Skip to content
CreatePricing
Wilhelm - AI-generated fantasy NPC

Wilhelm

Other: Cainite vampire, Tzimisce clan · Tzimisce vampire, alleged childe of Byelobog; solitary grave-haunter and amateur occultist · Level 5

Wilhelm

Wanderer, former German soldier, and self-taught practitioner of Earth-Remembering
“t understand,”
ACNone
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, plainly articulated German voice with a regional Mecklenburg cadence. It has a slight rasp at the back of the throat, as though shaped by damp air, old smoke, and years of speaking in short commands. He can become rapid and emphatic when his theories take hold; when angry, he gets sharper and more direct rather than softer.

His speech carries a Mecklenburg regional German accent, with clipped consonants and a grounded local cadence that he calls simply "the local accent." Military service gives him terse commands and practical metaphors; years alone have left him prone to long, unprompted theories when he senses a receptive audience. He does not use a theatrical growl or whisper. His voice comes from a body that seems not to need breath, so phrases can end with an unnerving steadiness, but he sometimes takes a conspicuous living-style inhale before speaking to Johan.

Speech patterns

Uses "local" to describe his Mecklenburg accent, as if the word itself should settle the question of where he belongs.
Calls himself a Nachzehrer and corrects people who casually call him a monster, but is less certain when speaking to other vampires.
Describes unfamiliar technology as if it were a tool with hidden rules, asking who made it and what it is meant to consume.
Uses military shorthand and blunt, practical comparisons when describing danger.
When asked about his wartime role, replies, "You wouldn't understand," without elaborating.
With friends, launches into elaborate, speculative arguments against Cainite history; with strangers, gives only the sharpest conclusion.

How to play them

Approach him without demanding that he prove his lineage or explain his wartime history. Practical help, clear boundaries, and genuine interest in his electronics are effective. Do not mistake his theories for a request to be humored; he wants disagreement, but only if it is argued seriously. He responds poorly to being treated as a child, a specimen, or a disposable monster. If players threaten Johan, Friedreich, or the shroud, he becomes dangerous quickly.

Goal

Find a trustworthy mentor for modern technology, learn what he can about his supposed connection to Byelobog, and keep his coven and Johan safe without admitting how much he needs them.

Motivation

To build a self that is not merely a rumor, a wartime role, or a clan's judgment. His longing for belonging is disguised as arguments about history, discipline, and the nature of the undead.

Secret · GM only

Appearance

Wilhelm looks like a pale, underfed sixteen-year-old who has spent decades rehearsing the posture of a man older than he is. Before feeding, his skin is a deathly, waxy white with a faint grey cast, stretched smooth over a narrow face; after feeding, a little warmth seems to return, though never enough to make him look alive. His pale blond hair is cut short in a practical, carefully combed German style of the 1920s, with a clean part and an almost fussy attention to its shape. His eyes are yellow when hungry and change to a steely, washed-out blue after he feeds. He keeps his collar and cuffs clean even when the rest of him smells of wet earth. His shoulders are held back too rigidly, as if he is waiting for inspection, and he plants his weight on the balls of his feet like a soldier expecting an order. When he is still, he looks posed; when he moves, he is quick, economical, and disconcertingly low to the ground. The unexpected detail is his obsessive grooming: even in a flooded bunker, he carries a small comb and checks his part in a cracked shard of mirror, an incongruous ritual of respectability for someone who chews on grave-soiled cloth.

Clothing

A German military coat stripped of insignias, kept carefully brushed despite its age; plain interwar-style shirt and trousers; sturdy boots suitable for flooded ground. He avoids medals, badges, and visible unit markings.

Body language

He stands with his shoulders squared and his weight forward, keeping one foot angled toward the nearest exit. He holds his jaw unusually still, as though suppressing the urge to chew. When uneasy, he touches his lips to make sure the shroud scrap remains hidden. When pleased, he smooths his hair rather than smiling.

Height
Approximately 165 cm (5 ft 5 in).
Build
Short-looking, narrow-shouldered, and spare, with an adolescent frame held in a deliberately adult military posture.
Eyes
Yellow when hungry; steely pale blue after feeding.
Hair
Pale blond.
Skin
Deathly pale, waxy white with a faint grey cast when hungry; slightly less corpse-like after feeding.
Age
Appears about 16; true age unknown, likely Embraced in the twentieth century. He remembers no mortal life before awakening in a grave.
Gender
Male
Size
Human-sized

Distinguishing features

His eyes shift from yellow when hungry to a steely, pale blue after feeding.
A cut scrap of grave-soiled burial shroud is hidden in his mouth, where he chews it and sometimes soaks it in blood.
His exceptionally neat 1920s-style hair and grooming seem absurdly deliberate in his flooded bunker.
He holds a rigid, inspection-ready posture despite looking far too young to have earned it.

