Adeline Dawnward

Portrait
Description
 ((This character is HC Exclusive))

((Be sure to check frequently as this character developes throughout the story with stats changing. She is also built after the WoD Setting.))

Once upon a cycles dreary,
There where life and death were not to query,
A single digger sought to an end,
For something no one could ever mend.

While this era is long gone,
Us reapers are now depended on.
Preached they have of the end of days.
But us Reapers, we are those that flay.

          ~~~~~*Basics*~~~~~
Name: Adeline Dawnward
Racial Appearance: Human
Title: Kin Castigate
Profession: Undertaker
Occupation: Undertaker / Gravekeeper of Old Church Hill
Clan: Caitiff
Humanity: 9 / 10
True Faith: 2 / 10

        ~~~~~*Appearance*~~~~~
While Adeline is an athletic and stronger woman she holds a sense of frailness, likely because of her choice clothing. The excentric, ornate robes she dons with other pricey jewelry gives her the look that she does not engage often in combat, let alone the dirty work of being and undertaker. However she does wear a gigantic scythe upon her back which soon negates the thought. Apparently she does more then bring dead people under the ground and might even aid in the act of giving them a reason to be.

          ~~~~~*Flaws*~~~~~
Light-Sensitive (5-pt. Flaw) You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and the light of the moon can cause lethal damage in a manner similar to the sun, though it must shine directly upon you. Even bright lights hurt your eyes.

Haunted (3-pt. Flaw) You are haunted by an angry and tormented spirit, most likely one of your first victims. This spirit actively attempts to hinder you, especially when feeding, and does its utmost to vent its anguish upon you and anyone in your presence. The Storyteller determines the exact nature of the spirit, its powers, and whether or not it can eventually be laid to rest.

Grip of the Damned (4-pt. Flaw) There is not ecstasy in your Embrace -- only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. For vampires with high Humanity, this experience may require a Humanity roll, at the discretion of the Storyteller.

Cast No Reflection (1-pt. Flaw) You actually cast no reflection, just like the vampires of legend. This can have a very detrimental effect when trying to pass as a human.

Hunted (4-pt. Flaw) You are pursued by a fanatical witch-hunter who believes (perhaps correctly) that you are a danger to humanity. All those with whom you associate, be they mortal or Kindred, may be hunted as well.

Infamous Sire (1-pt. Flaw) Your sire was, and perhaps still is, distrusted and disliked by many of the city's Kindred. As a result, you are distrusted and disliked as well.

Dark Secret (1-pt Flaw) You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the local Kindred community. This could be anything from having murdered an elder to being a member of the Sabbat.

Vengeful (2-pt. Flaw) You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.

Prey Exclusion (1-pt. Flaw) You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people -- if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion

Nightmares (1-pt. Flaw) You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe you are locked in a nightmare

          ~~~~~*Merits*~~~~~
True Faith (7-pt. Merit) You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You begin the game with one point of True Faith (see p. 272); this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Humanity is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller.

Iron Will (3-pt. Merit) When you are determined and your mind is set, nothing can thwart you from your goals. When you are effected by a Dominate power, you may spend a point of Willpower to shake off the effects. In addition, you receive three extra dice to resist the effects of any mind-altering magic, spell or Thaumaturgy path. This Merit does not affect Presence or other powers dealing with the emotions.

Code of Honor (2-pt. Merit) You have a personal code of ethics to which you adhere. The specifics or this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower and Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code

Efficient Digestion (3-pt. Merit) You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum

Eat Food (1-pt. Merit) You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in maintaining the Masquerade. Of course, you can't digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up.

Eternal Well (10-pt. Merit): Blood you gather does not vanish daily. As long as you at least have one point of blood within you, you do not fall into Torpor and a new cycle does not use a point of blood.

   ~~~~~*Vampric Abilities*~~~~~
            None

  ~~~~~*True Faith Miracles*~~~~~
            None
Player:Zilvai
Gender (Visually):Female
Race (Visually): Human