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

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Name
Oliver Romero
Chronicle
Sire
Concept
Blood Banker
Ambition
Rise Ventrue ranks
Desire
Withstand the sun
Predator
Scene Queen
Clan
Ventrue
Generation
12th

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

Presence
Level 1 | 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. Daunt - Instead of attracting people, the vampire uses Presence to repel. With this power the user appears threatening and exudes an aura of menace powerful enough to make most mortals avoid their attention and even vampires think twice about acting against them. ■ Cost: Free ■ System: Add the user’s Presence rating to any Intimidation rolls. Attacking the user requires a Resolve+Composure roll at Difficulty 2. Vampires cannot use Awe and Daunt simultaneously. ■ Duration: One scene or until intentionally ended.   Level 2 | Lingering Kiss - The Kiss of a vampire induces near-ecstasy in mortals, but this power leaves other Kisses in the dust. Mortals fed upon by the user become addicted to the Kiss, obsessing over it and even seek- ing the vampire out for repeated feedings. Mortals often become anemic, self-harm, or even die from this addiction, but vampires find it a useful power for cultivating a herd. ■ Cost: Free ■ System: The vampire can choose to use this power or not during each feeding. The user adds dice equal to their Presence to any subsequent Charisma Attribute-assisted pool against the bitten subject. A mortal fed upon with this power can make a Willpower test (Difficulty equals the user’s Presence) every week to resist the effects. Winning this test for three consecutive weeks breaks the effect, as does a single critical win. ■ Duration: Until successfully resisted.
Dominate
(+1 Scene Queen) Level 1 | 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. Compel - With eye contact, the vampire can issue the victim a single-action command, no longer than a short sentence, to be obeyed to the letter. It must be possible to complete the command in a single turn. The Storyteller decides whether to interpret ambiguous commands in an unexpected or unfavorable way; alternatively, the command simply confuses the victim and fails. ■ Cost: Free ■ Dice Pools: Charisma + Dominate vs Intelligence + Resolve ■ System: No roll is required against an unprepared mortal victim. Commanding a resisting victim, a victim the vampire has previously Dominated in the same scene, or another vampire requires a contest of Charisma + Dominate vs Intelligence + Resolve. Commands that go against the victim’s nature also require such a contest. ■ Duration: No more than a single scene.   Level 2 | 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 resisting victim or another vampire requires a contest of Manipulation + Dominate vs Intelligence + 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.
Fortitude
(Bought) Level 1 | Resilience - Endowed with supernatural endurance, the user can strengthen their physical resolve. ■ Cost: Free ■ System: The user adds their Fortitude rating to their Health track. ■ Duration: Passive. 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.   Level 2 | 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 Fortitude of the defender from all Superficial damage sustained. This occurs before halving the damage, and cannot reduce the damage below one. ■ Duration: One scene.
Resonance: Phlegmatic, Sanguine, Melancholic
Hunger
 
Humanity
 

Chronicle Tenets

|| Gothic/Romantic || ■ Never deny true love ■ The guilty should suffer ■ Uphold the norms of decent society

Touchstones & Convictions

|| Touchstones || ■ His great-grandchild ■ The great-grandchild of his former flame || Convictions || ■ Never expose children to violence ■ Slavery is evil

Clan Bane

With a Resolve + Awareness test (Difficulty 4 or more) Oliver can sense if a mortal possesses the blood he requires. If you want Oliver to feed from anything but his preferred victim, you must spend Willpower points equal to his Bane Severity.

Advantages & Flaws

Contact adv
Fame adv
Haven (+3 merits loresheet)
Loresheet circulatory system
Resources-- rich
Bonding flaw junkie
Feeding flaw prey exclusion
Lore block flaw white animal

Notes

Craft (Design) Academics (Research) Science (Genetics) Performance (Public Speaking) Free specialty: Finance (Corporate) Medicine - Hematology (Bought) Politics - Clan Ventrue (Bought)   Predator Skill: Scene Queen ■ Add a specialty: Etiquette (Camarilla) ■ Gain one dot of Dominate ■ Gain the Fame Advantage: (•) ■ Gain the Contact Advantage: (•) ■ Gain Feeding Flaw: (•) Prey Exclusion

Blood Potency

Bane Severity

1

Experience

Total Experience:
30
Spent Experience:
30

Background

True age: 100
Apparent age: 21
Date of Birth: Oct 31, 1920
Date of Death: Jan 1, 1941 (Bombing of London, World War II)

Appearance

Athletic albino; white hair; icy blue eyes.


Created by

Lux89.

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