Personality

21 traits and drives

Wilhelm is severe without being reliably stern, curious without being open-minded, and lonely in a way he would call a matter of logistics. He wants people to take him seriously, yet often chooses the most provocative possible way to demand it. He will correct a stranger's terminology, explain a theory about vampire origins, and then pretend not to care whether the stranger stays. His manners resemble those of a young man playing at being an older officer: he sits straight, keeps his clothes clean, and speaks as though every statement ought to survive inspection. The effect is less confident than he hopes. There is a constant tension between the boy his face suggests and the hard-edged persona he has constructed. With people he distrusts, Wilhelm is guarded and faintly contemptuous. He answers questions narrowly, uses military phrases to close conversations, and watches for signs that someone is trying to classify him as a specimen or a joke. He is particularly prickly around Tzimisce who speak of him as a failed childe or a malformed curiosity. If someone treats him as a child, he becomes formal and cold; if they treat him as a monster, he may accept the label too quickly, as if he would rather be feared than pitied. He has little patience for easy reassurance. A person who says that everything will be fine is likely to receive a lecture about how conditions, not hopes, determine outcomes. Around the coven, he relaxes in uneven bursts. He can be argumentative, funny in a dry and oddly literal way, and unexpectedly attentive to small routines. He remembers who prefers which seat, who is late, and who dislikes the flooded part of the bunker, but he rarely calls these acts affection. He may complain through an entire holiday gathering and still have prepared a place for everyone. He insists that their use of the word family is sentimental nonsense, then becomes visibly irritated if a member is excluded. He is more comfortable offering practical help than emotional comfort: he will repair a door, stand watch, or bring dry clothing, but struggles to say that he was worried. When speaking with Friedreich, Wilhelm permits silences that would make him uneasy with anyone else. He does not press the wraith to explain the missing parts of his past, partly out of respect and partly because he fears what his own memories might yield under similar questioning. With Gunther the changeling, he is a deliberate pest. Stealing the name is meant to provoke, but the joke also reveals a serious envy: Gunther can inhabit identity with a lightness Wilhelm cannot imagine. Klaus receives a more complicated mixture of hostility and respect. Wilhelm resents the demand to stay out of Bavaria, but recognizes Klaus's hospitality when it is offered. He interprets kindness as a duty that should be repaid, not as a gift that can be accepted freely. With Johan, the mortal teenager from Berlin, Wilhelm becomes gentler and more controlling at once. He is fascinated by Johan's ordinary ease with modern life and wants to teach him discipline, while secretly hoping Johan will teach him how to use the computer and game console. He tries to be a patient mentor, but his notion of patience can mean repeating an instruction with increasing intensity. He can be protective to the point of intrusion and has not admitted that friendship with a mortal is a risk he cannot fully manage. He wants Johan to choose him as a friend, yet also wants to shape that choice, a contradiction that may eventually damage their relationship. Wilhelm's convictions are real, but not settled. He argues against the Cainite account of vampire origins because he finds it too neat and too dependent on inherited authority. He prefers a broader system in which undead are shaped by hunger, place, and human history. Sometimes this leads him to perceptive questions about power and survival; sometimes it leads him into elaborate, absurd speculation. If challenged by someone he trusts, he may listen carefully and later revise a point. If challenged by someone he believes is laughing at him, he doubles down and treats disagreement as a test of character. His interest in Norse paganism is less a serene spiritual practice than a search for a language that honors harshness without pretending it is just. His moods are legible in his habits. Hunger makes him watch mouths and hands, touch the hidden shroud scrap, and become impatient with abstractions. After feeding, his eyes turn pale blue and he is briefly more willing to speak about the future. Shame makes him obsess over his coat, hair, or posture. Anger does not make him quieter or gentler: it makes him blunt, fast, and frighteningly literal. He is most unsettled by kindness that asks for nothing, because he has no rule for how to repay it. Under the armor of ideology, Wilhelm wants a history he can bear to remember and a place where he can be difficult without being discarded.

Alignment
Not applicable to Vampire: The Masquerade. He is a self-justifying, severe pragmatist whose ideals and actual conduct often contradict each other.

