Killian | Vampire the Masquerade 5e Character Sheet | World of Darkness 5th Edition (Paradox) | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild
Name
Killian
Chronicle
Vulture City
Sire
Selena Moreau
Concept
Aspiring Socialite
Ambition
Status
Desire
Predator
Consensualist
Clan
Ventrue
Generation
12

Attributes

Physical

Strength
Dexterity
Stamina

Social

Charisma
Manipulation
Composure

Mental

Intelligence
Wits
Resolve

Health

Willpower

Skills

Athletics
Brawl
Craft
Drive
Firearms
Melee
Larceny
Stealth
Survival
Animal ken
Etiquette
Insight
Intimidation
Leadership
Performance
Persuasion
Streetwise
Subterfuge
Academics
Awareness
Finance
Investigation
Medicine
Occult
Politics
Science
Technology

Disciplines

Dominate
CLOUD MEMORY   By uttering the phrase “Forget!” the user can make the Dominated victim forget the current moment as well as the last few minutes, enough to mask a superficial feeding or a chance meeting. No new memories are formed and if pressed the victim realizes they have a few minutes missing.   ■ Cost: Free   ■ Dice Pools: Charisma + Dominate vs Wits + Resolve   ■ System: No roll is required against an unprepared mortal victim. Clouding the memory of a resisting victim or another vampire requires a Charisma + Dominate vs Wits + Resolve roll.   -Duration: Indefinitely   --- MESMERIZE   The vampire can issue complex commands to a victim, as long as they have the subject’s gaze and relative quiet in which to issue instructions. The instructions must be carried out immediately to the victim’s best ability, and must not contain any conditional actions (“...if you see Henry, give him the document”), as this would require the victim to exercise cognition.   ■ Cost: One Rouse Check ■ Dice Pools: Manipulation + Dominate vs Intelligence + Resolve   ■ System: No roll is required against an unprepared mortal   victim. Commanding a resist- ing victim or another vampire   requires a contest of Manipu- lation + Dominate vs Intel- ligence + Resolve. Commands   that go against the victim’s nature also require such a contest.   ■ Duration: Until the command is carried out or the scene ends, whichever comes first.
Presence
AWE   Anyone in the presence of the vampire finds their attention inexplicably drawn to them. Those listening to the vampire speak might suddenly agree on subjects where they once held different viewpoints. While this power doesn’t cause rapt infatuation, it is still strong enough to sway the minds of most mortals.   ■ Cost: Free   ■ Dice Pools: Manipulation + Presence vs Composure + Intelligence   ■ System: Add the Presence rating to any Skill roll involving Persuasion or Performance as well as to other Charisma-related rolls, at the Storyteller’s discretion. Anyone aware that they’re being affected can try to resist with a contest of Composure + Intelligence vs the user’s Manipulation + Presence. On a win, the target can resist the effects for one scene; a critical win makes the target immune for the entire night. Once the power wears off, victims revert to their previous opinions.   ■ Duration: One scene or until intentionally ended
Fortitude
UNSWAYABLE MIND   The user gains a mystical ability to resist any attempts to sway them through mundane charms, coercion, and wiles. Some exhibit Unswayable Mind as zen-like calm, others as supernatural stubbornness.   ■ Cost: Free   ■ System: The user adds their dots in Fortitude as extra dice in any roll made to resist coercion, intimidation, seduction, or any other attempt to sway the user’s mind against their will. This power also works against supernatural abilities such as Dominate and Presence.   ■ Duration: Passive   --- TOUGHNESS   All vampires with this power exhibit an innate ability to ignore damage that would otherwise inconvenience and even disable others of their kind. While this power alone gives no protection against banes and other aggravated damage, the protection it confers adds up in the long run.   ■ Cost: One Rouse check   ■ System: Subtract the Forti- tude of the defender from all   Superficial damage sustained. This occurs before halving the damage, and cannot reduce the damage below one.   ■ Duration: One scene
Hunger
 
Humanity
 

Chronicle Tenets

- Finish meals, regardless of portion size  
  • Greet when meeting / leaving
  • Dislikes Dublin
  • Touchstones & Convictions

    - Illegitimate child (American-Irish), family name Cillian

    Clan Bane

    Specific feeding preference. Resolve + Awareness test for character to sense the type of blood.   Spend willpower to feed on anything else. Feeding outside of preference without willpower causes vomit.   **Preference is older rich.

    Advantages & Flaws

    Haven - gated community
    Resources
    Eat food
    Pawn store salesman ally
    Owes debt - selena
    Folkloric - roses
    Prey exclusion - nonconsenting
    Dark secret - masquerade breacher

    Notes

    SPECIALTIES   +Persuasion (Victims)   +Academics - Business / Finances   +Craft - Car maintenance   +Performance - Selling Tactics   +Science - Arson   +Politics – Networking   +Melee - Improvised Weapons   +Etiquette - Secret Society / Sabbat-affiliated   ---   EARNINGS: $375   ---   EQUIPMENT   +Main Weapon: Tire Iron +2 Melee one-handed, +3 two-handed   +Secondary Weapon/Tool: Flask of alcohol, lighter   +Police Badge   ---   WILLPOWER: 5   ---   CONTACTS:   Employees:   +Penny - Intern, Human   +Juno - Vampire   +Janet - Mother of formerly possessed child   ---   DESIRE: Do not get blood taken   ---   Current Resolve: 6   Willpower: 5   ---   ***GET DEXTERITY, 10 EXP

    Blood Potency

    Experience

    Total Experience:
    6
    Spent Experience:
    46

    Background

    Apparent age: 33
    Date of Death: 11/02/2022

    Distinguishing features

    Left-handed Irish accent - Cork

    History

    An immigrant from Ireland, Killian came with other entrepreneurs that were promised stable careers in the United States. A promising venture turned out to be exhausting factory work from a failing business. Overworked and underpaid, he learned how a business can rise and how it can fall. Killian found that he could reduce the value of companies by exploiting unions and triggering dissent among employees, so he would encourage workers to cause issues and start riots, only to be one of the few employees that did not take part in them.   He was able to work up the ranks of a car distribution company using these methods and now owns his own seedy business that sells trades and refurbishes vehicles. He was approached by his future sire when his business began to pick up speed, and he struggled to find the energy to keep it going by himself. She promised that if he agreed to be sired that he could have the energy to work, status, and respect.   He realized afterward that he had been tricked into a situation that was just as bad, if not worse, than his position when he first moved. While he has the Ventrue title, he has no respect or social status. Tricked again with a promise, he dedicates his immortality to climbing the ranks of vampire society however he can.


    Created by

    OhSynapse.

    Link/Embed