Keller Willam's Statisitics

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Keller Willams

Circa: 2042 C.E.
Last Modified:
Plots:
Secrets: Keller knows most of what goes on in Leeds, from the maneuvers in the Jyhaad to the petty squabbles between ghouls (and a great deal about great and trivial mortal affairs as well). Though he spends a fair amount of time Astrally projecting and possessing various minions, he learns the most by watching the owls fly outside his window. He wants nothing to do with the current political struggles in the city, which he is convinced are aimed at him.
Haven:
Clan: Malkavian
Generation: 9th
Born: 1729
Embrace: 1801
Sire:
Periods of Torpor:
Nature: Enigma
Demeanor: Autist
Apparent Age:
Physical: Strength 3, Dexterity 4, Stamina 5
Social: Charisma 3, Manipulation 5, Appearance 3
Mental: Perception 5, Intelligence 4, Wits 2
Talents: Alertness 4 (sudden movements), Athletics 1, Brawl 3 , Dodge 4, Empathy 4, Expression 3, Intimidation 3 (creepy weirdness), Leadership 3 (Murmur of the False Will, Streetwise 2 (prescription drugs), Subterfuge 5
Skills: Animal Ken 4 (birds), Crafts 3 (electronics), Drive 1, Etiquette 4, Firearms 4 (head shots), Melee 4 (scalpels), Performance 4, Security 4 (setting alarm systems), Stealth 5 (approaching a target, blending into a crowd), Survival 2
Knowledges: Academics 3 (Psychology), Computers 3 (hiding his footprint), Finance 3, Investigation 4 (computer searches), Law 5, Linguistics 4 (European languages), Medicine 4 (neurology), Occult 4 (Eyes of Chaos), Politics 2, Science 3, Leeds Lore 5, Leeds Secrets 5, Malkavian Lore 3, Camarilla Lore 2, Avalon Lore 3.
Disciplines: Auspex 5, Celerity 2, Dementation 5, Dominate 5, Fortitude 2, Obfuscate 5, Presence 4
Discipline Techniques: Chaos Fold, Prophecy
Advanced Disciplines:
Sorcerous Paths:
Rituals:
Backgrounds: Allies: 1 (Medical examiner), Contacts 5 (online psychiatrists), Domain 6 (Population 2, Security 4), Generation 4. Herd 3 (household staff), Resources 4 (Ancestral inheritance and accounts). Retainers 5 (household staff and security). Status 3 (minor Primogen)
Clan Flaw:
Extra Flaws:
Merits:
Virtues: Conscience 5, Self-Control 2, Courage 2
Morality: Humanity 6
Willpower: 8
Derangements: Fugue (Clan Flaw) (1 of 7 willpower spent), Paranoia (Induced by Dementation) (3 of 7 willpower spent), Schizophrenia (1 of 8 willpower spent).
Destiny: