Khalid Davis Character in 21st Century By Night | World Anvil

Khalid Davis

Khalid Davis son of Julie and Andre Davis was born in Chicago Illinois at Lakeshore Hospital on November, 1 1990 at 9:15 PM. Davis's Mother Julie is a nurse by trade and his father Andre is an ambulance driver. In early childhood Khalid was very interested in active sports but ultimately found his true love to be in fencing. As the years past  Davis goes on to win several fencing competitions until he is eventually accepted to the University of Chicago on a full fencing scholarship. These days Khalid davis enjoys  a quiet life of free lance consulting from his beautiful Logan Square apartment.

Relationships

Julissa Soule

Sister

Towards Khalid Davis

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0

Khalid Davis

Brother

Towards Julissa Soule

0
0

Current Location
Spouses
Siblings
Julissa Soule (Sister)
Children
Name
Khalid Davis
Chronicle
Chicago by Night
Sire
Sun Che
Concept
Former Intelligence Agent
Ambition
Resolve lupine incursions on SS
Desire
Spend time in service to others during the holidays
Predator
Bagger
Clan
Tremere
Generation
13th

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

Blood sorcery
Level 1   A Taste for Blood By tasting a drop of blood, the user can discern certain basic traits of the one to whom it belongs. ■ Cost: Free ■ Dice Pools: Resolve + Blood Sorcery ■ System: The user dabs the blood on their tongue and makes a Resolve + Blood Sorcery roll (Difficulty 3). With a win, the user can determine the resonance and intensity of the blood if human. They can also identify whether the blood belongs to a mortal, ghoul, vampire, or other supernatural creature (it may not necessarily be able to identify the supernatural creature if not Kindred or ghoul). Tasting vitae also determines the relative Blood Potency (and thus the likely generation band) of the vampire. A critical win also reveals whether the subject has ever committed diablerie, and the generation (within one) ofthe vampire. If the user knows of the supernatural creature in question, they can identify the specific supernatural creature on a critical win after tasting the blood. ■ Duration: N/A   Level 2   Extinguish Vitae The user can intentionally remove the unlife-giving properties of some of the Blood in another vampire, stoking their Hunger as the victim’s inner reserves curdle into impotence. ■ Cost: One Rouse Check ■ Dice Pools: Intelligence + Blood Sorcery vs Stamina + Composure ■ System: The user rolls a contest of Intelligence + Blood Sorcery vs the Stamina + Composure of a target vampire in line of sight while concentrating for a turn and gesturing subtly. A win increases the target’s Hunger by one while a critical win increases it by two. The victim can discern who afflicts them if they can see the user while making an Intelligence + Occult vs Wits + Subterfuge roll. ■ Duration: N/A   Level 3   Scorpion’s Touch The vampire can transmute some of their Blood into a paralyzing poison, capable of affecting mortals and vampires alike. They can use this ichor to coat bladed weapons, or even spit it at a target. Scorpionated Blood incapacitates affected mortals, while hampering vampires if not necessarily rendering them helpless. Specific breathing and biofeedback exercises practiced by some secret societies form the best defense against this Blood, aside from Fortitude. ■ Cost: One or more Rouse Checks ■ Dice Pools: Strength + Blood Sorcery vs Stamina + Occult or Fortitude ■ System: The user concentrates for a turn and forces Blood through an open, usually selfin flicted, wound. Each Rouse Check worth of poison made takes a turn and emits enough Blood to coat one bladed melee weapon stickily or to fill one mouthful to be spat at a foe. Spitting poison at someone involves a Dexterity + Athletics attack roll (which can be dodged like any ranged attack), although vampires have been known to French kiss a victim and transfer the poison that way. Even more subtle vampires scorpionate their Blood to poison would-be diablerists: drinking poisoned Blood from the vein guarantees a hit! Aside from such vein-to-fang transmission, however, scorpionated Blood is a contact poison that sublimes away in liquids and is too viscous to inject with a syringe. The user cannot poison beverages with it or (thanks to the pressure differential) inject it by their own bite. Arrowheads and bullets carry too little Blood to use this power with ranged weapons; the effect does not last long enough for the user to fill hollow bullets with scorpionated Blood. If the poison hits, the user rolls a contest of Strength + Blood Sorcery vs Stamina + Occult. (Vampires with Fortitude may resist with Stamina + Fortitude.) If the user wins,the poison does the margin in Aggravated Health damage to mortals and in non-halved Superficial Health damage to vampires. A mortal who takes even one point of damage collapses unconscious. ■ Duration: The poison remains potent for one scene   LEVEL 4   Theft of Vitae Through mystical means the vampire opens a wound in a major artery of the mortal victim, Blood shooting out through the air a stream toward the open mouth of the user. This has an additional effect of keeping the mortal subdued as in the throes of a kiss, and the wound closes by itself when the effect ends, whether the victim expired or not. This power is extremely spectacular and a potential masquerade breach while in progress, but once ended leaves no traces. ■ Cost: One Rouse Check ■ Dice Pools: Wits + Blood Sorcery vs Wits + Occult ■ System: The user makes a beckoning gesture towards a mortal target in line of sight and rolls their Wits + Blood Sorcery vs Wits + Occult. A win opens an arterial wound , and the vampire can start the feeding from across the room. (A target wearing full body protection such as a hazmat suit merely bleeds ecstatically out into the suit.) the user can do nothing else while feeding , but they can feed at twice he normal speed (at triple speed on a critical win) thanks to the sorcerous pressure of this power. ■ Duration: One Feeding
Auspex
Level 1   Heightened Senses The vampire’s senses sharpen to a preternatural degree, giving them the ability to see in pitch darkness, hear ultrasonic frequencies and smell the fear of cowering prey. ■ Cost: Free (but see below) ■ Dice Pools: Wits + Resolve ■ System: The user adds their Auspex rating to all perception rolls. If exposed to extreme sensations, such as loud bangs, flashes of intense light or overpowering smells while the power is active the user must succeed on a Wits + Resolve (Difficulty 3 or more) roll to dampen their senses in time, or the overload causes them to sustain a -3 dice penalty to all perception-based rolls for thE rest of the scene. ■ Duration: Until deactivated. Having the power active for longer stretches of time without rest (more than a scene),especially so for high-stimulus environments, might necessitate spending Willpower, at the Storyteller’s discretion.   Level 1   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   Level 2   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 Story- teller 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 floor-boards 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
Rituals
Level 1 Wake with Evening’s Freshness   Performed before dawn, this ritual allows the caster to awake at any sign of danger, fully alert as if awake during the night.   ■ Ingredients: The burnt bones and feathers of a rooster. ■ Process: The caster mixes the ashes with their own Blood,   drawing a circle with the mixture around their place of sleep.   ■ System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.   Level 3 Eyes of the Past   This ritual shows what happened in the caster's present location at a specific time in the past up to 5 years ago ■ Ingredients: One drop of blood for each year the caster is trying to look backwards in time (Three ore more drops requires a Rouse Check), ■Process: The caster selects the location for their ritual, cuts their hand, and allows the drop of blood to spill on the earth. ■System: A successful Ritual test allows the caster to see what happened in their present location at a specific time of their selection, up to five years ago. The caster can see what happened in the past as if they had been standing where they are now. Duration is one scene with the clarity of the vision determined by the number of successes scored. The vampire can not recall the vision with any clarity after the scene elapses, meaning the storyteller is not obligated to answer any questions about that vision after that time. A critical win permanently fixes the scene in their memory.   Level 3 Essence of Air   The caster creates a potion that when imbibed allows for a limited flight. The camarilla frowns upon the use of this ritual, due to the extreme risk of masquerade breaches; for this reason, its popularity has lessened considerably in the modern nights. ■ Ingredients: Leaves and berries of belladonna ■ Process: The caster steeps the belladonna in their blood, reducing the brew over a brazier while incanting words of power. ■ System: Make the ritual make the ritual roll when reducing the mixture. (A critical win prepares two doses worth of potion.) The caster can tell whether the ritual succeeded, so that they won't end up with a dud. The resulting black potion retains its potency for a night and activates when imbibed. The potion enables the caster (and only them) to fly or hover at approximately running speed for a scene. The caster can carry a human-sized mass, though their speed drops to walking speed. Grabbing and carrying aloft an unwilling subject, or pulling the flier to the ground, both require a contest between the caster Strength + Blood Sorcery and the other's Strength + Athletics   Level 4 Incorporeal Passage   The caster assumes an incorporeal state, not unlike ghost, able to freely pass through objects and rendered totally immune to physical damage. They can not interact physically with the material world except by sight and speech. ■ Ingredients: A mirror ■ Process: The caster spills their blood on a mirror, chanting, and then breaks it. ■ System: Make a Ritual roll. If the roll is a win, the caster assumes an incorporeal form as long as they hold a shard of the broken mirror. While incorporeal, the caster remains immune to everything accept fire, sunlight and arcane weapons and rituals capable of damaging spirits. The caster can still be seen and heard but cannot interact physically with anything or anyone. They cannot Rouse the blood while incorporeal. Incorporeal casters have no access to any spirit realm; the ritual does not make them wraiths or spirits. The caster can walk through walls and other objects but must do so in a straight line; They cannot change direction while in solid matter. This ritual lasts for one scene or until the caster drops the shard. Returning to the material while inside solid matter can result in anything from destruction to entombment to minor inconvenience (The ashtray is stuck halfway through the casters arms The storyteller decides the exact outcome.
Hunger
 
