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This page is haven to all approved character bios for the Bloodline RP
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MEMBER NAME: SilverMist
CHARACTER NAME: Papillion Framboise
RACE: Kindred
VAMPIRE CLAN: Toreador
DEMEANOR: Waif
NATURE: Dancer
VAMPIRIC AGE: 23
APPARENT AGE: 20
SEX: Female
PHYSICAL DESCRIPTION:
In a word, fabulous. Papillion is a rarity in Hamilton, as she dresses and looks the part of some Los Angeles socialite always done up and keeping up with the latest trends. If you caught her just out of bed you'd discover she's 5’4, her hair is a silken strawberry blond falling straight down below her shoulders, her eyes are a charming girl next door blue and despite her pale hair her eyelashes are long and dark, the sort for which most women would kill. However, if you catch her out on the town or even an hour later all is subject to change without notice. She's never seen in a shoe that doesn't have at least a four inch heel (unless of course flats are the new six inchers). She has a disarmingly cute face and body, her curves being soft and not overly dramatic unless she dresses them up to be. She's always looked young for her age, and can appear anywhere from as young as 17 to the 20 she was when she was turned, but generally speaking she looks to be about 19. Despite being dressed to kill she has mastered the damsel in distress aura and often seems lost or like puppy whom needs a hug and has a smile that makes you feel like you just saved her life.
CHARACTER HISTORY:
Papillion was essentially born into a tutu as soon as she was confirmed female. Her mother signed her up for tot's ballet classes as soon as the little tyke could stand on two legs. So looking back at her time as mortal is mostly filled with going to and from ballet classes, recitals, fitting shoes, fitting dresses, but she does not at all resent this. She grew up living and breathing ballet and her mother lucked out in the fact that not only did her daughter enjoy it, she was damn good at it. Her parents were well off and could afford to keep her in good schools with tutors and the like so all her free time was devoted to dance, she was awe inspiring some would say, she moved like water only more fluidly. And she supposes that's why she caught the attention of a certain Toreador. He was all you'd expect him to be, tall and dark with a soul of rain and burning embers. Born and bred in Hamilton and having most of her life scheduled with dance classes and dancing she'd never met anyone like him. He approached her back stage after a performance in Toronto gave her the name Vincent and said he would very much like to work with her. The rest as one says is history.
PERSONALITY:
To meet her on the street she can seem kind of flaky and waif like, she seems to wander through life with no direction and seems to beg to be moulded, guided, and taken care of but by no means is she unable to take care of herself and often has passing desires to take care of others. She is quite a live wire socialite and can be quite bouncy and bubbly. She likes the material things in life. To meet her on the stage you would see a girl entirely in tuned with her self in a way that's almost spiritual made physical. You can almost see the hard work and all she really is when she dances.
LOVE/LIKES:
Papillion like most Toreadors likes the beautiful things, the beautiful people, and places, the clothes the shoes the make up, especially the shoes. She likes to dance to bear her soul through movement. She likes Gore park when it's all lit up as if Hamilton were somewhere important. She enjoys showing off to an extent, being seen and generally stirring things up the way only the beautiful can.
HATES/DISLIKES:
Papillion finds it hard to hate anything, but she does have a great distaste for anyone who wears velour or sweat pants. Moustaches also rank highly on her list of things she doesn't care for.
FEARS/PHOBIAS:
She hates being tied up or not being able to move. Shoe laces even bother her a little, but she suffers for fashions sake. It relates back to a class prank when she was a lot younger she'd accidentally been left tied up in the dark of the supply closet for five hours.
DREAMS/IDEALS:
She's not really a long term goals kind of gal, she does everything she does as well as she possibly can at the time and if she gets better in the future well that's a bonus. That being said she'd probably like to own the world's largest collection of shoes or be features in some trendy magazine.
MERRITS & FLAWS:
Baby Face (2 pts) Phobia Mild (1 pt)
Mansion (2 pts) Compulsion (1 pt) (Neatness)
[2 Freebies]
GENERATION: 13th
BLOOD POOL: 10
CONCEPT: Cool Whip
PHYSICAL STATS [5]
STRENGTH: 2
DEXTERITY:3
STAMINA: 3
SOCIAL STATS [7]
CHARISMA:4
MANIPULATION:2
APPEARANCE:4
MENTAL STATS [3]
PERCEPTION:2
INTELLIGENCE:2
WITS:2
SKILLS
TALENTS [13]
ACTING: 1
ALERTNESS: 2
ATHLETICS: 3
BRAWL:
DODGE: 3
EMPATHY: 2
INTIMIDATION:
LEADERSHIP: 2
STREETWISE:
SUBTERFUGE:
SKILLS [9]
ANIMAL KEN:
DRIVE: 2
ETIQUETTE: 3
FIREARMS:
MELEE: 1
MUSIC:
REPAIR:
SECURITY:
STEALTH: 1
SURVIVAL: 2
KNOWLEDGES [5]
BUREAUCRACY:
COMPUTER: 3
FINANCE: 1
INVESTIGATION:
LAW:
LANGUAGES: 1
MEDICINE:
OCCULT:
POLITICS:
SCIENCE:
VIRTUES
CONSCIENCE: 3 SELF CONTROL: 4 COURAGE: 3
HUMANITY&WILLPOWER
HUMANITY: 8 [1 freebie] WILLPOWER: 4 [2 freebies]
CLAN DISCIPLINES
AUSPEX: 2 [7 Freebies]
CELERITY: 1
PRESENCE: 1
BACKGROUND
FAME: 1
HERD: 3 [2 freebies]
RESOURCES: 4 [1 freebie]
(http://i5.photobucket.com/albums/y167/ladyjallyn/Papillion.jpg)
TOTAL 13 LEFTOVER:13
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MEMBER NAME: Maxx
CHARACTER NAME: Angelo 'Angel Angel' Angelino
RACE: Kindred
VAMPIRE CLAN: Ventrue
DEMEANOR: Architect
NATURE: Director
VAMPIRIC AGE: 25 + 4
APPARENT AGE: 25
SEX: Male
PHYSICAL DESCRIPTION: Angelo's dark hair is long and curly, so much so that women seem to want to run their fingers through it. He wears a close cropped beard and can be found in jeans as often as he can be found in suits. His eyes are dark brown, almost black and are deep enough for a Toreador to drown in.
(http://i180.photobucket.com/albums/x94/Shadowphile/spanish-guitarist-1.jpg)
CHARACTER HISTORY: Angelo almost went blind at the age of sixteen, after an encounter with some home made booze. It ground his life to a screeching halt, which was a good thing, because at that point it was headed straight for an early grave. The stereotypical rebel without a clue up until that point, he straightened himself out and actually began applying himself to his studies. He graduated with an dual honours degree in business and fine arts.
With a loan from his parents as seed money, he opened a nightclub with a small recording studio in the basement and now he keeps an eye out for up and coming talent. It was a race between the Ventrue and the Toreador to see who would be the one to Embrace him, the former for his financial potential and the latter for his musical potential. The Ventrue won out but only because the Toreador got caught up in traffic that night. The Brujah would have embraced him during his hellion days but when
he calmed down, they lost interest.
PERSONALITY: Angelo loves the guitar. He plays because he wants to and because people like to listen, not because he wants to become famous. Many Toreador consider him a true artist. Once a total hell raiser, he has matured considerably but he can still kick back and have a good time, something the Brujah can appreciate, since it is so rare in a Ventrue. He occasionally serves as the voice of experience and tries to steer others off the self destuctive path he used to walk. Underneath, however lurks a true predator. He treats others well only because he can get more out of them that way. He has little tolerance for fools and is an intellectual snob, although he tries hard to hide it.
LOVE/LIKES: Music, Spanish guitar
HATES/DISLIKES: Stupid, talentless people who think they have what it takes to be a star
FEARS/PHOBIAS: Going deaf. Phobically afraid of centipedes
DREAMS/IDEALS: Controlling the largest recording studio in the world.
STRENGTHS & WEAKNESSES: Prey exclusion: Attractive women
GENERATION: 12th
BLOOD POOL: 11
CONCEPT: Music Mogul
PHYSICAL STATS SOCIAL STATS MENTAL STATS
STRENGTH: 2 CHARISMA : 3 PERCEPTION : 3
DEXTERITY: 2 MANIPULATION: 4 INTELLIGENCE: 2
STAMINA : 2 APPEARANCE : 3 WITS : 3
TALENTS SKILLS KNOWLEDGES
ACTING: ANIMAL KEN: BUREAUCRACY: 2
ALERTNESS: 2 DRIVE: 2 COMPUTER: 2
ATHLETICS: ETIQUETTE: 2 FINANCE: 3
BRAWL: 2 FIREARMS: 2 INVESTIGATION:
DODGE: 2 MELEE: 1 LAW: 1
EMPATHY: 1 MUSIC: 3 LANGUAGES: 2
INTIMIDATION: REPAIR: MEDICINE:
LEADERSHIP: 2 SECURITY: OCCULT:
STREETWISE: 2 STEALTH: POLITICS: 3
SUBTERFUGE: 2 SURVIVAL: SCIENCE:
VIRTUES
CONSCIENCE: 3 HUMANITY: 6 BLOODPOOL: 11
SELF CONTROL:3 WILLPOWER: 4
COURAGE:4
CLAN DISCIPLINES BACKGROUNDS MERITS/FLAWS
Dominate:1 Fame 1 Media Ties: (2 pt Merit)
Fortitude: 0 Generation 1 Nightclub: (2 pt Merit)
Presence: 3 Herd 2 Efficient Digestion: (3 pt Merit)
Influence 1 Phobia (Mild): (1 pt Flaw)
Resources: 4 Intolerance: (1 pt Flaw)
Dark Fate: (5 pt Flaw)
Dark Fate: To crash and burn just as he is reaching the pinnacle of his success, dragging the Masquerade down with him as he goes. It will be a race to see who gets to murder him first....
Angels Herd
Hania - snorts coke on occasion
Squish aka Gwen - punk rocker
Lucy -seamstress
Tina - Unyon waitress/bartender
Wendy - Double Angel Studios secretary.
Kristina - studio musician (keyboard)
Rachel. lesbian photgrapher
TOTAL: 15 LEFTOVER: 3
Other notes: Opened up Melee 1 as skill in chapter 5.2 as per Storytellers EXP Award
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MEMBER NAME: Hurricanus
CHARACTER NAME: Ignacio (Iggy) Silvestro D’Ambrosio
meanings (Fiery One) (Silver) (Immortality)
RACE Kindred
VAMPIRE CLAN: Brujah
DEMEANOR: Loner
NATURE: Visionary
VAMPIRIC AGE: 47
APPARENT AGE: 28
SEX: Male
PHYSICAL DESCRIPTION: Iggy Stands 6’ 1” and is a broad shouldered barrel chested Italian. That he is heavily muscled due to his work is obvious regardless of what he wears. He has dark black hair and sports a full beard and ‘stache. His beard is long enough to cover his neck. He has dark black eyes and olive skin.
CHARACTER HISTORY:
Character History – Ingacio (Iggy) Silvestro D’Ambrosio
Ingacio was born on October 15 1952 to Silvestro and Perla a young Italian family who had just immigrated to Hamilton Canada from Catanzaro Calabria. He was second of three children and the families first child born in Canada. His elder brother Enzio and his younger sister Belladonna are still alive but his parents died in 1996 and 1998 respectively. Enzio is a Builder and now owns a home in Stoney Creek, while Belladonna married a doctor and has a home in Ancaster. Neither of his siblings would recognize Ingacio and he has little to do with them.