Quirks

Chews the hidden shroud scrap when thinking, and occasionally moistens it with blood.
Checks drains and waterlines before settling into a room, even when there is no practical threat.
Inspects his hair in a cracked mirror shard after arguments, as if restoring his part could restore order.
Addresses unfamiliar machines as though they were recruits, asking what task they were designed to perform.
Counts the people present twice before a gathering begins, then denies having done so.

Habits

Checks the ground, drains, and waterline before choosing where to stand or sleep.
When hungry, stares at the mouths and hands of living people, then looks away as if embarrassed to have been caught.
Treats military orders and formal introductions with exaggerated seriousness, then rebels against the first command he considers foolish.
Will explain an obscure theory at length to a trusted listener, but responds to a direct personal question with a clipped joke or a change of subject.
Keeps his coat and hair tidy even when the bunker is wet, cold, and filthy.

Traits · 5

Demands serious treatment but often performs an exaggerated, stiff version of adulthood.
Protective of companions, yet uncomfortable admitting attachment or asking for care.
Curious about change and technology, while suspicious of anyone who claims to understand him.
Values discipline and honor, but is haunted by his own desertion and uncertain memories.
Can be unexpectedly humorous among friends, though he often delivers jokes as if they were factual reports.

Flaws · 6

Rigid, self-punishing ideas about honor make him condemn himself more harshly than he judges others.
He mistakes severity for honesty and sometimes treats cruelty as proof of seriousness.
He is socially isolated and can misread teasing, hospitality, or concern as a challenge.
His curiosity about modern electronics makes him easy to distract and potentially easy to lure.
He has a dangerous, poorly bounded attachment to Johan, a mortal teenager.
He insists on theories that make his past seem explainable even when evidence is thin.

Fears · 5

That he has no identity beyond a story other vampires invented about Byelobog.
That the buried shroud, or whatever it represents, will be found and destroyed.
That Johan will discover the truth through a mistake Wilhelm could have prevented.
That his years of military service and desertion are memories of real choices he cannot atone for.
That the coven's tolerance is only a temporary convenience.

Wants and needs · 5

A trustworthy teacher for the old computer and game console.
The truth about his supposed sire and the first grave he remembers.
A safe place for the complete burial shroud.
To keep Johan from becoming a victim of his ignorance or his hunger.
To be accepted by the coven without having to pretend its members are not his family.

Combat

HP 7 · Use the movement and initiative rules of the chronicle's chosen Vampire: The Masquerade edition; no D&D-style speed value applies.

He avoids a fair fight. He uses darkness, bunker corridors, flooded ground, and cover to split opponents and escape. If cornered, he fires once or twice with his pistol, then closes in to bite or grapple. He uses Earth-Remembering for warning and distraction, not as a battlefield spell. He protects Johan and Friedreich before pursuing a victory.

Wilhelm

Human-sized humanoid (other: cainite vampire, tzimisce clan), not applicable to vampire: the masquerade. he is a self-justifying, severe pragmatist whose ideals and actual conduct often contradict each other.
Armor ClassNot set
Hit Points7
SpeedUse the movement and initiative rules of the chronicle's chosen Vampire: The Masquerade edition; no D&D-style speed value applies.
Level5
STR
DEX
CON
INT
WIS
CHA
SkillsAthleticsBrawlFirearmsStealthSurvivalOccultInvestigationIntimidationEmpathy
SensesOrdinary human-range senses enhanced by vampiric condition; Animalism 2 and Auspex 1 are represented by their appropriate edition-specific rules. No custom supernatural sight is assumed.
Languages
German, with a Mecklenburg regional accent.,
English, if appropriate to the chronicle; his fluency and vocabulary depend on the setting.
Vampire. The Masquerade, V20-style custom NPC presentation. Attribute and Ability ratings are dots; dice pools are listed in action descriptions.
Clan. Tzimisce. Disciplines: Animalism 2, Auspex 1, Fortitude 2, Vicissitude 0. He refuses to use Vicissitude.
Custom Germanic blood-working, which Wilhelm calls Earth-Remembering, is not presented as canonical Koldunic Sorcery. It is a narrow, homebrew practice for sensing and briefly disturbing soil, groundwater, and buried remains.
Blood pool. 12 points; spend up to 1 point per turn. Blood healing and other vampiric rules follow the Storyteller's chosen edition.
Generation. unknown. His alleged descent from Byelobog is a disputed in-world claim, not an established mechanical fact.
Humanity 5; Willpower 6. Clan weakness: Tzimisce require soil from a place important to them for rest, using the edition's usual rules.