Humanity
 

Chronicle Tenets

creed of justice ■ Never kill the innocent ■ Be your own, never submit ■ Without a cause, you are nothing

Touchstones & Convictions

Twin Sister: Julissa Soule Cousin: Dominique Valdez Ex: Huang Gui   ■ Never expose children to violence ■ Protect the innocent from harm ■ Slavery is evil

Clan Bane

Bane Once the clan was defined by a rigid hierarchy of Blood Bonds reaching from the top to the bottom of the Pyramid. But after the fall of Vienna, their Blood has recoiled and aborted all such connections. Tremere vitae can no longer Blood Bond other Kindred, though they themselves can be Bound by Kindred from other clans. A Tremere can still bind mortals and ghouls, though the corrupted vitae must be drunk an additional number of times equal to the vampire’s Bane Severity for the bond to form. Some theorize this change is the revenge of the Antediluvian devoured by Tremere, others attribute it to a simple mutation. Regardless, the clan studies their vitae intently to discover if the process can be reversed, and, indeed, determine if they would want to do so    Tremere: Perfectionism Nothing but the best satisfies the vampire. Anything less than exceptional performance instills a profound sense of failure, and they often repeat tasks obsessively to get them “just right.” Until the vampire scores a critical win on a Skill roll or the scene ends, the vampire labors under a two-dice penalty to all dice pools. Reduce the penalty to one die for a repeated action, and remove it entirely on a second repeat.

Advantages & Flaws

Iron gullet
enemy
Mask
Folkloric block count spilled seeds
Folkloric block invitation
Beautiful
Street contact
Hospital contact
Lupine expert
Project first light

Notes

Katana +2 Melee Specialty Long Spear

Blood Potency

Experience

Total Experience:
102
Spent Experience:
90

Background

True age: 30
Apparent age: 20

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