Ingacio’s youth was fairly mundane. He want to St Francis Xaiver grade school, was confirmed in grade seven, made his first communion in grade three. He played hockey, baseball and soccer well but never excelled at any of them. Some times he got into trouble and sometimes he got away undiscovered. He always built things, which shared his spare time with his trumpet lessons. In high school at Bishop Ryan Ingacio learned to drive, love, and enjoy life. He rebelled from the status quo more and more as he got older. He fell in love, he fell out of it. His art focused into sculpting and he took up percussion. He decided not to go into construction and instead went to the Dundas school of Art in 1967. He finished his diploma in 1972 and continued his studies in NYC at New York University. It is there that he met his artistic mentor Tony Smith (American Minimalist Sculptor). In 1975 he followed Tony Smith when Smith with other artists opened the Cooper Union House in the East Village. He stayed studying under Smith and other metal sculptors such as Alexander Calder, Donald Judd, Carl Andre, Lousie Nevelson, and Mark DiSurero. In 1978 He accepted a teaching position at the Edinburgh College of Art. It was while in Edinburgh that Ingacio became involved with Luke Cresswell and Steve McNicholas and joined their street Percussion Punk band Pookiesnackenburger.
While with Pookiesnackenburger Ingacio, Luke and Steve became fast friends and began the journey that would see the development of STOMP in 1991. What the world at large doesn’t know is that Luke Cresswell was a vampire of the Brujah clan. On May 18 1981 after a great party and show Luke embraced both Steve McNichols and Ingacio. Shortly after Ingacio was embraced he left his teaching position and joined full time with Luke and Steve. The trio remained together through the development of the YES/NO People in 1986 and that group was to successful launch STOMP in London’s Bloombury theatre. Ignacio continued with STOMP and the YES / NO People as they toured Australia, Europe, Montreal. The gig at the Barcelona Olympics was a great blast for Ignacio. So was working on the “Ice Pick” commercial for Coke in 1993. The following years saw the trio and their group touring the United States, Japan and finally the 1995 final show at the open air amphitheater at The Acropolis in Athens.
Once Stomp had run its course – Ignacio once again felt the itch to return home to Hamilton and to refocus his art back to his original medium of sculpting over music. So in 1996 Ignacio left his sire Luke and his brother Steve in Edinburgh and with their blessings he returned to Hamilton Ontario. He returned in time to attend as a stranger his mother’s funeral in August of 1996. He thought of re-connecting but decide not too. Still again as a stranger he attended his father’s funeral in February of 1998. Since then he has been focusing his efforts towards his art.
PERSONALITY: Ignacio is a hot tempered artist. He is a loner who having rejected the values of society prefers to isolate himself with his art. When that solitude is interrupted things can get out of hand. So Ignacio has established methods which calm him down.
LOVE/LIKES: He loves STOMP music. He loves his art and the works of most sculptors. He loves his dog Steel, a staffordshire bull terrier. He likes Grunge and denim as a dress style. He likes the Brujah clan, has no problems with the other clans expect as noted. He loves his food and his drink and is known to smoke Arturo Fuente or a Graycliff cigar while working with his torches or just relaxing at home. He also has a love of fire and likes to watch it flow. Some day he will capture it in metal. Oh and of course Go Dogs Go!
HATES/DISLIKES: He hates not be given the credit his art deserves. He hates that his art has not yet been displayed at the Hamilton Art Gallery. Recently his displeasure with the gallery was so severe he got a license and followed all the rules to have an all day STOMP marathon in the stage areas above Jackson Square. He was assured it pissed one Toreador really off. Toreadors as a clan can really irk Ignacio. Ignacio tends to give Venture a lower opinion except for one Venture he knows and somewhat respects. He hates with a passion all cats. He also hates his nightmares.
FEARS/PHOBIAS: Running water (just a irrational belief that he can’t shake)
DREAMS/IDEALS: Iggy believes that with training and discipline the Brujah can learn to use their rage to rule. The key is to focus where force is needed during any frenzy. In short to control the frenzy. He also dreams of seeing his work become world known before he has to retire this persona.
MERRITS & FLAWS:
Merrits (7) - Beserker (2)
Inoffensive to animals (1)
Can eat food (1)
Spirit Mentor (3)
Flaws (7) - Can’t cross running water (3)
Hatred – Felines/Cats (3)
Nightmares (1)
GENERATION: 11th
BLOOD POOL: 12
CONCEPT: Grunge STOMP artist and metal sculptor who retreats into his art to escape the constraints of the “Man” – those with power that due to their narrow world view feel compelled to attempt to stifle my individuality.
PHYSICAL STATS (7)
STRENGTH: 4
DEXTERITY: 3
STAMINA: 3
SOCIAL STATS (5)
CHARISMA: 2
MANIPULATION: 4
APPEARANCE: 2
MENTAL STATS (3)
PERCEPTION: 2
INTELLIGENCE: 3
WITS: 1
SKILLS
TALENTS (13)
ACTING:
ALERTNESS:
ARTISTIC EXPRESSION: 3
ATHLETICS: 2
BRAWL: 2
DODGE:
EMPATHY: 2
INTIMIDATION: 2
LEADERSHIP:
STREETWISE: 2
SUBTERFUGE:
SKILLS (9 + 3 [6 Freebie pts])
ART: 3 (Metal Sculpture)
ANIMAL KEN:
DRIVE: 1
ETIQUETTE:
FIREARMS: 1
MELEE: 1
MUSIC: 3 Percussion / STOMP
REPAIR: 3
SECURITY:
STEALTH:
SURVIVAL: 1
KNOWLEDGES (5)
BUREAUCRACY:
COMPUTER:
FINANCE:
INVESTIGATION:
LAW:
LANGUAGES: 1 (Italian)
MEDICINE:
OCCULT:
POLITICS:
SCIENCE: (Metallurgy) 2
AR T HISTORY 2
VIRTUES
CONSCIENCE: 3 SELF CONTROL:2 COURAGE:5
HUMANITY &WILLPOWER
HUMANITY: 5 WILLPOWER: 5
CLAN DISCIPLINES
Celerity: 1
Potence: 2
Presence: 1
BACKGROUNDS (5+9 [11 Freebie pts])
ALLIES: 1 One ally of moderate power and influence.
Jahan Zeb, Head of the Hamilton Arts Advisory Committee.
FAME: 2 You are a local celebrity
GENERATION: 2 11th Generation
RESOURCES: 4 Well off $9000/month + $500000 if you liquidate your assets
RETAINERS: 3 Three retainer
Police office: James McKay
Next Door neighbours: Robert ( Hedgeman ) and Jennifer (Doglady) Jammorik
STATUS: 2 Respected: An ancilla
TOTAL: 15 LEFTOVER: 2
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MEMBER NAME: Mooniekate
CHARACTER NAME: Fia Isobel Cade (Fia means "Dark of Peace")
RACE: Kindred
VAMPIRE CLAN: Gangrel
DEMEANOR: Conformist
NATURE: Cavalier
VAMPIRIC AGE: 23 + 39 = 62
APPARENT AGE: 23
SEX: Female
PHYSICAL DESCRIPTION: Dark blue-black hair past the shoulder. Light turquoise eyes. Around 5'7". Slim-athletic.
CHARACTER HISTORY: I led a pretty straight and narrow life. I had drunk wine a few times, but I had never smoked or done drugs of any kind. I was invited by some friends to go to a groovy music festival down in the states. I had never been out of Vernon, so I jumped at the chance. It was dusk when we finally pulled in to the festival in my friend's boyfriend's Volkswagon Bus. Not a minute after I got out of the van, a random guy handed me a cup of what he called Kool-Aid. I was pretty thirsty, and naive apparently, and I chugged it back. Little did I know, it was actually enough acid to keep me high for a few days. I danced and jumped in the rain and mud with my fellow revellers, glorying in the vast multitude of colours and how my hands looked. On the third night of the festival I met a handsome guy. He said his name was Amaranth Renu. He told me his name meant "Immortal one born of dust". I thought he looked like the lovechild of a devil and an angel, but that could have been the goofballs talking. He asked me to follow him to his tent, and with me obviously not all there, I went with him. As soon as the flap was fastened, he grabbed me from behind and sunk his teeth into my jugular. I started to trip out, and it started to really hurt. The struggle made him tear my artery, and I started to bleed out, laying there on the dirt floor of this guy's crappy tent. The next thing I remember is waking up backstage at a concert, bodies strewn about me, blood everywhere. Turns out, my 'sire' embraced me and stuffed me into a case at the festival and put me in the pile for the roadies to pack onto the tour bus. I had to sneak back over the border in the dead, (no pun intended), of night. I haven't seen him since that day. I came to Hamilton to start over and reinvent myself.
PERSONALITY: I'm an intelligent woman who wants to be independent but can't seem to do it on my own.
LOVE/LIKES: Loves when things go my way.
HATES/DISLIKES: I hate to be pushed aside.
FEARS/PHOBIAS: Failing and having nothing to call my own. Having to start from scratch...again.
DREAMS/IDEALS: I want to be independent. I don't want to have to rely on anyone.
MERITS: Eidetic Memory (2 pts.)
Double Jointed (1 pt.)
FLAWS: Magic Susceptibility (2 pts.)
Allergic: Acrylic (1 pt.)
BACKGROUNDS:
Generation: 1 - 12th generation (10th generation due to Diablerie)
Resources: 3 - Large savings $3000/month + $50000 if you liquidate your assets
Allies: 1 - Mel - Pot Dealer (knows)
GENERATION: 12th Generation
BLOOD POOL: 11
CONCEPT: Unindependant animal control worker
PHYSICAL STATS
STRENGTH: 4
DEXTERITY:3
STAMINA: 3
SOCIAL STATS
CHARISMA:3
MANIPULATION:1
APPEARANCE:4
MENTAL STATS
PERCEPTION:3
INTELLIGENCE:2
WITS:1
SKILLS
TALENTS
ACTING:2
ALERTNESS:3
ATHLETICS:3
BRAWL:2
DODGE:2
EMPATHY:
INTIMIDATION:1
LEADERSHIP:
STREETWISE:
SUBTERFUGE:1
SKILLS
ANIMAL KEN:2
DRIVE:2
ETIQUETTE:
FIREARMS:2
MELEE:2
MUSIC:
REPAIR:
SECURITY:
STEALTH:1
SURVIVAL:
KNOWLEDGES
BUREAUCRACY:
COMPUTER:2
FINANCE:2
INVESTIGATION:
LAW:
LANGUAGES:
MEDICINE:2
OCCULT:2
POLITICS:
SCIENCE:2
VIRTUES:
CONSCIENCE: 3 SELF CONTROL:3 COURAGE:4
HUMANITY: 7 WILLPOWER: 5
CLAN DISCIPLINES
Animalism: 1
Fortitude: 1
Protean: 1
Potence 2 (due to diablarizing a Sabbat kindred)
NOTE: This character has the black veiny aura that marks her as a Diablarist now....
TOTAL: 12 LEFTOVER: 12
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MEMBER NAME: goosekat
CHARACTER NAME: Jeromy Addler
RACE: Kindred
VAMPIRE CLAN: Nosferatu
DEMEANOR: Judge
NATURE: Caregiver
VAMPIRIC AGE: 10 + 23 = 33
APPARENT AGE: 23
SEX: Male
PHYSICAL DESCRIPTION: Jeromy used to be a rather attractive man. But since his embrace he has changed into a rather absurd caricature of a human. He is missing the ring, middle and index finger on his left hand; his body is covered in scars as if he has been in some horrible fire; his fingers are elongated with talon like fingernails; his ears are pointed and slightly floppy at the top. He walks hunched over, almost as if he is an old man. He usually wears a long sleep shirt with a hooded sweatshirt over it with the hood pulled up to hide his face, camouflaged pants from a local military surplus store, combat boots and gloves to hide his hands.
