The Malkavian who claims to be Hermann Göring appeared in Berlin after World War II. According to himself, he was embraced by a coterie of three individuals who attacked him, mocked him, drank his blood and forced their vitae onto him. Hermann says they also carved obscene things into his flesh, symbols that draw the tortured souls of the victims of the entire World War II to haunt him.
As a result of his traumatic embrace, he is filled with nervous energy, always walking about, chewing his nails or waggling his foot, constantly looking for signs of his enemies and trying to block his ears against the accusing voices inside his head, but to no avail. He claims he knows the truth about Project: Werewolf and fears Heinrich Himmler terribly, saying that his former colleague is aware that Göring was the one who hid the Magisches Erbe (Magical Heritage), the true magic that Hitler stole from the world, and that he is the only one who supposedly knows where Adolf Hitler currently is.
It is unclear whether this Hermann Göring is actually the World War II Nazi military leader, or if he has merely assumed this persona as part of his derangement, but in moments of lucidity Hermann can gain great control over the Final Reich, mainly as a result of his past history as a Nazi officer. He dresses in thread-bare, soiled, Third Reich era clothes and although physically he bears only minimal resemblance to the historical Hermann Göring, few doubt that he is someone other than who he claims to be.
Himmler himself never met this Malkavian, but he's intrigued. If he ever finds him, the Tremere intends to show this upstart what terror really means. And if Hermann truly is who he says he is, Himmler might keep him as a slave and give him back the glory that was once the Third Reich.
- For more information on the real homonymous historical character check: Hermann Göring
Hermann Göring, Whispers in the Night
Sire: The Malkavian Coterie of Berlin
Apparent Age: 52
Physical: Strength 3, Dexterity 2, Stamina 2
Social: Charisma 2, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 4, Wits 4
Talents: Alertness 3, Brawl 2, Dodge 2, Intimidation 4, Leadership 4
Skills: Drive 2, Etiquette 4, Firearms 3, Melee 3, Survival 2
Knowledges: Bureaucracy 5, Finance 2, Law 4, Occult 4, Politics 3
Disciplines: Auspex 4, Celerity 1, Dominate 5, Obfuscate 3, Presence 3
Virtues: Conscience 1, Self-Control 3, Courage 4
Morality: Humanity 1
Derangements: Delusions of Grandeur, Haunted (the ghosts of World War II), Paranoia.