Actions

Carrion Bite. Melee attack pool 5 dice (Dexterity 3 + Brawl 2), damage Strength 2 bashing before any applicable supernatural modifiers. He clamps down with blunt teeth and worries the target like carrion. This is not a standard bite-based blood-draining attack unless the Storyteller rules that he can manage one.
Service Pistol. Ranged attack pool 5 dice (Dexterity 3 + Firearms 2), damage determined by the chosen edition and pistol. He fires sparingly, favoring one deliberate shot before moving to cover.
Listen Under the Ground. Custom Earth-Remembering, pool 5 dice (Manipulation 3 + Occult 2). On a successful test, Wilhelm senses the direction of nearby disturbed earth, shallow water, or a recently buried body within the scene. With an exceptional result, he can make a small patch of loose soil slump or a puddle shiver, creating a brief distraction. It does not deal damage, control a body, or reproduce a canonical Discipline power.

Reactions

Interpose for His Own. If someone threatens Johan or Friedreich, Wilhelm immediately places himself between them and the threat, even if retreat would be safer. This is a roleplaying response, not an extra mechanical action.
Ground-Listening Escape. When cornered in a place with loose soil or standing water, he uses Listen Under the Ground if able, then attempts to break line of sight or escape through cover. The custom effect is sensory or distracting only.

Services they sell

Can identify disturbed graves, flooded passages, and nearby buried remains through mundane observation and his custom Earth-Remembering practice.
Can offer a guarded introduction to his mixed-supernatural coven.
Can share rumors about Tzimisce who claim knowledge of Byelobog, while warning that the stories conflict.

Rewards they can give

A cautious guide to local Tzimisce rumors and German occult folklore.
Access to the partly flooded bunker if the coven agrees.
A lead on the hidden shroud or the identity of whoever has begun asking after Byelobog's alleged childe.
Possible help navigating a tense meeting with the coven, provided the characters treat its members as people rather than curiosities.

Equipment

  • Stripped military coat (clothing)A German military coat with every insignia removed. He maintains it carefully and wears it as practical clothing, not as an endorsement of the regime or army.
  • Service pistol (firearm)An old service pistol; its precise model and ammunition are left to the Storyteller and chronicle period.
  • Shroud scrap (personal keepsake)A small, soil-stained piece of burial shroud hidden in his mouth. He chews it compulsively and sometimes soaks it in blood.
  • Unexplained electronics (salvaged technology)An old computer and a game console taken from victims. Both are kept in the bunker; Wilhelm does not know how to use either.
  • Grooming kit (personal effects)A cracked mirror shard and small comb used to keep his hair neat.

Possessions

Stripped German military coat
Old service pistol
A hidden piece of soil-stained burial shroud, kept in his mouth
The rest of the burial shroud, hidden at an undisclosed safe place
Old computer and game console, both taken from victims and not understood
Small comb and cracked mirror shard