CHARACTER HISTORY: Jeromy was born the fifth child of Melissa and David Addler and the only boy in the bunch. His mother was a school teacher and his father was a parole officer. The two oldest sisters died in a fire at a local store when Jeromy was just six. The investigation into the fire determined that it was arson but no suspects were ever found. At the funeral, Jeromy made a promise to his two dead sisters that he would never let anyone else die the way they had. From that day forward he was determined to become a firefighter. Growing up in New York City, he had many opportunities to watch the local firefighters in action.
He excelled in school and made the honor roll almost every semester. The only time he didn't was the time he had to have his tonsils out missing three weeks of school and the time he broke his leg and missed six weeks of school. He graduated high school at the age of sixteen and immediately enlisted in the army. After serving for four years he applied to and was excepted to the New York City Fire Department. After graduating from the Fire Academy, Jeromy was stationed to an engine company in the Bronx. After his nine month probationary period, he was transferred to the rescue company. His first fire was at a chemical company warehouse near the docks. He was trying to find an employee that was missing when the floor gave way beneath him and he fell through to the sub-basement. A shard of falling metal sliced off the ring, index and middle finger of his left hand while nearly 90 pounds of burning debris buried him. In the fall, Jeromy had lost his helmet, his mask and his air tank.
He was unsure of how long he lay there trying to breath with all of the fallen debris on top of him when he heard a scraping sound. His first thought was that the other members of the company had found him, then he realized that the fire was still raging and they had no idea he was down there. After a few minutes he felt the weight on top of him lighten little by little. 'So this is how it feels to die,' went through his mind. Moments later he felt a hand touch his shoulder. A soft voice spoke to him, giving him the chance to live. Jeromy thought the voice was female but it was hard to be sure under the circumstances. The voice went on to explain what would happen to him if he excepted the offer of life.
It didn't take long for Jeromy to realize that if he said no he would be left to die or worse, to live in excruciating pain for the rest of his life from the burns he had suffered. So he excepted the offer. The owner of the voice finished digging him out from under the debris and pulled him into the steam tunnels that ran under the city. There, away from any further danger from the fire, he was embraced. His sire was very gentle and kind. She explained exactly what would happen to him, the change he would under go and the pain that was involved. She did her best to help him through it all, including guiding him through repairing his burns and severed fingers. The day after he was embraced Jeromy returned to his apartment and gathered the few items that he wanted to keep, his diskman and two dozen Cd's, a few pictures, some clothing, a lottery ticket (a winner as it turned out) and his two Rottweiler's. His dogs, Tarish and Clara, were with him when he underwent the change. For the next two days they were very wary of him but came to accept him in his new state. They stayed together for eight years till she came out on the wrong end of a dispute with another Kindred.
So Jeromy headed north trying to out run his past and the trouble that took the life of his Sire. He wound up in Hamilton where he made some connections with the local Kindred and has become a member of the Hamilton Nosferatu.
PERSONALITY: Jeromy is rather withdrawn when he is out in public or around others. But if he is called on to mediate a dispute, whether between mortals, Kindred, or Kindred and mortal he is a force to be reckoned with.
LOVE/LIKES: He enjoys the beautiful things in the world: flowers, animals, classical music, etc. Being able to releave the pain or suffering of another. Being able to adequately mediate a dispute.
HATES/DISLIKES: those who take advantage of others, the pain and suffering of others, the Kindred who killed his Sire.
FEARS/PHOBIAS: fire, enclosed spaces
DREAMS/IDEALS; Jeromy dreams of one day being able to take revenge on the Kindred who destroyed his Sire.
MERRITS & FLAWS:
Inoffensive to Animals (1 pt merit)
Mansion (2 pt merit)
Calm Heart (3 pt merit)
Common Sense (1 pt merit)
Nightmares (1 pt flaw)
Prey Exclusion (1 pt flaw) (will not feed from fire fighters or police officers)
Ward (3 pt flaw) (almost over protective of the orphaned daughter of a fallen fire fighter)
Phobia (1 pt flaw) (enclosed spaces)
Soft-Hearted (1 pt flaw)
BACKGROUNDS:
11th Generation (2 pts)
Respected (2 pts)
One Ally (1 pt) (Local Arson Investigator, aids Jeromy when possible with his mediation's)
Well Off (4 freebie pts)
3 Contacts (3 freebie pts) (The first one is one of the janitors in the Crown Prosecutors office, she gives him information on people who may need his mediation services who can not be aided through the judicial system. The second is a bartender in a dive bar down by the docks. The third one is a driver for a small taxi cab company who keeps his ears open for people who may need Jeromy's help. All are payed a minimum of $100 per referral.)
GENERATION: 11th Generation
BLOOD POOL: 12
CONCEPT: disfigured former fire fighter who now functions as a mediator for hire.
PHYSICAL STATS
STRENGTH: 3
DEXTERITY: 3
STAMINA: 4
SOCIAL STATS
CHARISMA: 2
MANIPULATION: 3
APPEARANCE: 0
MENTAL STATS
PERCEPTION: 3
INTELLIGENCE: 3
WITS: 2
SKILLS
TALENTS
ACTING: 0
ALERTNESS: 3
ATHLETICS: 2
BRAWL: 3 (2 freebie points)
DODGE: 3
EMPATHY: 2
INTIMIDATION: 1
LEADERSHIP: 0
STREETWISE: 2
SUBTERFUGE: 0
SKILLS
ANIMAL KEN: 2
DRIVE: 1
ETIQUETTE: 2 (4 freebie pts)
FIREARMS: 0
MELEE: 0
MUSIC: 0
REPAIR: 0
SECURITY: 0
STEALTH: 0
SURVIVAL: 1
KNOWLEDGES
BUREAUCRACY: 2
COMPUTER: 2
FINANCE: 0
INVESTIGATION: 1 (2 freebie pts)
LAW: 0
LANGUAGES: 1
MEDICINE: 1
OCCULT: 0
POLITICS: 1
SCIENCE: 1
VIRTUES
CONSCIENCE: 2 SELF CONTROL: 4 COURAGE: 4
HUMANITY & WILLPOWER
HUMANITY: 6 WILLPOWER: 4
CLAN DISCIPLINES
Obfuscate: 3
Potency: 0
FINAL DEATH
-
MEMBER NAME: thatredhead
CHARACTER NAME: Emily Odell
RACE: Kindred
VAMPIRE CLAN: Malkavians
DEMEANOR: kind, loyal, and respectful. very self conscious
NATURE: self conscious, her feelings are easily hurt. Somewhat of a loner.
VAMPIRIC AGE: 24+ 6
APPARENT AGE: 24
SEX: female
PHYSICAL DESCRIPTION: the lightest of grey eyes, wavy blonde hair that goes down to her mid back, a healthy tanned complexion, short in height at 5'0", and thin but not thin enough.
(http://img381.imageshack.us/img381/4642/emilytw9.jpg)
CHARACTER HISTORY: Emily was brought over to the kindred side after being rejected by yet another modeling agency. The agent could see the desperation the girl had in her heart to become a model, but sadly Emily was told yet again to lose ten more pounds and come back. This wasnt the first time the agent had rejected her. He could see that she was losing weight on a rapid level, and wouldnt even accept a soda from the receptionist. Anyways, the day she became kindred the agent told her they couldnt ever accept her. It was done within a few moments as the agent embraced her into a goodbye and comforting hug.
years had passed after that day. After that, Emily's desire to become a model had faded slightly, with the desire to lose weight taking over her brain. It became all about losing that ten extra pounds. That goal which she would never reach became borderline obsession. During this time, Emily had actually entered into college, opting for the animal welfare course. She had a roommate, Nat, who was a very interesting girl and one of the only ones that made emily feel really good about herself. Emily kept her secret to herself, even though Nat was a rather good friend. Nat also didnt seem to be able to catch her sneaking out to find the stray cat to prey on. All seemed well until the last day of classes. Emily didnt want to part from her new roommate, so for the first time, she brought someone over to the kindred side to join her. Problems arose when Nat wasnt exactly the same person Emily had met. Nat became very much into thinking that everything was an RPG. Nat was no longer the person Emily knew. She had changed drastically, and not exactly for the better. Emily didnt know how to control Nat now, so she had to seek advice from the leader of the Malkavians.
Now Emily lives on her own in an apartment. She is known to many as the crazy cat lady. She has recently finished her security, and is now a private investigator. Her job helps her fulfill her desire to lose weight with exercise, which sadly, is the main reason why she took the course. Her specialty became firearms, and she has found it useful on numerous occasions.
PERSONALITY: Emily is a little bit quirkier than normal, to put it nicely. Her life sadly usually revolves around food... moreso the lack of eating it. Her thoughts usually drift to how many calories shes been eating and how many shes burned, along with how much she weighs. Her worries are borderline obsessions. Although she is usually relatively nice, when shes on about her third night of not eating, she tends to get a little bit frustrated. she usually wont willingly eat until she is in almost a dire need for it. An insult about her image is one of the worst insults she can get and can infact send her into tears, and possibly even binge eating out of depression. Aside from this, she is a very sweet and kind person, who may not always be patient or the strongest, but nonetheless tries.
LOVE/LIKES: her cats and dogs, not eating, getting on the scale and seeing that one extra pound lost, the local animal shelters.
HATES/DISLIKES: fanny packs, eating, her ghost, human blood, fat people, and the brutal bastards at the modeling agencies.
FEARS/PHOBIAS: gaining weight is her worst fear. She remembers everything she puts into her mouth and when she did it. After eating she dreads stepping onto the scale.
DREAMS/IDEALS: to be a famous model, and to possibly have others see that feeding from animals is actually healthier.
MERITS & FLAWS:Inoffensive to Animals (1), Unbondable (3), Eat food (1), Baby Face (2) Intolerance (obese people), Phobia (gaining weight), Prey Exclusion (she will never eat from a fat person), Haunted (A lovely little ghost that haunts her, critisizing her about her weight), Short (shes a mere 5'0")
GENERATION: 12
BLOOD POOL: 11
CONCEPT: wannabe model with eating disorder
PHYSICAL STATS
STRENGTH: 3
DEXTERITY:3
STAMINA: 4
SOCIAL STATS
CHARISMA:2
MANIPULATION:2
APPEARANCE:3
MENTAL STATS
PERCEPTION:2
INTELLIGENCE:2
WITS:2
SKILLS
TALENTS
ACTING:2
ALERTNESS:2
ATHLETICS:3
BRAWL:
DODGE:2
EMPATHY:
INTIMIDATION:
LEADERSHIP:
STREETWISE:
SUBTERFUGE:
SKILLS
ANIMAL KEN:3
DRIVE:1
ETIQUETTE:3
FIREARMS:3
MELEE:
MUSIC:
REPAIR:
SECURITY:
STEALTH:3
SURVIVAL:
KNOWLEDGES
BUREAUCRACY:
COMPUTER:1
FINANCE:
INVESTIGATION:2 (2 freebie)
LAW:1
LANGUAGES:
MEDICINE:2
OCCULT:
POLITICS:
SCIENCE:
VIRTUES
CONSCIENCE: 2 SELF CONTROL:5 COURAGE:3
HUMANITY: 8 (1 freebie) WILLPOWER: 7 (8 freebie)
CLAN DISCIPLINES
Auspex 2
Dominate 1
Obfuscate
CONTACTS
1 One major contact (1 freebie)
FAME
1 You are known by a select subculture in the city
GENERATION
1 12th Generation (1 freebie)
HERD
2 7 vessels (2 freebie)
RESOURCES
2 Middle class $1200/month + $8000 if you liquidate your assets
RETAINERS
2 Two retainer
TOTAL: 13 LEFTOVER: 13
-
MEMBER NAME: Krys
CHARACTER NAME: Athial (Ath-E-al) Contess
RACE: Kindred
VAMPIRE CLAN: Tremere
DEMEANOR: Pedagogue
NATURE: Traditionalist
VAMPIRIC AGE: 13
APPARENT AGE: 20
SEX: Female
PHYSICAL DESCRIPTION: Athial is an steady 5’6 in height with a slender toned body. Her hairy is a well groomed silky black shade stopping at her mid lower back. Her deep pool like eyes sees more than the average eye.
