Maryse - Character Sheet
Name: Maryse Le Fleur
Nature: Autocrat   Demeanor: Manipulator   Concept: Business owner
Clan: Lasombra   Generation: 8th
Haven: Embrasser La Nuit (Embrace the Night) Tavern and Inn - New Orleans, LA

Attributes
Physical: Strength - 2  Dexterity - 3  Stamina - 2
Social:  Charisma - 3  Manipulation - 4  Appearance - 3
Mental:  Perception - 2  Intelligence - 4  Wits - 2

Abilities
Talents: Alertness 3 Expression 2 Intimidation 3 Leadership 3 Subterfuge 2
Skills:  Etiquette 4  Drive 2 Stealth 3  Survival 2
Knowledges:  Academics 2  Computer 1  Finance 3  Linguistics 1  Occult 3


Advantages - Disciplines
Dominate - 1
Command the Wearied Mind - With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.
Obtenebration - 4
1 �
Shadow Play - The vampire can manipulate shadows, shroud areas, dim (though not extinguish) ambient illumination, and play other 'tricks of the light.' Among other things, this allows the vampire to warp or erase her own shadow, cloak herself or make her silhouette more intimidating.
2 �
Nocturne - The vampire may blanket a swath of ground or sky with an impenetrable inky darkness. This darkness is deeper than a moonless night; only the subterranean caverns of inner earth compare to it. Beings swallowed by this viscous matter find it greatly disorienting and unnerving. The vampire can automatically cloak a 10-foot diameter area. The darkness extinguishes light and even obscures sound; most opponents are completely blinded and disoriented, even those with Heightened Senses or Witness of Darkness suffer penalties to most actions. Most mortals and animals must try and invoke Courage or panic. If the vampire uses this power to envelope a flame or flames, she can actually douse them.
3 �
Arms of Ahriman - The vampire can summon one or more 'tentacles' of solid darkness from a shadowy area. These tentacles may grasp, restrain or even constrict foes.
4 �
Nightshades - The vampire may evoke shadowy illusions. These illusions are monochromatic and murky, but may be of anything; the vampire herself, monsters, walls, etc. The illusions are human-sized, but successes may be spent to create larger images. Alternately, the vampire may use the power to invest an area with a chaotic saraband of whirling shadows, disorienting all in the vicinity.
Potence - 2
This Discipline defines the superior strength that vampires possess. This additional physical strength might allow great feats to be accomplished, far beyond what a normal mortal would be able to perform. Potence allows vampires to jump and leap greater distances, lift greater weights, and inflict greater harm upon objects and individuals when they are punched or hit.  
DARK THAUMATURGY-Chains of Pleasure - Level 1
(A gift of knowledge from Maryse's Assamite Lover Sarius Arcane)
Ecstasy - This power creates intense pleasure in an individual, kine or Kindred, simply through skin to skin contact.  The victim will feel the pleasure as long as she maintains contact.  After an individual has experienced this power once, he will likely seek it out again and again. (Requires one blood point as long as contact is maintained.  If broken and re-established, an additional blood point is required)
Obfuscate - 2
(Also a gift of knowledge from Sarius Arcane)
Cloak of Shadows
- The ability to conceal oneself in the shadows.  (Requires one blood point)
Unseen Presence - She may go unseen, and even be subconsciously avoided, by others. (Also one blood point)

Backgrounds:  Contacts - 2  Resources - 4
Virtues:  Conviction - 3  Instinct - 2  Courage - 4


Other Traits

Flaws:  Severe Phobia of Spiders, Ward (Danger Devereaux)
Merit:  Mentor (Armand de Liselier)


Path
- Path of Honorable Accord
Willpower  5
Blood Pool  1
5
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