Chance Long
Player Scribblefag Virtue Hope
Age 22 Vice Slot
Concept Nature Survivor
Chronicle EDH Demeanor Waif
Mental Physical Social
Intellect 1 Strength 1 Presence 2
Wits 3 Dexterity 4 Manipulation 3
Resolve 3 Stamina 3 Composure 2
Mental (-3) Physical (-1) Social (-1))
Academics 0 Athletics 2 Animal Ken 0
Computer 0 Brawl 0 Empathy 1
Crafts 0 Drive 1 Expression 0
Investigation 3 Firearms 3 Intimidation 1
Medicine 0 Larceny 2 Persuasion 3
Occult 1 Stealth 3 Socialize 1
Politics 0 Survival 0 Streetwise 1
Science 0 Weaponry 1 Subterfuge 2


  • Firearms:Pistols
  • Stealth: In crowds
  • Persuasion: Fast talking

From profession

  • Investigation: Finding locations

From Professional training merit

  • Empathy: lies
  • Investigation: personal history
  • Larceny: lock picking


  • Detective (Private Investigator)

Asset Skills

  • Empathy and Investigation (Larceny from continuing education)
Combat Non-Combat
Defense 3 Size 5
Dodge 6 Speed 10
Initiative Mod 7 Perception 6
Merits Other Advantages
Resources 1 Morality 7
professional training 3 Energy pool 5
combat awareness 2 Energy pool max 5
Fast reflexes 1

Powers and Special Qualities

Esper Powers

  • Exceptional Luck XX

Cost: 1 Essence or 1 Willpower+1 Essence
Action: Instant
Dice Pool: Manipulation+Occult
The character gains a 9 Again for a number of turns equal to the successes.
At the cost of 1 Willpower, the user may bless anyone in sight.

  • Dumb Luck XXXX

Cost 1 Essence per scene
The character gains the amount of dots as armour for the scene.
This generally isn't the actual stopping of damage, but attacks have a tendancy to not them,
and when they do, the aim never seems to be right. They slip at just the right moment,
or something distracts the shooter, things just seem to go their way.

  • Winds of Chance (Fate X)

The mage can evade or attract good
or ill fortune. Generally speaking, this
effect is more a roleplaying consideration
than anything else. If the
willworker wants to find someone interesting
to share a beer with on a
Saturday night, such a person happens
to ask, “In this seat taken?” in a crowded
bar. Likewise, she could make
someone’s morning commute a waking
nightmare, causing him to get
splashed by a passing car, harassed by
an utter nutcase on the bus, and defecated
on by a low-flying pigeon as he
walks in the door 45 minutes late.
Practice: Compelling
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
Free Council Rote: Nudging Probability
Dice Pool: Wits + Subterfuge + Fate
Quantum probabilities affect people’s
lives in all sorts of ways at all times.
Mages of the Free Council manipulate
these probabilities through this rote,
creating runs of what most would consider
good or bad luck. Nothing life
altering, but certainly sufficient to make
someone smile or to ruin his day.



  • Networking: Your character has amassed the contact

information for people in her chosen Profession. At low
levels of the Merit, she is an up-and-comer, asking questions
of older and more established colleagues. As her
Professional Training increases, people start coming to
her with questions, requests for advice and consultations,
offers to coauthor papers, and invitations to speak at
conventions. In game terms, the character is considered
to have the Contacts Merit (see p. 114 of the World of
Darkness Rulebook) equal to her rating in Professional
Training, in addition to the other benefi ts that later levels
provide. Every time a hunter character gains a dot of
Professional Training, the player must choose a sub-fi eld
of the Profession for this portion of the Merit.

  • Continuing Education: As part of her growth within

her field, the character learns new skills that are applicable
to what she does. Sometimes, the character fi nds herself
learning things she never thought would apply to her Profession.
An Academic might take a class in physiology and
fi nd she has a passion for it, signing up for gross anatomy
classes, learning first aid and thus gain dots in the Medicine
Skill. When the player purchases this dot of Professional
Training, the player chooses a third Asset Skill. If
the player takes this Merit at character creation, she can
take her free Specialty in any of her three Asset Skills.
The Storyteller is the final arbiter of whether a given Skill is an
appropriate choice.

  • Breadth of Knowledge: A character who settles into the

routine of her job never stops learning, but probably doesn’t
learn new aptitudes so much as how to make better use of her
existing ones. In game terms, this “breadth of knowledge” is
best represented by Specialties. Upon purchase of this dot of
Professional Training, the cost for Specialties in Asset Skills
drops to 2 experience points per Specialty.

  • Combat Awareness (XX)

Book: Dogs Of War, p. 109
Prerequisite: Military training or combat back ground.
Effect: Your character understands how to survive on a battlefield as a result of either intense military
training or personal experience. This includes knowledge of how to use terrain to your advantage and a
general state of mental alertness sustainable even under heavy enemy fire. As a result of this aptitude, your character gains a +2 dice bonus to any situational awareness roll.

Resources X

Fast Reflexes X
Book: The World Of Darkness Core, p. 110
Prerequisites: Dexterity •••
Effect: +1 Initiative per dot Your character’s mix of sharp reflexes and steady nerves helps him get the
drop on adversaries.


Ban: Can not use esper powers for Games of chance.

Equipment and Notable Possessions

Revolver, Lt. 2 20/40/80 6 2 1 XX
Beat up car
Small office
Small apartment






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