(http://i17.photobucket.com/albums/b56/KrystalofAsura/ath.jpg)
CHARACTER HISTORY: Athial was born in a small town in the great white north known as Churchill. With very little entertainment or intelligent conversation Athial seeked out books for a form of entertainment. It wasn't long before she found herself immersed in a rich world of culture and history. She began ordering "teach yourself" books for Spanish, French and few others.
At 14 her parents were transfered to Brandon where only more opportunities of the things she loved blossomed.
At 15 she began hanging out with a few goth kids who found her knowledge in ancient rituals almost mesmerizing and entertaining. Enjoying her knew found popularity Athial began compiling her ritual love into a "works" book. Broken down by region and years, It was her personal master piece. Three years later at the age of 18 she gladly made copies for her friends who in turn made more and handed them out to friends of friends. Her friends reminisced at their old Gothic selfs while reading the book however apparently so did someone.
It was then her home had started receiving reoccurring break ins. It seemed that her room was always the main target. Her precious books were ripped to shreds her computer smashed into thousands of pieces. Always devastated she always managed to start replacing slowly what she had lost but not before it happened again.
It was probably this determination that caught her Sire's attention. Changing the outcome of her fate to make her one of them instead of another missing persons ad. 5 years have passed and her Sire is out of knowledge to suck out of. Athial only wanting more knowledge in old occult rituals, Her Sire has sent her to Hamilton. Arranged perviously with the clan elders their she would be taught in the art of Thaumaturgy.
Hamilton has been home for 5 years and with a class a week her skills are improving.
PERSONALITY: Athial presents herself as a sophisticated well-taught woman. She’s slightly geeky and has never been afraid to show it. She is normally sweet charming and quite patient, Though being on her bad side is definitely not recommended. With a small collection of Occult books and ritual artifacts under her arsenal there are many more ways to torture you than you can imagine.
LOVE/LIKES: History however strongly interested in the ancient rituals part
HATES/DISLIKES: Things unclean and untidy “Keep your grubby hands away from my books!”
FEARS/PHOBIAS: Being blind(fear), Fire(Phobia)
DREAMS/IDEALS: Dreams of owning the largest occult library/artifact collection
STRENGTHS & WEAKNESSES: Languages Ancient-Street(strength), Preservation of Artifacts(weakness)
GENERATION: 12th
BLOOD POOL: 11
CONCEPT: Interpreter /historian
PHYSICAL STATS(3) SOCIAL STATS(5) MENTAL STATS(7)
STRENGTH: 2 CHARISMA : 2 PERCEPTION :3
DEXTERITY: 2 MANIPULATION: 2 INTELLIGENCE: 3
STAMINA : 2 APPEARANCE : 3 WITS : 4
TALENTS (9) SKILLS (5) KNOWLEDGES(13)
ACTING: ANIMAL KEN: BUREAUCRACY: 2
ALERTNESS: 3 DRIVE: COMPUTER: 2
ATHLETICS: ETIQUETTE: 2 FINANCE:
BRAWL: FIREARMS: 1 (2) INVESTIGATION:
DODGE: 2 MELEE: LAW:
EMPATHY: MUSIC: LANGUAGES: 3
INTIMIDATION: REPAIR: MEDICINE:
LEADERSHIP: SECURITY: OCCULT:3
STREETWISE: 2 STEALTH: 2 POLITICS: 2(4)
SUBTERFUGE: 2 SURVIVAL: 1 SCIENCE:3
VIRTUES
CONSCIENCE: 3 HUMANITY: 8(1) BLOODPOOL: 11
SELF CONTROL:4 WILLPOWER: 4(2)
COURAGE:3
CLAN DISCIPLINES BACKGROUNDS MERITS/FLAWS
Auspex:3 RESOURCES:3 Baby Face: (2 pt Merit)
Dominate : CONTACTS: 2 Occult Library: (2 pt Merit)
Thaumaturgy: GENERATION: 1
STATUS: 2
MENTOR: 3 Compulsion: Over organizing
(1 pt Flaw)
Intolerance: Slackers
[those unable to multitask]
(1 pt Flaw)
Prey Exclusion: Clergy( 1 pt Flaw)
Phobia (Mild):Fire (1 pt Flaw)
TOTAL: 13 LEFTOVER: 13
MISSING IN ACTION
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MEMBER NAME: Maxx
CHARACTER NAME: Waylon Crosby
RACE: Kindred
VAMPIRE CLAN: Toreador
DEMEANOR: Bon Vivant
NATURE: Caregiver
VAMPIRIC AGE: 4
APPARENT AGE: 20-25 (although he is frequently carded going in to bars)
SEX: Male
PHYSICAL DESCRIPTION: Waylon is small of stature, almost to the point of being called slight. He is only a few inches over five feet tall. His hair hands almost to his waist and is a dark auburn. His eyes are hazel blue and despite the intensity behind them, it is not difficult to maintain eye contact with him. He tends towards sports jackets and dockers rather than suits but he still looks good in a tuxedo. When painting, he prefers white t-shirts, jeans and sandals.
(http://i5.photobucket.com/albums/y167/ladyjallyn/bartek9mg-2.jpg)
CHARACTER HISTORY: Waylon was discovered in his early twenties as an up and coming artist. His style varied widely, ranging from Dutch master inspired religious artwork to water colour landscapes that looked distinctly Japanese. He became fast friends with one of the customers of his darker religious paintings, even making a gift of one of his paintings in that style. He was intrigued by the Embrace and intends to use his paintings to explore its mysteries. He holds a degree in escrima and is far more martially competent than most people give him credit for. He prefers to feed from women or gay men, although this is by no means a requirement. He has become very choosy about his male vessels; he wants to avoid HIV positive blood.
PERSONALITY: Waylon is calm and quiet but exudes a warmth and charm that is rare among Toreador. He isn't particularly narcissistic or jealous of the talent of other artists, in fact he enjoys encouraging them to excel.
LOVE/LIKES: Painting/Helen (yes he actually likes Helen)
HATES/DISLIKES: Graffiti art, tattoos. He doesn't consider them true art
FEARS/PHOBIAS: Losing his hands
DREAMS/IDEALS: Being considered one of the great modern masters
STRENGTHS & WEAKNESSES: Diverse styles of art/Can be mesmerized by art
GENERATION: 10th
BLOOD POOL: 13
CONCEPT: Gifted artist
PHYSICAL STATS SOCIAL STATS MENTAL STATS
STRENGTH: 2(5 freebie) CHARISMA : 3 PERCEPTION :3
DEXTERITY: 3 MANIPULATION: 4 INTELLIGENCE :3
STAMINA : 2 APPEARANCE : 3 WITS :2
TALENTS SKILLS KNOWLEDGES
ACTING: ANIMAL KEN: BUREAUCRACY: 2
ALERTNESS: 2 DRIVE: 2 COMPUTER: 1
ATHLETICS: ETIQUETTE: 1 FINANCE:
BRAWL: 2 FIREARMS: 1 INVESTIGATION:
DODGE: 2 MELEE: 3 LAW:
EMPATHY: 2 ART: 4 LANGUAGES: 2 (french/spanish)
INTIMIDATION: REPAIR: MEDICINE:
LEADERSHIP: SECURITY: 2 OCCULT:
STREETWISE: STEALTH: 2 POLITICS:
SUBTERFUGE: 2 SURVIVAL: 1 SCIENCE:
VIRTUES
CONSCIENCE: 3 HUMANITY: 6 BLOODPOOL: 13
SELF CONTROL: 3 WILLPOWER: 4
COURAGE: 4
CLAN DISCIPLINES BACKGROUNDS MERITS/FLAWS
Celerity: 1 Generation: 3 Inoffensive to Animals (1)
Auspex: 2 Resources: 3 Iron Will (3)
Presence: 1 (7 freebie) Status: 1
Fame: 1
Compulsion (-1) Cruel Muse
Intolerance (-1) Graffiti/tattoo artists
Prey Exclusion (-1) Customers
Phobia (Mild) (-1)
machinery capable of removing hands
TOTAL: 15 LEFTOVER: 3
Upped Security as skill to 2 pips in chapter 5.2 as per Storytellers EXP Award
-
MEMBER NAME: goosekat
CHARACTER NAME: Xiaoqing Lau
RACE: Kindred
VAMPIRE CLAN: Gangrel
DEMEANOR: Survivalist
NATURE: Loner
VAMPIRIC AGE: 30 + 19 = 49
APPARENT AGE: 19
SEX: Female
PHYSICAL DESCRIPTION: Xiaoqing stands 5� 1� in bare feet but is usually in 3 inch heels. Her jet black hair usually falls straight to just below her rump but the style changes frequently, sometimes as frequently as every week. Her eyes are a light shade of jade green and seem to glow with an inner light, a trait that has been heightened by her embrace. She can be found dressed in just about anything, but no matter what she is wearing it always highlights her feminine curves. She has a tattoo of an Asian dragon on her back, a hold over from her mortal days.
CHARACTER HISTORY: Xiaoqing was born in 1949 to a pair of young lovers. Her parents were no married when she was born and so both she and her mother were shunned by most of the people in the town. They lived with her grandfather who was a very strict man and never let a day go by where he was not reminding his daughter and granddaughter of the shame they had brought on the family. When she was five Xiaoqing was taken by the government to start training at a gymnastics school in Peking. She was an adequate gymnast but no where near a competitive level. So after six years of training she was cut from the school.
With no real home to go back to, Xiaoqing wound up on the mean streets and back alleys of Peking. She learned fast how to survive on her own and how to avoid trouble. With her training in gymnastics she was able to get in and out of places that most of the other street rats could not. By the age of 14 she was rather well known among the various groups of street kids. Although she did not belong to any one specific group, her talents were sought after by all of them. One month after her 15th birthday she was contracted to break into the home of a rather wealthy man and steal a priceless dagger.
During her sojourn into the man�s house she managed to trip one of the security systems and soon found herself surrounded by security guards. Wielding the dagger she had taken from the display case, she managed to kill four of the guards before she was overpowered. The guards beat her mercilessly and dragged her outside. They were just about to cut her throat when the owner of the house stopped them. He had her brought back inside and cleaned up, her wounds tended to then taken to his study. There she was roughly pushed into a chair by two guards who stood on either side of her.
The man dismissed the guards briskly and then started asking her questions about why she was in his house and about her life. Xiaoqing answered as truthfully and honestly as she could, taking great care in the words she spoke. He was impressed with her ability to survive against what would seem to most as overwhelming odds and her almost cavalier attitude about the death of his guards. The man said his name was Tan and that he was a high ranking member of one of the Tongs. Tan gave her an option, either he could turn her over to the authorities for the murders of his guards or he could train her. She knew what would happen if she was sent to the authorities. If she wasn�t sentenced to death outright for the killing of the guards she would spend the rest of her life at hard labor by day and being raped by the guards at night.
It was with a heavy heart that she accepted his proposal to train her for use by the tongs. Xiaoqing had thought he had meant to have her trained as a sex worker but Tan had other ideas for her. He sent her to another tong member who had a martial arts studio in Beijing. This man personally trained her in use of various types of weapons and in the use of stealth. He taught her to kill using her hand and feet, a blade and a firearm. She excelled in the arts of assassination and by the time she reached 17 she had already performed over 20 kills for the tongs.
