariana, Phoebe): ●●● (x4)

12c-5 Retainer (Animal-Enthralled Black Bear: Brutus): ●●●

12c-6 Retainer (Animal-Enthralled Crows(10): Un-named : ●(x5) (Each 2 worth 1 Retainer dot)

12c-7 Retainer (Animal-Enthralled Peregrine Falcons(2): Ceasar/Cleopatra): ●●●

12c-8 Retainer (Animal-Enthralled Wild Hogs: Unnamed): ●●(x10)

12c-9 Retainer (Animal-Enthralled Raccoon(2): Bandit/Smokey): ●(x2)

12d Retainer (Human-Ghouled-Ghoulfriend II)-Mary Beth: ●● http://www.thedirge.net/wiki/index.php?title=Mary-Beth

13 Resources: ●●●●● (Offshore Accounts allowing upto $50,000/month)(Mostly Barclays Private Bank & Trust (Cayman))

14 Status-Ordu Dracul: ● (Scribe of Hunger)

15 Trained Observer: ●
 * Not effected by upto -3 Penalty to Perception Rolls

Flaws

 * Intolerance: Bigots, Over-Bearing Blowhards, Bullies, Betrayers
 * Secondary Vice: Lust (No WP gained from but otherwise counts as Vice)

Morality

 * 10:---
 * 9: ---
 * 8: ---
 * 7: --Here-
 * 6: ___________
 * 5: ___________
 * 4: ___________
 * 3: ___________
 * 2: ___________
 * 1: ___________

Combat

 * Size: 5
 * Speed: 13 (16 w Vigor) (26/32 w Celerity)
 * Init. Mod: 7 (8 w Celerity)
 * Defense: 3 (7 total with Brawling Dodge)
 * Armor: 2 vs Bashing/Bullets
 * Health:  ●●●●●●●● (Sta + Size)
 * Cur. Health: 8/8
 * Crow Health:  ●●●●● (Sta + Size)

Weapons and Equipment

 * Monkey Wrench Cost:2 Effect: Size:2 Damage +3(B)


 * Collins Company Legitimus Machete Cost:2 Effect: Siz:2 Dam:+2(L(+1 Sharpening Bonus)


 * Stoeger/IGA Coach Gun Double Barrel Sawed-Off Pistol Grip Holdout 12g Cst:2 Effect:Dam:4(9 again) Rng:20/40/80 Cap:2 Str:4 Sz:1/J


 * (2)Winchester Model 1897 12g Pump Cst:2(Each) Effect:Dam:4(9 again) Rng:20/40/80 Cap:6+1 Str:3 Sz:3


 * Ammo: (200 rounds)12gSlug, (100 rounds)12gBuckshot, (50 rounds)12gFlechette, (100 rounds)12g RockSalt, (10 rounds)12gBuckshot-Silver


 * (2)Gun Cleaning Kits Cost: 1 each
 * (1)Gunsmithing Kit Cost: 2
 * (1)Reloading Bench Cost: 2


 * $2,000.00/●●● Used Police Car (1974 Dodge Monaco-Dark Blue w Grey Trim)
 * Dur:3 Sz:14 Stru:17 Acc:15 (21 mph/turn) Safe:110 (75 mph) Max:213 (145 mph) Max Handle:+3 Occ:1+4
 * Reinforced suspension and brakes, heavy-duty cooling and electrical systems and a more powerful engine.
 * High-intensity searchlight is mounted near the driver’s door.
 * Back has steel cage (Durability 4, Size 4, Structure 8), which is rugged but still allowed the passage of blades or body fluids.
 * The inside handles of the rear doors and the controls for the rear windows are removed to prevent egress.
 * Upholstery is vinyl and plastic for easy cleanup.


 * $2,000.00/●●● Heavy Pickup (2007 Ford F150-Black)
 * Dur:3 Sz:15 Stru:18 Acc:12 (16 mph/turn) Safe:81 (55 mph) Max:132 (90 mph) Max Handle:+0 Occ:1+2 (Also bed of truck)

Handling:-1  Occupants:1 +6 Toilet, Wood Cabinets, Formica Counter Tops, Vanity Counter
 * Haven/Modified 1990 Damon Escaper
 * Cost:4 Durability:4 Size:18 Structure:24 Acceleration:9 (12 mph/per turn) Safe Speed:81 (55 mph) Max Speed:117 (80 mph)
 * all glass is (Legal Limit) Tint and Bullet Proof
 * Exterior color(s): Black and Silver
 * Unit features: 40 gallon water capacity, sleeps 7, drivers door, auto transmission, patio awning, cruise control, aux. generator
 * Mechanical features... Power Steering
 * General features... Cold Climate Package
 * Exterior features... Rubber Roof, Rear Ladder, Spot Lights, Spare with Carrier
 * Driver features... Tilt Wheel, Dash Air, Drivers AM/FM Satallite Radio, CD
 * Interior features... Cloth Furniture Entertainment features... AM/FM, CD, TV VCR/DVD
 * Heat and ac features... Roof Unit
 * Kitchen features... Carpet Flooring, 3 Burner (Electric) Stove, Refrigerator, Booth Dinette, Wood Cabinets, Formica Counter Tops, Double Sink, Sofa Bed (Hollowed out as Day-Bed for Gene)
 * Bath and laundry features... Vinyl Flooring, Enclosed Bathroom, Skylight in Bath, Shower w/ Tub, Marine
 * Bedroom features... Carpet Flooring, Queensized Bed, Dual Closets
 * Metal Sanctuary on Back for Small Animal Transfer

Advancement
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Char-gen
Attributes: 5/4/3 // Skills: 11/7/4 (+3 Specialties) // Merits 7 (5th dot = 2 dot cost) // Health = Resolve or Stamina + Size // Willpower = Resolve + Composure // Size = 5 for adult humans // Defense = Lowest of Dex or Wits // Init. Mod = Dex + Composure // Speed = Str + Dex + 5 // Morality = 7