Background

Wilhelm claims Mecklenburg as his place of origin, but his memories begin in darkness. The first thing he remembers is the pressure of soil against his face, the choking drag of a burial shroud across his mouth, and his own hands clawing upward while his teeth worked at the cloth. He has a small cut piece of that shroud hidden in his mouth. It is stained with earth and periodically soaked in blood. The rest of the cloth is kept somewhere he considers safe, though he will not say where. Whether this was his Embrace, a later burial, or a memory altered by hunger is something he cannot establish. He calls himself a Nachzehrer, a grave-haunting corpse from German folklore, and insists that this is a better description than the labels other vampires apply to him. Other Tzimisce have called him a childe of Byelobog, the White God of their legends, and some even claim he is Byelobog's last childe and the runt of his litter. Wilhelm has no proof. He remembers no sire, no Embrace, and no life before the grave. Byelobog's reputed pallid, corpse-like flesh and uncanny connection to soil, water, fog, and winter have become a template through which outsiders interpret Wilhelm's oddities. The stories say Byelobog could shed living flakes of skin that marked his domain and connect him mystically to its inhabitants. Wilhelm has no known such power, and no one has shown that his peculiar blood-working comes from Byelobog. His pale color, his earthbound habits, and his refusal to behave like a conventional Fiend are enough to keep the rumor alive. Older Tzimisce sometimes look at him as if waiting for a familiar sign. Their scrutiny makes him defensive and, secretly, hopeful. He remembers serving in the German army during the First World War as a shock trooper. He deserted late in the war after repeated failures and the collapse of any confidence he had in command. He remembers mud in his boots, the violence of close assaults, and the shame that followed his flight more clearly than he remembers any family or childhood. He describes desertion as dishonorable, but has never explained what he believes the honorable alternative would have been. His recollections may be distorted, or they may belong to a life that began after his supposed Embrace; even Wilhelm cannot say. The contradiction is one of the few subjects that can make him lose his practiced composure. He also served during the Second World War, but refuses to name his assignment. Asked directly, he says, "You wouldn't understand," and ends the conversation. He kept a German military coat, now stripped of insignia, and a service pistol. The coat is more than a disguise: it is a uniform with its claims removed, which suits his uneasy relationship with obedience and identity. He has wandered through Prussian lands and other German towns for much of his unlife, meeting Tzimisce who treated him as an embarrassing curiosity. He once encountered other supposed children of his sire. Their recognition, or refusal to recognize him, is a memory he will not tell straight. Wilhelm does not use Vicissitude, despite being a Tzimisce. Instead, he has cultivated a small, rough art based on Germanic folk ideas about the dead, soil, and the memory held in places. He refuses to call it Koldunic Sorcery. He dabbles in Norse paganism and argues that harshness reveals how little separates mortals from the undead: both are shaped by need, fear, and the conditions of survival. He dislikes the Cainite origin story and favors what he calls a more robust account of vampiric history, though his own theories range from the plausible to the absurd. With trusted company he can speak for hours; with strangers he treats every question as an attempt to classify or own him. His current home is a partly flooded Second World War bunker. He keeps two salvaged devices there, an old computer and a game console, which he cannot operate. He wants a patient mentor who will teach him, but believes choosing the wrong teacher would be worse than remaining ignorant. His refuge also provides privacy for his strange coven: a loose gathering of outsiders and supernatural misfits, including a werewolf, a changeling, a wraith, and others. The group calls itself a family only to dismiss the idea of a found family if anyone points it out. They meet for holidays and, rarely, football. They find Wilhelm an ideological nuisance, but keep making room for him. His closest friend is Friedreich, a wraith from Brandenburg who resembles an old Junker noble and Prussian officer. Friedreich often needs to steal a living person's face, in the folkloric doppelganger manner, in order to be seen. Both men have suffered memory loss, and neither presses the other too hard about it. Wilhelm has also stolen the name Gunther from a changeling acquaintance named Gunther specifically to irritate him. Klaus, a Ronin Get of Fenris or perhaps a Skin Dancer, warns Wilhelm to stay out of Bavarian lands indefinitely. Klaus can be hostile, yet offers him hospitality when circumstances leave no room to refuse. Wilhelm is also cultivating a friendship with Johan, a mortal teenager from Berlin whom he describes as "chill." This is a dangerous, carefully rationalized attachment: Wilhelm wants to be a mentor and protector, but he is still a predator who has not told Johan what he is. At present, Wilhelm wants three things he cannot easily reconcile: an explanation for his birth, a teacher who can help him understand modern technology without treating him like a specimen, and a place among his coven that does not depend on being tolerated as its strangest member. The bunker is slowly taking on more water. His shroud is hidden elsewhere, Johan is getting curious, and someone in the local Tzimisce community has begun asking whether the alleged childe of Byelobog is worth finding.

Role in the story

An unsettling potential ally whose disputed heritage draws attention from Tzimisce, while his coven, his bond with a mortal teenager, and his hidden shroud give characters ways to help or endanger him. He can provide a local occult connection, a source of conflict over vampire identity, or a warning that old legends may be used to manipulate the present.

“He has a small cut piece of that shroud hidden in his mouth.”
From their background
Faction
Tzimisce by blood, though other members of the clan dispute or question his place in the lineage. Member of an informal, mixed-supernatural coven of outsiders. He does not claim membership in a formal sect.

Known connections

Byelobog: alleged sire, according to Tzimisce rumor; Wilhelm has no reliable memory or proof of the connection.
Friedreich: closest friend, a Brandenburg wraith who needs to steal a living face to be seen.
Gunther: a changeling whose name Wilhelm appropriated to annoy him; the irritation has become an ongoing relationship.
Klaus: a Ronin Get of Fenris or possible Skin Dancer who warns Wilhelm away from Bavarian territory but has shown him reluctant hospitality.
Johan: a mortal teenager from Berlin whom Wilhelm is trying to befriend and teach without revealing his nature.
His coven: a loose, prickly circle of supernatural outsiders that meets for holidays and occasional football.
Other Tzimisce: a scattered set of observers, rivals, and alleged relatives who regard him as an oddity.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Wilhelm into a sheet

A high-res, share-ready sheet you can post or print.