In 1969 she was sent to Chicago to assassinate a tong member who had started an unauthorized war with the Italian�s. She performed her duty admirably, taking the man out while he was trying to take out one of the Italian�s dons. Unfortunately, both the Italian don and Xiaoqing where seriously wounded during the firefight. The two of them were taking to a private clinic where they slowly recovered from their injuries. After she recovered from her injuries, Xiaoqing was given two options. She could return to China and the tongs or go to work for the Italian�s.
She knew that if she returned to the tongs they would continue to use her as an assassin and her life would always belong to them. But if she tried to break from them, she would be hunted for the rest of her life. It was difficult situation, return and continue to be owned by the powerful men who controlled the tongs or remain in Chicago and work for the Italian�s. It took her a full week to make up her mind but she finally decided to remain. Her new bosses provided her with an apartment, a car and a bank account for her needs. They did not put as many demands on her as the tongs did but she knew that she was owned just as much if not more so than before.
Two days after her 19th birthday she was sent to kill a man in Toronto who had angered her new employers in some way. So she headed to meet her destiny. The man she was sent to kill was, unbeknownst to her, a vampire. She lured him into a dark alley between to buildings in the downtown area and put a knife into his mid section. To her surprise he did not drop like so many others had. Instead he pulled the knife out and smiled a rather sarcastic smile at her. When next she awoke she found herself in his lair, embraced. For the next 10 years she continued to work as an assassin. Destroying her clan�s enemies. Until she fell in love with one of her assignments. She had been sent to kill a Werewolf, a man who had killed several of the Kindred in a territorial dispute.
Xiaoqing met him in a quiet park on the pretense of having been sent by the Kindred to offer a truce. She approached him from upwind, trying to make sure that she was not sensed until the last moment. But just as she was about to thrust her knife into his back he turned around and stared right into her eyes. She dropped the knife, losing herself in his deep blue eyes. The next thing she knew she was in his arms, kissing him fiercely. It was the first time she had ever failed to finish one of her assignments. They fled Toronto the following night knowing that if either the Kindred or the Lycan found out about them they would both perish. So they fled to Hamilton where he had some family who would shelter him and might even help her settle in.
She has taken a job as a dancer and waitress at an after hours �gentleman�s club� where she is one of the most sought after women for private room entertainment.
PERSONALITY: Xiaoqing is a rather quiet and withdrawn person. She can manage to be alone when she is all by herself or in a crowd of thousands. It is not that she doesn�t like people, it is just that she prefers her own company to that of most others.
LOVE/LIKES: her Werewolf lover, being alone, her dancing
HATES/DISLIKES: the thought of never being with her lover again, drunken men with grabby hands
FEARS/PHOBIAS: that one or both sides will find out about her and her lover, that her lover will be taken from her
DREAMS/IDEALS: to be with her lover without the fear that either side will find out about them.
MERRITS & FLAWS:
Merits:
Eidetic Memory (2 pt merit)
Werewolf Companion (3 pt merit)
True Love (1 pt merit) (In love with a Werewolf)
Flaws:
Prey Exclusion (1 pt flaw) (will not feed from animals or Werewolves)
Warded by Salt (2 pt flaw)
Dark Secret (1 pt flaw) (is the lover of a Werewolf)
Dark Secret (1 pt flaw) (former Sabbat)
Intolerance (1 pt flaw) (intolerant of drunken idiots)
BACKGROUND:
Herd: 3 vessels (1 pt)
Resources: Large savings (3 pts)
Fame: You are known to a select subculture. (1 pt) (one of the most popular women at the club for private room entertainment)
GENERATION: 10th (3 free pts)
BLOOD POOL: 13
CONCEPT: Former assassin for the Chinese Tongs
PHYSICAL STATS
STRENGTH: 3 (2 pts)
DEXTERITY: 2 (1 pt)
STAMINA: 1
SOCIAL STATS
CHARISMA: 4 (3 pts)
MANIPULATION: 2 (1 pt)
APPEARANCE: 4 (3 pts)
MENTAL STATS
PERCEPTION: 3 (2 pts)
INTELLIGENCE: 3 (2 pts)
WITS: 2 (1 pt)
SKILLS
TALENTS
ACTING: 0
ALERTNESS: 2
ATHLETICS: 3
BRAWL: 3
DODGE: 3
EMPATHY: 0
INTIMIDATION: 0
LEADERSHIP: 0
STREETWISE: 3
SUBTERFUGE: 1
SKILLS
ANIMAL KEN: 0
DRIVE: 2
ETIQUETTE: 0
FIREARMS: 3
MELEE: 3
MUSIC: 0
REPAIR: 0
SECURITY: 0
STEALTH: 2 (4 free pts)
SURVIVAL: 1
KNOWLEDGES
BUREAUCRACY: 1
COMPUTER: 0
FINANCE: 1
INVESTIGATION: 0
LAW: 2
LANGUAGES: 2 (4 free pts) (French, English)
MEDICINE: 1
OCCULT: 0
POLITICS: 0
SCIENCE: 0
VIRTUES
CONSCIENCE: 4 (3 pts)
SELF CONTROL: 3 (2 pts)
COURAGE: 3 (2 pts)
HUMANITY &WILLPOWER
HUMANITY: 7 WILLPOWER: 5 (4 free pts)
CLAN DISCIPLINES
Animalism 1
Fortitude 1
Protean 1
TOTAL: 10 LEFTOVER: 3
-
CHARACTER NAME: Lobo Dwami (or Wolf Eagle � Or in as I thought as I renamed myself after my embrace was Dragon)
RACE: Kindred
VAMPIRE CLAN: Gangrel
DEMEANOR: Gallant
NATURE: Deviant
VAMPIRIC AGE: 23 + 6 = 29
APPARENT AGE: 23
SEX: Male
PHYSICAL DESCRIPTION: Lobo is 6�0� tall and cuts a mean figure. He is a sexual and bestial creature. Although still good-looking Lobo tends to dress in only furs and leathers. When he is out and about he sports an animal mask. The effects of his clan are slow in physically showing themselves so he likes to help them out.
CHARACTER HISTORY: When Lobo (aka Fred Schultz) was 23 he had just achieved his BA in biology and was set to move onto Vet school. For him it was a means to and end � a job. But his apparent love of animals and nature targeted him for embrace by the Gangrels. Oops � no one is perfect. But one Primogen decided that maybe the new blood was what the clan needed. He watches his guardian closely.
PERSONALITY: He is a very straightforward person. He loves the taste of human blood and avoids eating anything else. Lobo fancies himself as the Grangel�s �Dragon� . The one who will unify the clan and enable Gangrels to overthrow their fetters. Unity first, Toreadors second, the rest of the clans third. Regrettably, his lack of a linear thought from day to day has posed problems but he is working on it. As to his own belief in him this mentor who is the real force behind the goal supports it. Lobo haunts and hunts the Bruce trail where it runs along the escarpment. His herd is regular nature seekers into the area who stop by for a bite.
LOVE/LIKES: Loves being outside. Hamilton for him is a great city for there is such a vast greenbelt surrounding it. Loves being a Vampire, loves even more being a Gangrel. One of the easiest way to upset him is to talk poorly as is so often done of the Gangrels.
HATES/DISLIKES: dislikes vampires that will feed only from animals and will do all that he can to convince them otherwise or to show them as weak in vampire society. Hates being in the city proper.
FEARS/PHOBIAS: Becoming human. I am on a mission to remove / destroy all believe or proof of a �rebirth�. I feel much the same regarding Galconda.
DREAMS/IDEALS: A beautiful dream is to witness the fall of all the other clans under Gangrel rule. If he could be the one leading all the better.
MERRITS & FLAWS:
GENERATION: 10th
BLOOD POOL: 13
CONCEPT:
PHYSICAL STATS 7
STRENGTH: 3
DEXTERITY:4
STAMINA: 3
SOCIAL STATS 5
CHARISMA:2
MANIPULATION:2
APPEARANCE:4
MENTAL STATS 3
PERCEPTION:2
INTELLIGENCE:2
WITS:2
SKILLS
TALENTS 13
ACTING:
ALERTNESS: 3
ATHLETICS: 3
BRAWL: 3
DODGE: 2
EMPATHY:
INTIMIDATION:
LEADERSHIP:
STREETWISE: 2
SUBTERFUGE: 2
SKILLS 9
ANIMAL KEN:
DRIVE:
ETIQUETTE:
FIREARMS:
MELEE: 3
MUSIC:
REPAIR:
SECURITY:
STEALTH: 3
SURVIVAL: 3
KNOWLEDGES 5
BUREAUCRACY:
COMPUTER: 1
FINANCE:
INVESTIGATION: 2
LAW:
LANGUAGES:
MEDICINE: 2
OCCULT:
POLITICS:
SCIENCE:
VIRTUES
CONSCIENCE: 3 SELF CONTROL:2 COURAGE:5
HUMANITY &WILLPOWER
Humanity 5
Willpower 5
HUMANITY: WILLPOWER:
CLAN DISCIPLINES (please 7 for one freebie point) Animalism 1 Fortitude, Protean 3
Backgrounds
Generation (3) 10th
Herd (3) 15 cows
Mentor (3) a member of the primogen
Retainer (flaw pt) (1) Lobo�s one retainer is a feral domesticated lynx that he found 2 years ago. It guards Lobo�s stuff (clothes and stuff) during the day when Lobo is earth melded.
Flaws
Prey Exclusion 1pt Lobo will only eat humans or vampires � no animals.
Replussed by garlic 1pt
Merits
Inoffense to anumals 1pt
TOTAL: 13 LEFTOVER: 13
LEAVING TOWN
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MEMBER NAME: Pyro
CHARACTER NAME: Vic McDonough
RACE: Kindred
VAMPIRE CLAN: Nosferatu
DEMEANOR: Masochist
NATURE: Penitent
VAMPIRIC AGE: 20
APPARENT AGE: 29
SEX: Male
PHYSICAL DESCRIPTION:a sallow, sunken-in appearance, and body is covered in a series of scars. He tends toward simple utilitarian clothing
CHARACTER HISTORY:
Born 1958
Parents Gertrude McDonough
Jonathan McDonough
Mother Died when I was 10 (1968)
Father worked Double Shifts at Dominion Foundries and Steel, Limited (Dofasco Inc.) until he died in an industrial accident When I was 16 (1974)
Suddenly left to fend for himself he spent the next 5 years struggling to survive, blaming his numerous lost jobs, evictions, etc... on everyone, anyone else �Life was personally out to get him� in truth it was a combination of laziness and social ineptitude.
Life changed in 1979 when I got a job at the Hamilton Psychiatric Hospital as a janitor, not because of a life changing empathy for those in the care of the hospital, rather because I now had access to people vulnerable enough that even someone with my limited charm could exploit.
For 9 years I took advantage of the patients of the facility, little that they had.
That�s when I met, Richard Burke, the nosferatu that embraced me. Through the physical change and pain of the embrace and the months spent with Burke, I came to realize how much wrong I had done, how much I had to repay, and how much I deserved my suffering.(1988)
I moved into the old gate house, now called Century Manor. One of only 3 buildings still standing from the original Hamilton Asylum for the Insane (the other 2 being a root house and the ARNIE (originally constructed in 1891 as a root cellar for the asylum)). Century manor being abandoned except for one wing used as a by appointment only museum.
Claims the HPH grounds and the ARNIE as his and acts as protector the clients of the hospital.
