Attributes
Strength 5
Intelligence 4
Dexterity 7
Perception 6
Constitution 6
Willpower7
Qualities
Age 2
Nerves of Steel
Attractiveness +3
Resistence: Pain 4
Emotiona Influence 5
Increased Life Points 2
Fast Reaction Time
Psychic Visions
Hard to Kill 8
Situational Awareness
Hypnosis 3
Supernatural Senses
(As Needed)
Natural Weapons (Nails)
Vampire
Skills
Acrobatics 9
Knowledge 6
Art 6
Unarmed Combat 9
Computers 0
Languages 4
Crime 7
Repair 1
Medical 0
Notice 8
Driving 3
Occultism 10
Melee Combat 6
Science 1
Guns 2
Sports 1
Influence 7
Extra (Vampire Lore) 8
Extra (Saiyajins) 3
Extra (Torture) 5
Drawbacks
Covetous (Lecherous)
Mental Problems
(Deranged Cruelty)
Love (Tragic)
Mental Problems
(Deranged Delusions)

Appearance: Good, but has a penchant for either mini skirts or leather. That really derisive laugh will scare off quite a few suitors. Donavon is short, with pale blue eyes and long black hair. She is extremely pale and thick, even for a Vampire, and before she was recovering from illness, she wore sets of leather clothes that accentuated her Gothic Lady Vampire appearance. Once she recovered her strength, Donavon started wearing more modern clothes but retained a taste for short skirts and leathers. Donavon talks with a thick Carpathian accent; astute listeners will note that the accent is lower-class, and really astute listeners will note that Donavon uses idioms that are at least decades out of date.

Smarts: Dull average, not counting her mental block on Walker.

Cooking: Good presentation, but is too fond of unorthodox ingredients. Have her hire a cook.

Fighting Skills: Excellent, but over-relies on gimmicks and cheating. Straight hand-to-hand, she'd be hard pressed against any of the other fighting women in UGoI-ESF. As the quick-sheet shows, Donavon might be physically weaker than the average Vampire, but her psychic abilities more than make up for it.

Special Abilities: Highly acrobatic, minions (though we usually just see Jeshika in the story.) Many creators, like the White Wolf designers, seem to be under the conceit that insane people, especially insane Vampires, have a special nonlinear wisdom that the rest of us lack. In Dona's case, she already had psychic potential which was triggered by her mental problems, and as Arturro drove her further over the edge, her powers increased, until by the time she met Walker Akero, she had full-blown mental powers, and was fully mad as well. Donavon's main ability is an extrasensory perception that sometimes allows her to see the future, or hidden things in the present. The problem is that her illness causes her true visions to be mixed up with her delirium, and the visions themselves are so vague and laden with symbolism that she cannot interpret them even if she knew how to communicate them. Donavon also has some telepathic ability, which she used to great effect at the end of her relationship with Walker. Using classic Vampiric mind control, she can hypnotize, and interrogate. In order to glean information out of people, Donavon can first probe their mind, and discover feelings of regret, then her telepathy (Mental Illusions, in game terms) to appear AS the issue in order to befriend whomever and convince him to talk. Note that this is a very cunning use of Mental Powers, and effectively changes the commands from 'violently opposed' to 'wouldn't mind doing'.

Economics: Donavon's family is filthy rich, but they can be awful cheap sometimes. (Remember how Donavon lives.) It would be wise to have an independent source of money.