Moll Cherrywood
Nov 22, 2013 9:53:35 GMT
Post by moll on Nov 22, 2013 9:53:35 GMT
Name: Moll
Age: likes 24 really 99
Sex: born male looks female
Race: Vampire Malkavian
Level Advanced
Personality: Moll is a male that believes he is a female regardless of what anyone tells him. He is a Drag Queen to the end and he is dark as they come his twisted sense of humor is as spook as they come.
Life in the Past/History
Moll was a street performer working in the world that not many talked about, and if it was talked about it was because it was were you could find the freaks of the mortal world. Moll was not like most other boys he tended to dress as if it was Halloween all the time. He lived in a world that he created in his mind and brought it to reality. Many seemed to be afraid of his odd style and looks others just found pleasure in bringing harm to him. That was until he meet by chance encounter another odd individual who was another of the night. Warren was the name of this strange person their paths crossed when the young Moll was being chased and he took refuge in a shop that happened to be owned by this man. The boys that chased him had come to a stop when they noticed the shop Moll took refuge in. As Moll stepped into the shop he seemed to be overwhelmed having found an odd shop. Everything in the shop had seemed to talk to him as he walked through the shop. The eyes of Warren had caught the boy and he watched from the shadows. Moll found comfort in the oddities of the shop and could not stop looking at each item. Warren soon spoke and Moll had not responded with any fear in his voice. It was the start of a long and odd friendship. On the night of Molls 24th birthday he was given a gift that would forever chance the path of the odd young man. Warren sired Moll and began to teach him. But Moll was in costume to go to a show. When he awoke and looked at himself the face that looked back was that of a female. This image had caused a rift in the young man he had seemed to have forgotten that weak boy and now saw a strong woman of the odd and twisted night. Warren taught Moll everything he himself had known about the Lore and he also taught Moll everything about performing. After years of being Warrens sole companion. Moll set out on his own. Armed with the knowledge Warren gave him Moll made his way moving from town to town and working in dark smokey clubs. His look unlike many of those that worked in these clubs only drove Moll to push harder. It was not until he was put into a show that filled his head with grandeur. After winning on the odd look he had filled his head as though he was the most sought after female. The admiration from the crowds only drove this derangement forth. To a level of entitlement Moll sees himself as the most powerful force in the shadows of the night and the oddity that comes from it. Years had passed and Moll heard news of the Sire that had once been more than that to him. The news that the Sire had been hunted only pushed the thought of grandeur forth as he figured that he was now the master over the store and all of Warrens things. Warren had another that Moll had been replaced with but due to Moll's Derangement it pushed this new childe from the only thing that he knew and Moll took ownership of everything thing. Moll now made his way to a new place and was ready to stake his mark upon the cities darkest smokey clubs. But the story has yet played itself out and all that is known is this new Malkavian has a mind to make it in these clubs and be the most well known.
Integration: Came to perform at a local drag bar since winning a competition
Any Special Notes or Abilities:
Enchanting Voice
There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two.
Infectious Bite
You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding. You may not automatically lick the wounds of your feeding closed. In fact your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
Common Sense
You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game.
Concentration
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down).
Eidetic Memory
You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll to summon enough concentration to absorb what your senses detect.
Prey Exclusion
You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people - if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this Flaw.
Territorial
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances.
Prestigious Sire (1pt Merit)
Your sire has or had great status in her sect or clan, and this has accorded you with a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealing with your elders or other neonates, or it might engender jealousy or contempt.
Natural Leader
You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.
Medium
You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, though pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price.
Eerie Presence
Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all die rolls relating to social interaction with mortals are increased by two.
Notes:
Gender Identity Disorder
Real Derangements
Delusions of Grandeur (II)
Model: Sharon Needles
Age: likes 24 really 99
Sex: born male looks female
Race: Vampire Malkavian
Level Advanced
Personality: Moll is a male that believes he is a female regardless of what anyone tells him. He is a Drag Queen to the end and he is dark as they come his twisted sense of humor is as spook as they come.
Life in the Past/History
Moll was a street performer working in the world that not many talked about, and if it was talked about it was because it was were you could find the freaks of the mortal world. Moll was not like most other boys he tended to dress as if it was Halloween all the time. He lived in a world that he created in his mind and brought it to reality. Many seemed to be afraid of his odd style and looks others just found pleasure in bringing harm to him. That was until he meet by chance encounter another odd individual who was another of the night. Warren was the name of this strange person their paths crossed when the young Moll was being chased and he took refuge in a shop that happened to be owned by this man. The boys that chased him had come to a stop when they noticed the shop Moll took refuge in. As Moll stepped into the shop he seemed to be overwhelmed having found an odd shop. Everything in the shop had seemed to talk to him as he walked through the shop. The eyes of Warren had caught the boy and he watched from the shadows. Moll found comfort in the oddities of the shop and could not stop looking at each item. Warren soon spoke and Moll had not responded with any fear in his voice. It was the start of a long and odd friendship. On the night of Molls 24th birthday he was given a gift that would forever chance the path of the odd young man. Warren sired Moll and began to teach him. But Moll was in costume to go to a show. When he awoke and looked at himself the face that looked back was that of a female. This image had caused a rift in the young man he had seemed to have forgotten that weak boy and now saw a strong woman of the odd and twisted night. Warren taught Moll everything he himself had known about the Lore and he also taught Moll everything about performing. After years of being Warrens sole companion. Moll set out on his own. Armed with the knowledge Warren gave him Moll made his way moving from town to town and working in dark smokey clubs. His look unlike many of those that worked in these clubs only drove Moll to push harder. It was not until he was put into a show that filled his head with grandeur. After winning on the odd look he had filled his head as though he was the most sought after female. The admiration from the crowds only drove this derangement forth. To a level of entitlement Moll sees himself as the most powerful force in the shadows of the night and the oddity that comes from it. Years had passed and Moll heard news of the Sire that had once been more than that to him. The news that the Sire had been hunted only pushed the thought of grandeur forth as he figured that he was now the master over the store and all of Warrens things. Warren had another that Moll had been replaced with but due to Moll's Derangement it pushed this new childe from the only thing that he knew and Moll took ownership of everything thing. Moll now made his way to a new place and was ready to stake his mark upon the cities darkest smokey clubs. But the story has yet played itself out and all that is known is this new Malkavian has a mind to make it in these clubs and be the most well known.
Integration: Came to perform at a local drag bar since winning a competition
Any Special Notes or Abilities:
Enchanting Voice
There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two.
Infectious Bite
You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding. You may not automatically lick the wounds of your feeding closed. In fact your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
Common Sense
You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game.
Concentration
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down).
Eidetic Memory
You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll to summon enough concentration to absorb what your senses detect.
Prey Exclusion
You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people - if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this Flaw.
Territorial
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances.
Prestigious Sire (1pt Merit)
Your sire has or had great status in her sect or clan, and this has accorded you with a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealing with your elders or other neonates, or it might engender jealousy or contempt.
Natural Leader
You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.
Medium
You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, though pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price.
Eerie Presence
Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all die rolls relating to social interaction with mortals are increased by two.
Notes:
Gender Identity Disorder
Real Derangements
Delusions of Grandeur (II)
Model: Sharon Needles