Difference between revisions of "Sir Sine Qua Non"

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'''Sobriquet:'''
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'''Sobriquet:''' ''"Warlady"''
  
 
'''Appearance:'''
 
'''Appearance:'''

Revision as of 14:56, 22 May 2016

Malkavian -B- The Six Knights: The Prince's Bodyguard -B- Boston

Malkavian Sir Sine Qua Non.jpg

Sobriquet: "Warlady"

Appearance:

Behavior:

History:

Recent Events:


Circa: 2043 C.E.
Last Modified: "The Magister 15:41, 22 May 2016 (MDT)"
Plots: None.
Secrets: None worth mentioning.
Haven: Beneath New Bedford's Ash Street Jail -- Est. 1888 which hosted imfamous Lizzy Borden.
Clan: Malkavian
Generation: 9th
Born: Unknown, probably the late 1780s.
Embrace: 1810
Sire: Nathan Skarvan
Childer: One.
Periods of Torpor: None.
Nature: Conformist/Child
Demeanor: Cavalier
Apparent Age: Mid 20s
Physical: Strength 3, Dexterity 4, Stamina 4
Social: Charisma 4, Manipulation 2, Appearance 4
Mental: Perception 3, Intelligence 3, Wits 4
Talents: Alertness 3, Athletics 3, Brawl 3, Dodge 3, Empathy 3, Expression 2, Intimidation 2, Leadership 1, Sense Deception 3, Streetwise 2, Subterfuge 2
Skills: Animal Ken 1, Crafts 0, Computer 0, Drive 3 (motorcycles), Etiquette 4, Firearms 3, Melee 3, Performance 3, Security 2, Stealth 2, Survival 3
Knowledges: Academics 1, Investigation 2, Law 3, Linguistics 1 (Portugese), Medicine 2, Occult 2, Politics 2, Science 0
Disciplines: Auspex 4, Celerity 2, Dementation 4, Fortitude 3, Obfuscate 4, Potence 4, Presence 4
Discipline Techniques: One.
Advanced Disciplines: None.
Sorcerous Paths: No, never!
Rituals: No, never!
Backgrounds: Allies 5 (New Bedford police department), Contacts 2 (criminal underworld), Generation 4, Herd 4 (jail-house inmates), Influence 2 (New Bedford citizen's street watch groups), Mentor 0, Resources 2 (filthy lucre taken from New Bedford's criminal underworld), Status 5 (Prince of Worcester)
Clan Flaw: Always crazy, one derangement no matter what.
Extra Flaws:
Merits: Sir Sine Qua Non shares in a group merit that allows the Six Knights to pool their dice for any application of the Dementation discipline. This merit requires the expenditure of a willpower per application and requires concentration on the part of the knights. This version of how the Six Knights strange powers work is different than the canon version which would attribute to them a potent form of Dominate that can only be used when they work together to control someone, I found this unlikely and ridiculous, but I certainly felt that they could have developed a join merit that allows them to share dice for the use of Dementation.
Virtues: Conscience 3, Self-Control 2, Courage 3
Morality: Road of Humanity 6
Willpower: 6
Destiny:
Notes:







< Late Latin sine quā (causā) nōn without which (thing) not : an indispensable condition, element, or factor; something essential: