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

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Name
Adel
Chronicle
Vulture City
Sire
Lumis Quinn
Concept
Paranormal Investigator
Ambition
Figure out Purpose
Desire
See a Ghost
Predator
Bagger
Clan
Malkavian
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

Auspex
**Sense the unseen** The senses of the vampire become attuned to dimensions beyond the mundane, allowing them to sense presences otherwise hidden from the naked eye. This can be anything from another vampire using Obfuscate to someone using Auspex to spy upon the character to a ghost in the middle of the room. Dormant Blood Sorcery spells and rituals might also be found with this power, at the Storyteller’s discretion. ■ Cost: Free ■ Dice Pools: Wits + Auspex or Resolve + Auspex ■ System: Whenever there’s something supernatural hiding in plain sight, the Storyteller makes a hidden roll of Wits + Auspex against a Difficulty they choose. Against an entity actively trying to stay hidden, the Storyteller can call for a blind roll (“Lisa, roll seven dice for me”) as a contest against the target’s relevant pool. (For example, detecting a vampire using Obfuscate would be a roll of Wits + Auspex vs Wits + Obfuscate) If the vampire actively searches for a hidden supernatural entity, they roll Resolve + Auspex similarly. ■ Duration: Passive   **Premonition** The vampire experiences flashes of insight. These may take the form of raised hackles, sudden inspiration or even vivid visions. While never too precise, these visions can nudge the vampire out of harm’s way or reveal a truth previously overlooked. ■ Cost: Free or one Rouse Check ■ Dice Pools: Resolve + Auspex ■ System: Whenever the Storyteller deems it appropriate, this power gives the character a sudden hint that aids them in some way: letting them find a clue they’ve missed or saving them from danger. Whether it gives the character a sudden vision of themselves walking into a trap, an inviting red glow over the second right turn during a chase, or the brief flash of a skeleton beneath the floorboards in the Prince’s office, this power always gives the Storyteller license to subtly speed up play or move the story onto a desired track. The suggested limit is one premonition per scene, even if more than one character has Premonition. ■ The user can also actively provoke a premonition by focusing on a subject, making a Rouse Check and rolling Resolve + Auspex. The number of successes rolled determines the level of insight on the subject, if any. ■ Duration: Passive   <b>Scry the soul</b> By focusing on a person, the vampire can perceive the state of that person’s psyche as a shifting aura of colors. Auras reveal little precise information, but do provide clues regarding many subjects, e.g., emotional state, Resonance, and supernatural traits. If looking for a specific condition, the vampire can cursorily scan the crowd to detect it. Such cursory scans provide no further information. ■ Cost: One Rouse Check ■ Dice Pools: Intelligence + Auspex vs Composure + Subterfuge ■ System: Make an Intelligence + Auspex vs Composure + Subterfuge roll. On a win, the Storyteller truthfully answers a number of questions equal to the margin of the roll about the target’s aura and psyche, including: ◻ The emotional state of the subject ◻ The Resonance in the subject’s blood ◻ Whether the subject is a vampire, werewolf, ghoul or any other supernatural being ◻ Whether the subject is under the influence of Blood Sorcery or other magic ◻ Whether the subject has committed diablerie in the last year ◻ A critical win allows discovery of something unexpected, as determined by the Storyteller If scanning a crowd, roll versus a Difficulty determined by the size of the crowd and external distractions, as well as the type of trait being sought. (Finding the vampire in the living room might only be a Difficulty 3, while finding the most nervous person at a crowded rave is most likely Difficulty 6 or higher.) ■ Duration: One turn, or Storyteller’s discretion   spirit’s touch By touching an inanimate object or the ground at a location, the vampire can sense the emotional residue left by those who have handled that object or visited the location in the past. The user gains insight into not only that person, but also what was done and under what circumstances. While rarely crystal clear, the information often provides leads impossible to gain from regular forensics and deduction. ■ Cost: One Rouse Check ■ Dice Pools: Intelligence + Auspex ■ System: Make an Intelligence + Auspex roll versus a Difficulty depending on the information sought. Gleaning the emotional state of the user of a murder weapon used a few days before is Difficulty 3, but sensing the surroundings in which a 300-year old letter was written approaches Difficulty 6 or higher. Each point of margin on the roll allows the user to sense roughly one additional previous handler and set of circumstances, counting backwards from the most recent. ■ Duration: One turn
Obfuscate
unseen passage With this power, the vampire can now move around while staying hidden. The user is functionally invisible, per the usual Obfuscate limitations. ■ Cost: One Rouse Check ■ System: As long as the user emits no overpowering odors and no sound louder than a whisper, this power automatically works. Only if the observer has their attention drawn to the user can they make a detection roll. Sense the Unseen (Auspex 1) can also detect the hidden vampire, as per the general Obfuscate rules. Note that the user cannot use this power to disappear while being actively observed; it automatically fails in such a case. ■ Duration: One scene or until detection.   Silence of Death Popular among the Banu Haqim, this power completely silences the user, nullifying all sound made by them. As with other Obfuscate powers, this only works on people within earshot and does not fool microphones or other electronic sound detectors. Unlike Obfuscate in general, this power works only on the sense of hearing, but in exchange operates more robustly. A vampire needs to make a whole lot of noise to break this silence. ■ Cost: Free ■ System: The user silences their footsteps, clothing, minor collisions, and other sounds of their person. This makes the vampire undetectable if an observer could only notice them by sound, such as when on a different floor of a house. This power does not eliminate sounds the user makes outside their personal space (throwing or dropping objects, or slamming doors, for example). Failing that, only Sense of the Unseen (Auspex 1) can detect the user. ■ Duration: One scene   Ghost in the Machine The user can now transmit the effects of Obfuscate through electronic media, allowing the vampire to appear invisible or masked when viewed live on screen. If an observer views the image later, as in a photograph or recording, the effect lessens: the image seems slightly blurred, making identification hard. In addition, automated surveillance has a tendency to glitch in the presence of the vampire, lessening their chance of being caught by automated systems. ■ Cost: No additional cost ■ System: No additional roll is required when being viewed on a live feed. Treat observers as present with the vampire, with regard to the Discipline. The observer adds +3 to their Difficulty on tests to identify the user on film, video, in photographs, or the like taken during active Obfuscation. The user also gains three additional dice to pools they use when trying to circumvent automated electronic surveillance and countermeasures. ■ Duration: As power used   vanish ■ Prerequisite: Cloak of Shadows The vampire can activate Cloak of Shadows and Unseen Passage even while under direct observation. The vampire appears to vanish in the blink of an eye; even the memory of them becomes foggy and indistinct. ■ Cost: As per power augmented ■ Dice Pools: Wits + Obfuscate vs Wits + Awareness ■ System: When vanishing in front of a mortal, roll a contest of Wits + Obfuscate vs Wits + Awareness. On a win, the observer questions whether the vampire was ever there to begin with; their memory clouds on the topic. With a critical win, the vampire vanishes entirely from the observer’s memory. This power does not affect vampires’ memories, but any win by the user hides them as if they initiated their power unobserved. This power can only be used once per scene. ■ Duration: As per power augmented   Cloak the Gathering cloak the gathering The vampire can shelter their companions under the cloak of Obfuscate. ■ Cost: One Rouse Check in addition to the cost of the power extended System: The vampire can extend their power of Obfuscation to a number of additional willing subjects equal to their Wits, plus one for each additional Rouse Check made. The Obfuscate power used on the group can be any known to the user, and every member of the group count as having used it on themselves, using the Obfuscating vampire’s rating as their own when needed for a roll. Members of the group can still perceive each other while under the effects of the power. If anyone besides the user is revealed, either through their own doing or an astute observer, the rest of the group remains hidden. If the user is revealed, so is everyone else. ■ Duration: As power extended
Resonance: Phlegmatic
Hunger
 
