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

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Name
Walter Wyman
Chronicle
Sire
Edroberdo Salamanca
Concept
Professional
Ambition
Construct a network of clients in the Paradise area
Desire
Consume the desert people
Predator
Extortionist
Clan
Followers of Set
Generation
11

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

Obfuscate
Cloak of Shadows Standing perfectly still, the user blends into the surroundings. As long as they have some kind of cover, make no sound, and don’t move, only mechanical or supernatural means can detect them. ■ Cost: Free ■ System: Follow the general rules for Obfuscate. The effect lasts until the user moves or they are detected by other means. ■ Duration: One scene
Prescence
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
Oblivion
Ashes to Ashes Destroying evidence of feeding is a common necessity among vampires who leave screaming, resisting vessels, especially when those same vessels end up dead. This power enables a vampire to destroy a corpse — fresh or long dead — by introducing their vitae to its body. This power does not work on vampires, but does work on animated cadavers. Cost: One Rouse Check Dice Pools: Stamina + Oblivion vs. Stamina + Medicine or Fortitude System: The vampire makes a Rouse Check to expend vitae, and introduces the vitae to the corpse. Unless the corpse is animated, the body disintegrates over three turns with no test necessary. If it is, the user rolls a contest of Stamina + Oblivion vs Stamina + Medicine (Corpses with Fortitude may resist with Stamina + Fortitude). If the user wins, the animated corpse dissolves in five turns, minus the margin (minimum one, and disintegrating corpses suffer physical Impairment). On a critical win, the corpse disintegrates immediately. On a total failure, the corpse putrefies but does not disintegrate, and is subsequently immune to this power from any user. Duration: Variable (see Difficulty effects)
Dominate
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 Slavish Devotion Amalgam: Presence 1 Those already under the mental dominion of the vampire find their minds strengthened against interference from other Kindred. Cost: No additional cost System: Any attempt to mentally coerce a character already under the influence of the vampire’s Dominate has its Difficulty increased by two, or suffers a four-dice penalty in contests. The Difficulty cannot rise above 7. Duration: Passive   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.
Ceremonies
The Gift of False Life Through use of this Ceremony, a vampire can raise a corpse or group of corpses to perform simple, single or repetitive tasks. Requires Ashes to Ashes
Potence
Lethal Body Using this power, the user is capable of causing horrendous damage to mortals, tearing skin and breaking bones with bare fingers. ■ Cost: Free ■ System: The user’s unarmed attacks can now do Aggravated Health damage to mortals, if desired. They also ignore one level of armor per Potence level of the user. ■ Duration: Passive
Hunger
 
Humanity
 

Chronicle Tenets

■ Thou shalt not kill, save in self defense ■ Thou shalt not rape or torture ■ Thou shalt not harm the innocent

Touchstones & Convictions

Always keep your sworn word - Brother Howard

Clan Bane

Light (double the dmg)

Advantages & Flaws

Dark secret flaw(s)
Enemy
Stunning
Legal scholar
Scrap of information
Hiding from the wolf
Ghostly instincts
Viscus

Notes

3 Dots in Law   Specialization in Larceny (Security)   Clan Disc. - Au, Do, Ft, Ov, Pc, Pred. Strength + Manipulation or Intimidation   Bloodline (1528 + Children of Tenochtitlan + Nagaraja)   Legal Scholar   You are an active student of the Promise. You don’t know much, but that’s more than most Kindred know. Even the fact that you know such a document exists gives you leverage. In legal disputes with Camarilla Kindred or members of the Hecata, you gain two dice on Persuasion checks.   Scrap of Information   You saw a scrap of a transcript of the Promise once. A lot of forgeries have circulated among the Kindred over the centuries, but you’re reasonably sure this one is genuine. This makes you a hot commodity among other Kindred who hunger to know what’s in the Promise. Once per story, if you allow Kindred access to your notes on the Promise fragment for research, you gain a temporary dot in Contacts, Herd, Influence, or Resources for the remainder of the story, and may call in a major boon   Hiding from the Wolf   The remaining Pisanob survived because they are really, really good at hiding. You’ve learned all manner of techniques to remain out of sight of those that would hunt you… and those you would hunt. You get one extra die on any roll to hide, including via the use of Disciplines or Ceremonies.   Ghostly Instincts   The Pisanob is in the loop about the family's necromantic secrets, receiving two additional dice to any Oblivion Ceremony roll relating to ghosts.   Viscus   You can still eat flesh in lieu of drinking blood — biting a mortal and causing an Aggravated wound acts in all other ways like drinking blood for you. You can also eat fresh corpses, although the taste is not as good.

Blood Potency

Bane Severity

1

Experience

Total Experience:
-
Spent Experience:
-

Background

True age: 79
Apparent age: 39
Date of Birth: 4/5/41
Date of Death: 11/3/79

Appearance

Just a real slimy prick, but you wouldn't know it by looking at the guy. He is all around just unassuming - that is, until he has you by the ears and the balls.

History

From Santa Fe, NM. Travelled by train and surfed couches until hot shot cartel jefes hauled him across the Southwest.


Created by

SigmaPiUpsilon.

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