PERSONALITY: Withdrawn and reserved but quick to anger. Willingly takes abuse, verbal or physical, on himself as he feels he deserves it but is quick to step in when he sees someone taking advantage of someone he sees as vulnerable.
LOVE/LIKES: enjoys self-torture including self-flagellation, cutting, and wears a cilice, which is a band of chain with small spikes protruding from it, around his right thigh.
HATES/DISLIKES: Those who take advantage of the vulnerable, he is more than willing to teach them the path to redemption as he has been taught, through pain and suffering.
FEARS/PHOBIAS: Churches, Synagogues, mosques, etc... nothing physical just feelings of unworthiness.
DREAMS/IDEALS: To punish those who abuse the vulnerable, and eventually earn redemption
MERRITS & FLAWS:
Merits: * Inoffensive to Animals
* Werewolf Companion (Gabriel)
(His brother was a patient who I protected during his stay in the hospital
and continue to protect since his release)
* Nightclub
The ARNIE
Flaws: * Prey Exclusion (the Mentally Ill)
* Short Fuse
* Taint of Corruption
* Shy
* Territorial
GENERATION: 10th
CONCEPT: Monk-like seeking his redemption through his own suffering and the protection of the vulnerable.
PHYSICAL STATS
STRENGTH: 3+1
DEXTERITY:2
STAMINA: 3
SOCIAL STATS
CHARISMA:2
MANIPULATION:3
APPEARANCE:0
MENTAL STATS
PERCEPTION:3
INTELLIGENCE:3
WITS:4
________________________________________
SKILLS
TALENTS
ACTING:
ALERTNESS: 3
ATHLETICS: 3
BRAWL: 3
DODGE:
EMPATHY:
INTIMIDATION:
LEADERSHIP:
STREETWISE: 3
SUBTERFUGE: 1
SKILLS
ANIMAL KEN: 3
DRIVE: 1
ETIQUETTE:
FIREARMS: 2
MELEE:
MUSIC:
REPAIR:
SECURITY:
STEALTH: 3
SURVIVAL:
KNOWLEDGES
BUREAUCRACY:
COMPUTER:
FINANCE:
INVESTIGATION: 2
LAW:
LANGUAGES:
MEDICINE: 3 (Psychiatry)
OCCULT:
POLITICS:
SCIENCE:
________________________________________
VIRTUES
CONSCIENCE: 3 SELF CONTROL:3 COURAGE:5
HUMANITY &WILLPOWER
HUMANITY: 6 WILLPOWER: 5
________________________________________
CLAN DISCIPLINES
Animalism: 1
Obfuscate: 2
Potence: 1
BACKGROUNDS
Allies: 5 Five allies, one of them extremely influential.
Kevin Smith, President and CEO of St. Joseph�s Healthcare Hamilton
Mr. Joe Rinaldo, Acting City Manager Hamilton
Tony Codispodi, Taxi Driver
Daniel J. Colberg, Police Constable, Mountain Station Division 3, this is the police station for the Hamilton
Mountain area. It serves Ancaster, Dundas and Flamborough as well.
Amanda Carvel, Night Manager of The Hamilton/Burlington SPCA
Herd: 3 � 15 (ARNIE regulars)
Generation: 10th
TOTAL: 13 LEFTOVER: 13
-
MEMBER NAME: Krys
CHARACTER NAME: Jareth Knox
RACE: Kindred
VAMPIRE CLAN: Ventrue
DEMEANOR: Confidant
NATURE: gallant
VAMPIRIC AGE: 20
APPARENT AGE:28
SEX: male
PHYSICAL DESCRIPTION:
(http://i17.photobucket.com/albums/b56/KrystalofAsura/1170501286_BQuizWrath.jpg)
CHARACTER HISTORY:
BACKGROUND:
Jareth has always been a ladies man.With his body and personality it wasn't hard. Then again being a stripper also didn't hurt. He was used to having the ladies swoon over him but he never was expecting what came after that.
She was this slinky little red head that began popping up at his shows. Always buying of patrons to have the front row seat. It didn't take long before Jareth began to fantasize about her and worked up enough courage to speak with her.They carried on a conversation well passed closing time. Jareth disclosing his dreams of owning his own place to his new found stranger. The smooth talker offered the woman a ride home and was asked to come inside. It was like a dream come true and when he came too...it welcomed him into his nightmare. A world of new opened his eyes. Twenty years have pasted since then and Jareth is still doing what he loves; only now he has his eyes set on Hamilton, a world of new opportunity.
personailty: smooth talker, easy going , time has made him slightly cockier.
LOVE/LIKES: performing for the ladies, ladies ... did he mention ladies?!
HATES/DISLIKES: people wearing a lot of cologne/perfume, army green color.
FEARS/PHOBIAS: becoming paralized
DREAMS/IDEALS:Owning his own strip joint to showcase his talents and those of others
MERRITS & FLAWS:
Merits:4
Baby Face, nightclub (not yet owned will be later via Lady J says so!)
Flaws:4
Intolerance(people who wear too much cologne/perfume ),Phobia (Severe: Large dogs: )
Clan flaw: Drinks only blood from aroused women.
GENERATION: 10th
CONCEPT: smooth talking ladies man
________________________________________
PHYSICAL STATS(5)
STRENGTH: 2
DEXTERITY:3
STAMINA: 3
________________________________________
SOCIAL STATS(7)
CHARISMA:3
MANIPULATION:3
APPEARANCE:4
________________________________________
MENTAL STATS(3)
PERCEPTION:2
INTELLIGENCE:2
WITS:2
________________________________________
TALENTS(13)
ACTING: 2
ALERTNESS: 2
ATHLETICS:3
BRAWL:2
DODGE:2
EMPATHY:2
INTIMIDATION:2(4)
LEADERSHIP:
STREETWISE: 1(2)
SUBTERFUGE:2 (4)
________________________________________
SKILLS(9)
ANIMAL KEN:
DRIVE:
ETIQUETTE:2
FIREARMS:
MELEE:3
MUSIC:
REPAIR:
SECURITY:
STEALTH:2
SURVIVAL:2
________________________________________
KNOWLEDGES(5)
BUREAUCRACY:2(2)
COMPUTER:1
FINANCE:2
INVESTIGATION:
LAW:
LANGUAGES:
MEDICINE:
OCCULT:
POLITICS:1
SCIENCE:
________________________________________
VIRTUES Your character starts out with one point in each and has 7 more points to divide between the 3 areas/
CONSCIENCE: 3 SELF CONTROL:4 COURAGE:3
HUMANITY &WILLPOWER
These starts are decided on how you spent your points above. Humanity is decided by adding your total sum of conscience and Self Control. And your Willpower Score will be your courage score.
HUMANITY:7 WILLPOWER:3
________________________________________
CLAN DISCIPLINES
Dominate:1
Fortitude:1
Presence:1
________________________________________
BACK GROUNDS
Generation:3
Contacts:2
Jon Savage-cabbie moved from NY to marry a canuk
Elizabeth Lefevre-Real estate agent meet in his club in NY she comes for a romp a few times a year
Resources:3
-Made from investing and saving from stripping as such. when needing extra cash escorted himself out
TOTAL: 13 LEFTOVER: 13
MISSING IN ACTION
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MEMBER NAME: SilverMist
CHARACTER NAME: Calvin Ford
RACE: Kindred
VAMPIRE CLAN: Malkavian
DEMEANOR: Loner
NATURE: Conformist
VAMPIRIC AGE: 17 + 9 = 26
APPARENT AGE: 17
SEX: Male
PHYSICAL DESCRIPTION: Calvin comes off almost fragile, in his too-big-for- him sweaters and faded band t-shirts. He stands at 5�9 much to his chagrin, as he probably would have grown taller. He�s on the small side of average, the kind of kid who was probably shoved in a locker a couple of times in his life. His hair is a dark mop of ebony locks. His eyes are ocean blue and hold an odd sort of sensitivity framed in their long dark lashes. His flesh in life held a slightly olive hue, and is still darker than most. He bites his lips a lot and as a result they often have some kind of healing wound on them.
CHARACTER HISTORY: Calvin didn�t talk until he was about three, and when he did it was in a shy, barely audible voice that he only graced his parents� ears with. The boy was painfully shy, the kind that would probably end up talking through a puppet for the rest of his life. But his parents would have none of that; their little boy was not going to be a social mockery. They put him in therapy at a very young age to talk about his feelings, and help him cope with the anxieties he felt towards other people. Being their only child they put a lot of time and effort into rehabilitating their son, and soon enough they decided that Calvin was fit for school and he was shipped off to his first day of kindergarten�They soon realized it was far too soon when they received a call from the school asking them to pick up Calvin he was having a rough time of it. Children can be cruel, and seem to sense fear. Calvin shut up. His progress stopped and so did his talking. His parents were once again the only ones he spoke to. Except himself�His mother would often find Calvin on the stairs, talking about the kids at school seemingly to the banister.
�Who are you talking to Cal?� And for the first few times the little boy would freeze and respond in his tiny voice.
�No one�
But then after about a month of this behaviour Calvin finally responded �Daniel.�
His mother and father didn�t pay it much mind but years past, and Daniel remained consistent, even as Calvin hit double digits. Certainly they were worried that Calvin had been talking ONLY to them and Daniel for the past view years, avoiding all human contact, but Calvin kept digging his heels in with the therapy, what harm could an invisible friend be? Then they found the pictures.
Calvin�s mother had been cleaning his room while he was away at school, the boy practically lived in there but never cleaned it when she found a large stash of papers marked �Danny�s pictures�. They were in paint, crayon and marker. Some were just of the family, including a boy with brown hair and green eyes about Calvin�s height she assumed were Daniel. Those didn�t disturb her, the ones with Daniel with sticks through dead animals and Calvin covering his eyes, or of the school littered with little bodies she could only assume were Calvin�s classmates. They were crude, the drawings of a child but still horrific.
When asked about them Calvin replied. �He asked me to draw them�He can�t draw very well�But he has some great ideas huh?�
Meetings with specialists started telling Calvin that his imaginary friend had to go, that he was all a figment of his imagination. Daniel didn�t seem to go without a fight. Calvin had many episodes of waking up screaming in the night or waking up with scratch and bite marks all up and down his arms, all believed by professionals to be self inflicted, but by the time Calvin turned 12 Daniel seemed to be gone for good, and Calvin, miraculously started making friends and Daniel was all but forgotten.
Until of course Calvin�s world turned upside down. The boys child hood home caught fire during the night, Calvin swears to this day Daniel set the fire and dragged him out leaving his parents to burn inside, though later investigation states it was an electrical fire that started burning inside the walls. Calvin was sixteen at the time and started being dropped from home to home a ward of the state rumoured to be an arsonist and to talk to him self. Though people only accused him of being crazier if he corrected them on who he was talking to. He was a smart kid but prone to fights because one can only take being called a �loony� so many times. It was around his seventeenth birthday that a creature crawled through the window. He remembers the day well because he�d had a breakdown in the middle of a shopping centre because Daniel wouldn�t shut up, they�d had to take him to the hospital to have him sedated.
He didn�t understand entirely what was happening when he was sired besides that when he looked down to the foot of his bed Daniel was sitting there, cross legged with a cocky as hell grin on his face.
�You�re never going to be able to get rid of me now.�
This surprised Calvin because he�d never seen Daniel. He knew what he looked like, he knew where he was at all times, and could �see� him but never see him like he was a tangible person like him.