Humanity
 

Chronicle Tenets

Touchstones & Convictions

Parents +Older sibling -Previous Family - " Subjective Vintage Cashier "Sully" - Friend - "I do not need to see to believe." Rainbow Hair Clips belonging to deceased friend ("Melissa") - Victim - "Violence is a last resort."

Clan Bane

When the Malkavian suffers a Bestial Failure or a Compulsion, their curse comes to the fore. Suffer a penalty equal to your character’s Bane Severity to one category of dice pools (Social) for the entire scene. This is in addition to any penalties incurred by Compulsions.

Advantages & Flaws

+iron gullet
Haven (basement apartment) library, postern
Known
Resources
Contact (ghost hunter enthusiast/ supplier)
Creepy apartment
Folkloric block (spilled seeds, or multitudes of things)
-blood dealer

Notes

Larceny (Lock Picking) Academics (Architecture) Craft (Sewing) Performance (Violin) Science (Astronomy) Technology (Video Editing/Cinematography) Occult (Demons)   Gold Coin - Special, Given by doctor blight. Vision suggests it is VERY FUCKING OLD. Was left over the eye of a corpse. Blue Lantern - Given by Doctor Blight, able to locate general location of artifacts in shadowlands via Rouse Check Infrared scope - can see body heat

Blood Potency

Bane Severity

1

Experience

Total Experience:
180
Spent Experience:
145

Background

True age: 34
Apparent age: 26
Date of Birth: August 14th 19

History

I was born to a wealthy family on Mackinac Island Michigan. Home to one of the most well known, haunted locations: The Grand Hotel; it was only natural that I would grow interested in the paranormal.   That, and years of parental neglect BUT THAT'S HISTORY AND THIS IS NOW. They liked my older sister better because she was better at math and science and having a social life. So I was left to kind of do whatever between my homework and violin lessons. Even then, I skipped most of it. I was fed and taken care of, but otherwise ignored.   Though they were the kind of rich parents that resorted to "Oh here's some money, now shut up like a good child," so if I whined enough, I got what I wanted. Like a camera! Which truly DID start my career of taking pictures of things and noticing strange things about them.   Most people did not like when I showed them the photos.   When I got older, I left! Growing up on an island does wonders to mess up your perception of things but I did the adult thing of getting a job at a grocery store and renting an apartment. Oh, I didn't go far from the island, by the way. I was just in Mackinac City. Right under the bridge. I thought being an adult would help when it comes to talking to people, but I realized that adults are just bigger and sometimes, even dumber, children. But they look and talk to me like /I'm/ the weird one! Hmph...   On the side, I still tried to pursue my hobby of taking pictures of unsettling things (mostly ghosts!). I submitted my findings to magazines that would accept them. I eventually ran into Quinn and that was the day I was offered to be embraced.   It was surprisingly easy to "die'. After all, my parents probably expected I'd disappear, but I did milk it for all it was worth. After all, they were rich /and/ complacent. It was perfect! Sure, I worked to help support my hobbies and get food, but they paid for my rent. So while I stayed with Quinn, I just saved up what I could until it was appropriate for me to "die" and I'd live off of the rich asshole parent fund afterward for a little while.   Although, Quinn took care of me after anyways, always keeping an eye on me, teaching me the kindred ways and all that. I never had someone this nice to me before. Although I was given the choice not to stick so close to him all the time, I did anyway. The world of vampires is new and sometimes very frightening, but more than that, I liked not being alone for once.  


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