A large portion of his early years as a vampire was spent wandering around, trying to get away from Daniel or find him someone else to talk to�But no one else could see him. No one else could hear him. And how he�d take advantage of this! The things he did, the things he said, the things he told poor easily manipulated Calvin to do. And all the while whispering in his ear
They all hate you Calvin, they don�t understand you, only I do�I�m your only true friend�Your friend needs a favour come on�
PERSONALITY: Calvin used to be a really shy kid, but from years of therapy he knows how to get along with people but is still apprehensive around them. He tends to distance himself from people to keep them safe from �Daniel�. He goes through regular bouts of depression or severe aggression if Daniel has been bothering him or telling him things again. When he�s depressed or just his normal self he seems almost fragile, teetering between reality and the dream world, but when agitated he takes on a sort of presence he normally doesn�t have. On occasion he seems blank and driven; these are often times when he�s been manipulated into following the instructions of Daniel. Most of the time though he�s a shy sweet kid who really just wants the boy no one else can see to go away.
LOVE/LIKES:
Autumn
The smell of leather
Girls
A good book
When Daniel disappears for a while or shuts up
Old movies
Rubik�s Cubes and other such puzzles
HATES/DISLIKES:
Daniel when he starts acting inappropriately around new people
When Daniel manipulates him into doing things he doesn�t want to
That most girls look at him like he�s too young though he�s too shy to do anything anyway, it�s all in the way they look at him
Unsolvable puzzles
Arsonists
FEARS/PHOBIAS:
That one day Daniel�s going to make him hurt someone important again
DREAMS/IDEALS:
To either have Daniel leave or the rest of the world be able to see and hear him
MERRITS & FLAWS:
FLAWS MERITS
Nightmares (1 pt flaw) Inoffensive to Animals (1 pt merit)
GENERATION: 11th (2 background points)
CONCEPT: A boy haunted
ABOUT DANIEL:
Daniel, or Danny as Calvin refers to him when he's not loathing the boy's existence (or lack there of) is purely and simply a child�s desire for companionship made tangible by dementia, that put aside he isn�t that swell of a chap either. Daniel as he came to Calvin when he was a child and Daniel as he is now, though Calvin says otherwise, has always been a malicious being. He was a manifestation of Calvin�s ill intent towards his classmates to alleviate guilt, as it isn�t nice to wish your kindergarten peers dead, so Calvin didn�t Daniel did. Calvin was too shy to talk to anyone; Daniel could talk to anybody, any way he pleased. As he is a part of Cal he knows exactly what to say to get the boy angry or depressed and can manipulate him into almost anything, which he does. Unfortunately, as where in his childhood Calvin had some form of control over Daniel, he now has a mind of his own, and flits in and out of Calvin�s life as he sees fit, though he rarely sees fit to flit out. Physically Daniel and Calvin are very close, Daniel appearing to be seventeen and only slightly shorter than Calvin his hair is brown, and shaggy falling into his green eyes and down the back of his neck, he always has a healthy mischievous glow to him, all things considered he�s rather attractive, too bad only Calvin can see him.
PHYSICAL STATS [5]
STRENGTH: 3
DEXTERITY: 3
STAMINA: 2
SOCIAL STATS [3]
CHARISMA:2 [5 freebies]
MANIPULATION:2
APPEARANCE:3
MENTAL STATS [7]
PERCEPTION:3
INTELLIGENCE:4
WITS:3
SKILLS
TALENTS [13]
ACTING: 1
ALERTNESS: 2
ATHLETICS:
BRAWL: 3
DODGE:2
EMPATHY: 1
INTIMIDATION:
LEADERSHIP:
STREETWISE: 1
SUBTERFUGE: 3
SKILLS [9]
ANIMAL KEN:
DRIVE: 2
ETIQUETTE:
FIREARMS: 1
MELEE: 3
MUSIC:
REPAIR: 2
SECURITY:
STEALTH:
SURVIVAL: 1
KNOWLEDGES [5]
BUREAUCRACY:
COMPUTER:
FINANCE:
INVESTIGATION:
LAW:
LANGUAGES:
MEDICINE: 3
OCCULT:
POLITICS:
SCIENCE: 2
VIRTUES
CONSCIENCE:3 SELF CONTROL:3 COURAGE:4
HUMANITY &WILLPOWER
HUMANITY: 7 [1 freebie] WILLPOWER: 5 [2 freebies]
CLAN DISCIPLINES
Auspex: 2 [7 freebies]
Dominate:
Obfuscate: 2
BACKGROUND
GENERATION: 2
11th Generation
Resources: 2
Insurance and Willed Money from Parents death, given in small amounts as he is not "mentally fit" for the entire sum.
Allies: 1
Actually she goes hand in hand with the above mentioned, Ms. Janine Fair is in charge of checking up on Calvin's mental health and appointing him his money in small sums.
MISSING IN ACTION
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MEMBER NAME: Pyro
CHARACTER NAME: Will �Boogie� Davis
RACE: Kindred
VAMPIRE CLAN: Brujah
DEMEANOR: Rebel
NATURE: Bravo
VAMPIRIC AGE: 35
APPARENT AGE: 31
SEX: Male
PHYSICAL DESCRIPTION:
(http://www.criminalcustoms.com/images/galleries/6/biker%20build-off%20001.jpg)
CHARACTER HISTORY: Will was a member of Outlaws MC in New York when one night on the way back to the clubhouse he ran into a chick being harassed by a couple suits (mafia types), so shot one of them in the back of the head with his shotgun and caved in the others skull with a baseball bat. As it turns out the chick was Nikki � head of the Bujah clan in New York and she could have their and his ass two ways from Sunday but Will�s bold move attracted her attention and being as the Brujah were looking to increase their influence over the club anyway he and several other members were embraced.
Will quickly became Nikki�s go to person when she needed something taken care of quickly, violently and without question. Late in �98 Nikki was given orders by the Prince to kill a reporter who lived on her turf who was asking too many questions. Early this year the Tremere Second discovered that she hadn�t killed him; instead she had hid him as they were lovers. He saw a chance to move up, first he tried to blackmail her to gain influence over the Brujah in the city when she refused he was going to the prince. The fallout would have at least cost her position as head of the clan in the city and her lover�s life. So Will took matters into his own hands, he killed the Tremere and buried his body in a construction site (his body is now covered by 6ft of concrete and a 64 floor building then will reported the presence of group of Hunters he had been watching. The Hunters were blamed for the missing Tremere and in the resulting Blood Hunt Will led the squad that killed the Hunters but the leader escaped.
Nikki figured out the truth of what happened and decided it would be best if he left the city for awhile, reports from Hamilton provided the perfect opportunity. He purchased an abandoned church on the corner of Bay St. And Hunter St. and was setup to be the clubs local connection in the illegal gun trade.
PERSONALITY: Brash, quick on action light on words. Loyal to death to clan and club.
LOVE/LIKES: Busting Heads, working on his bike, building guns and ammo, playing his guitar
HATES/DISLIKES: Politics, Disloyalty, and Suits (the clothes and the people)
FEARS/PHOBIAS: Failing his Clan or Club
DREAMS/IDEALS: His living it
MERRITS & FLAWS:
Flaws: *Hunted � surviving member of Hunter group he killed in New York
* Short Fuse
* Dark Secret � Killing the Tremere second in New York
Merits: * Light Sleeper
* Underworld Ties
* Danger Sense
GENERATION: 10th
CONCEPT: Biker
PHYSICAL STATS
STRENGTH: 4
DEXTERITY: 4
STAMINA: 2
SOCIAL STATS
CHARISMA: 3
MANIPULATION: 1
APPEARANCE: 2
MENTAL STATS
PERCEPTION: 2
INTELLIGENCE: 2
WITS: 4
________________________________________
TALENTS
ACTING: **
ALERTNESS: **
ATHLETICS:
BRAWL:
DODGE:
EMPATHY:
INTIMIDATION: ***
LEADERSHIP:
STREETWISE: **
SUBTERFUGE:
SKILLS
ANIMAL KEN:
DRIVE: *
ETIQUETTE:
FIREARMS: **
GUNSMITHING: ***
MELEE: ***
MUSIC: **(Guitar)
REPAIR: ** (Motorcycle)
SECURITY:
STEALTH:
SURVIVAL:
KNOWLEDGES
BUREAUCRACY:
COMPUTER: *
FINANCE:
INVESTIGATION: *
LAW: *
LANGUAGES:
MEDICINE: *
OCCULT: *
POLITICS:
SCIENCE:
________________________________________
CONSCIENCE: 2 SELF CONTROL: 3 COURAGE: 5
HUMANITY &WILLPOWER
HUMANITY: 5 WILLPOWER: 5
________________________________________
CLAN DISCIPLINES
Celerity: 2
Potence: 1
Presence: 2
BACKGROUNDS
Resources 3
Generation: 10th
FINAL DEATH
-
MEMBER NAME: Numenya
CHARACTER NAME: Tamara Zenayda Czigány
RACE: Kindred
VAMPIRE CLAN: Gangrel
DEMEANOR: Loner
NATURE: Survivor
VAMPIRIC AGE: 49
APPARENT AGE: Early twenties
SEX: Female
PHYSICAL DESCRIPTION: 5 feet, slender but rather curvaceous as her gypsy ancestry dictates. Jet-black, wavy and waist-long hair; usually wears it braided and/or ponytail with several bands down its length. Big, almond shaped bright green/golden eyes with long black eyelashes and brows to frame them, which usually intensifies an intense, piercing stare. Full lips, frequently in a cynic half smirk but rarely in a smile. Not doll-like but quite eye-catching. Fair skin but not too pale from gypsy ancestry. She was primarily left handed but uses either without problems. Nimble, she looks far more fragile than she really is. Tamara dresses in comfortable, practical, non-too-flattering ways unless she’s required to perform; while in discrete, black pants for work or when danger is close, she personally prefers the traditional colorful long skirts of the Romani people. She has no tattoos, but she does have some scars left from child abuse. She’s usually soft spoken –if she speaks at all-, her voice deceitfully mellow, in lower tones that one would expect for her smaller size (she is one of very few or no words at all whenever possible and the least possible when she's forced to speak).
CHARACTER HISTORY: Born in 1923 in Lleret, (a small town in the province of Cataluña, Spain), she was orphaned at a very young age and banned from her mother's family for being gypsy. She bounced from one place to another for the longest time and escaped more than once from abusive treatment, until she was found and adopted by a bizarre group of "nomads" when she was almost 8. This new family included mercenaries, performers, a couple of scholars... and some Kindred... all bound by an oath she never came to know. They traveled seeking temporary jobs, adventures and knowledge, frequently encountering trouble on the way. This became her way of life for the years to come, learning a wide variety of things, -ranging from fixing a cart wheel to singing, instrument playing or knife throwing... to the Sitra Achra- until she took her own path.
After a particularly ill-gone adventure, she began learning about herbs, remedies and healing skills with the scholars. She learned to read and write but had no formal education and some times lacks the knowledge considered as “educated culture”.
Time went by and always avid for lore, she however preferred to avoid the main centers of so called culture to get it. Too many people around, and she was painfully shy, much preferring nature and the wild.
A few years later, new members entered the family. Among them, Conlon and a man whose real name she never learned, as he was only known -among many other names- as the Priest... The two men that had marked her in the deepest way. The first being the first man she loved and felt loved by... the later, the only one she had ever wanted dead... by her own hands.
The details she was not able to find out. The main facts: the 'Priest' had betrayed them all... and she had been too late to save Conlon. Too late to even say goodbye. Many Romani lives were lost those days, as the nazis killed upon sight. After being dragged away to safety and cried her eyes out for days, she felt she could not remain with them any more. She said goodbye to those who had become more than friends, her family, and left. For months she wandered from one place to another, not exactly sure what's she's moving to... or away from, earning a living out of her knowledge and not caring too much where her steps lead her to. With time she found a man, who was not so... he was a vampire... a myth come to reality. That's how she met Santiago Amaya...
From the Gangrel clan and with ties among the gypsies, he became her teacher, guide, lover and eventually, upon her request, her Sire. She did not desire the power, immortality or any of the fantasized attributes gained by the Tumnimos -or Embrace-, but she knew the way for her revenge, to track this beast down, required time... more time that her mortal life allowed. It required a long time of coaxing as he was not a Phralmulo or even a Ravnos, but a Gangrel, but finally he agreed.
She became a tracker, many times employed by the Kindred, many times solely devoted to her own. She travels now all over the land, no borders or limits known to her, many times posing as artist, dancer... She's frequently employed as her skills are known to her new race. At some point during the last decade, she followed the track to the Perdal I Paya... the land beyond the waters, the new continent, first jumping from country to country down south and for the last 3 years based in northeast northamerica.
PERSONALITY: A loner, she avoids crowds or even large (or medium) gatherings like the pest. She’s fiercely loyal. Her anger and sadness have evolved into a cold emptiness and an iron resolve. She’s basically honest but will lie as needed in order to survive. She grew up with very mixed code of ethics and beliefs but has her own honor code and, though she long ago lost any faith on any possible god, she does recognize O Diel and the forces of evil and good. Vengeance drives her though and until fulfilled, she will travel this path and what it demands of her in order to survive.
Despite the fact that the only person she trusts and associates with willingly is Santiago, her Sire and Mentor, she will protect her clan fiercely (both Gangrel and gypsies) and anyone she considers innocent.
Most of her actions are dictated by her goal (vengeance) and survival instincts.
LOVE/LIKES: Wilderness, animals, solitude, nature in all its forms, power and beauty.
HATES/DISLIKES: Treason above all. In general, people, crowds, cities, mannerisms, bigotry and any type of discrimination and stereotypes.
FEARS/PHOBIAS: Closed spaces, for her hands to be tied up
DREAMS/IDEALS: “One day he’ll be gone and all will end…”
MERITS & FLAWS:
Merits:
Danger sense, light sleeper, common sense, double-jointed, inoffensive to animals
Flaws:
Driving goal / vengeance / hatred all in one: Revenge
Intolerance: Crowds, snobs, bigotry
Nightmares
Phobia (mild): Closed, small spaces; For her hands to be tied.
Prey exclusion: No “innocents”, no wolves.
GENERATION: 11th
CONCEPT: Drifter, includes entertainer (singer, dancer) as fronts. Tracker.
PHYSICAL STATS
STRENGTH: 2
DEXTERITY: 4
STAMINA: 2
SOCIAL STATS
CHARISMA: 1
MANIPULATION: 2
APPEARANCE: 3
MENTAL STATS
PERCEPTION: 3
INTELLIGENCE: 3
WITS: 4
SKILLS
TALENTS
ACTING: 1
ALERTNESS: 1
ATHLETICS: 3
BRAWL: 1
DODGE: 2
EMPATHY: 2
INTIMIDATION:
LEADERSHIP:
STREETWISE: 1
SUBTERFUGE: 2
SKILLS
ANIMAL KEN:
DRIVE: 1
ETIQUETTE:
FIREARMS:
MELEE: 3 Knives, Sitra Achra
MUSIC:
REPAIR:
SECURITY:
STEALTH: 2
SURVIVAL: 3
KNOWLEDGES
BUREAUCRACY:
COMPUTER:
FINANCE:
INVESTIGATION: 3
LAW:
LANGUAGES: 1 Spanish and some words from Caló (Romaní chib or gypsy language lexis with grammatical structure adapted to Spanish)
MEDICINE: 1 Mostly based on herbs and remedies (herbal medicine)
OCCULT:
POLITICS:
SCIENCE:
VIRTUES
CONSCIENCE: 2 SELF CONTROL:2 COURAGE: 6
HUMANITY &WILLPOWER
HUMANITY: 4 WILLPOWER: 6
CLAN DISCIPLINES
Disciplines/powers: Animalism 1(7 freebies), fortitude 0, protean (wolf form) 4 (7 freebies)
BACKGROUND
Generation : 2
Mentor (Sire): 3
Resources: 1 (1 freebie)
TOTAL: 8 LEFTOVER: 8
MISSING IN ACTION
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MEMBER NAME: Summyr
CHARACTER NAME: Rory Collins
RACE: Kindred
VAMPIRE CLAN: Gangrel
DEMEANOR: Caregiver
NATURE: Autist
VAMPIRIC AGE: 24
APPARENT AGE: 19
SEX: Female
PHYSICAL DESCRIPTION:
Ginger-hair, soft complexion, softer eyes, and a smile so white it must be Crest � she�s too cute for a geek. At 5�5�, the young miss Collins looks straight out of high-school and barely legal. Her light-coloured freckles that cover her pale, thin-built body from head to toe only contribute to her �too-young-for-you� look. Her straight, unevenly cut, carrot-top hair is almost always tied up in a lazily made pony tail, and her eyes are a pastel-ish green-blue. Although they were once alight with the bright flame of a radiant spirit, Rory�s eyes now practically glow like the shining eyes of a wild animal � an undying feature she gained from her first frenzy. Her second feature is the beginning of a pointed tip in her already sticky-out ears, and the third an irritating seasonal and general increase in hair growth (yes, all her hair, you pervert).
Rory likes to wear thrifty clothing. You know, the kinds of things that have been sitting in Value Village for the last ten years in desperate need of repair. She especially enjoys plaid pants and bright-coloured shirts, but Rory will wear almost anything as long as its comfortable enough. No matter what she�s wearing though, she always has her big, brown-leather coat (a gift from her sire, Cliff) even if she�s not wearing it, and at least twenty of her hundreds of colourful and tacky assortment of bracelets and necklaces.
CHARACTER HISTORY:
Kelsey Jones and Sebastian Aaron Collins tripped into parenthood after a wild dorm party led to nine months of morning sickness and ultra-sounds. One lengthy, painful 3:00am pregnancy later, the red-headed Rory Collins was born. Although an accident child, Rory easily became the light of her dad�s life from the moment she was born. Her troubled and uneasy mother however suffered post-partum depression.
This imbalance of character made Rory�s childhood a rocky one to say the least. Her mother drifted off into alcoholism and finally signed the divorce papers when Rory was twelve. But the tiny Torontonian had maintained a strong relationship with her easy-going dad. Even though it had been painful, the day her mom moved out felt like a black, dusty veil had been lifted from Rory�s face and thrown to the wind. But just as things started to get better, she met him.
Edward Tomkins was a senior at Rory�s school. He was affectionate, caring, and protective, and when Sebastian Collins died just a month after Rory�s sweet sixteen, Eddy was there to pick up the pieces.
The handsome young man invited the parentless girl into his home, gave her financial support, and sheltered her from those who warned her so diligently about Eddy. The line between supportive and abusive was so thin that the usually strong-willed Rory could barely distinguish exactly when the line was crossed. She relied on him for everything from expenses to her social life. In just less than a year, Edward convinced her to move back to his hometown of NYC with him. With the impression he�d stop loving her if she didn�t, Rory agreed to move. She agreed to a lot of things, but finally his abusive nature came across to her.
Rory�s courage came back full-force. She threatened to leave in spite of having nowhere to go in one last pull to see if he loved her, but the attempt ended disastrously. Their shiny new apartment became Rory�s hell for nearly an hour. After he�d had enough of her, he left and told her to be out by the end of the day. So she was. Out the door with one of three credit cards the bastard had foolishly left behind and into a tiny apartment of her own. It was a month before she noticed she was pregnant, and it only took seven more before Bowie Collins was tragically miscarried. She�d kept Eddy out of her mind as long as she could, but the death of her newborn was the breaking point for the barely eighteen-year-old girl. Still, she kept on rolling, working wherever she could find a job and build up a decent pay.
It was by that point Rory�s late-night watchman was sure. A thirty-something Gangrel who had suffered the loss of his wife before his Embrace, Cliff Roden had a soft spot for the strong ginger girl. The young woman survived trauma and tragedy, and yet still kept trudging on. So for her nineteenth birthday, the ever-watchful Kindred gave Rory the best gift of all: A shiny new life and the best spot in town for her first frenzy: Eddy�s favourite club.
From then on Rory re-established her rocky lifestyle. She roomed up in a bigger apartment with her fellow Kindred including two Brujah and three other Gangrel. Her life became steadier, and even when Cliff finally showed up on her doorstep to introduce himself after nearly a year of watching from afar, Rory evened out her anger and opened him into her life bit by bit. The traveler stayed for a month, taught Rory what she really needed to know, things the others she lived with hadn�t been able to tell her, and then was off onto the road again, leaving nothing behind but his coat and a puppy named Cash. By that time, Rory finally understood Cliff�s calling: adventure. She felt too close to the world to stay in the middle of the big city. She had to get away, travel, do something! Now, like a beckoning lighthouse signaling the way to shore, the Prince calls for his Kindred to unite in Hamilton against a common foe, and miss Collins and her three-year-old German Shepard mutt are more than eager to jump on board.
PERSONALITY:
Rory has a kind heart and a shining personality. She�s bright and opinionated, loves to debate, and adores learning new things. She�s also passionate about the things she likes and loves, and has a short-fuse with those who would offend or threaten them. As a former nurse-hopeful, Rory has a buried need to help and better people (and animals) that is often smothered in order to maintain a constant disconnection from others. Because of permanent scars from her past, Rory refuses to talk about her own feelings or history. She�s often harder on people, distrusting even those who have befriended her and suspecting others of intending to harm her. Although she has opened up a little since the incident, Rory�s sunny, passionate personality is still clouded.
LOVE/LIKES:
Rory loves animals (especially canines), her sire Cliff, her dog Cash, her father Seb, all kinds of music, and ice cream. She likes playing guitar, candy apples, Trivial Pursuit, reading books and plays, Johnny Cash, and feeling helpful.
HATES/DISLIKES:
She hates her ex-boyfriend Edward, high-tempered or abusive men, narcotics, people who abuse narcotics, and the idea of never being able to open up. She dislikes cooking, losing things, uptight and closed minded people, and talking about herself.
FEARS/PHOBIAS:
Due to a number of bad experiences in the past, Rory is unable to approach a sexual or romantic situation without getting queasy, anxious, frightened, or even entering a frenzy. While she can speak comfortably about general topics with people, Rory feels threatened by those who know too much about her and has great difficulty opening up to others. She�s primarily afraid of commitment, but Rory also fears extreme heights, prostitutes, gets nervous when she or others use a stove-top for cooking (especially when cooking oil is involved), and has a �beaten-puppy� flinch.
DREAMS/IDEALS:
A desire to help people in spite of her new blood. Rory wants to stop hating and distrusting others as badly as she does, to be free of the shackles her ex-boyfriend left her chained in, and she wants her life back� or a new one in Hamilton.
MERRITS & FLAWS:
Efficient Digestion (3pt Merit)
Common Sense (1 pt Merit)
Inoffensive to Animals (1pt Merit)
Code of Honour (1 pt Merit)
Double-Jointed (1 pt Merit)
Magic Susceptibility (2 pt Flaw)
Allergic - Illegal Drugs (2 pt Flaw)
Nightmares (1 pt Flaw)
Phobia (Mild) � Romantic+Sexual Situations with Serious Intent or Physical Contact/Extreme Heights (1pt Flaw)
Soft-Hearted (1pt Flaw)
GENERATION: 11th (2 Background points)
CONCEPT: Passionate and strong, but damaged ginger girl
PHYSICAL STATS [5]
STRENGTH: 2
DEXTERITY: 3
STAMINA: 3
SOCIAL STATS [3]
CHARISMA: 3
MANIPULATION:1
APPEARANCE: 2
MENTAL STATS [7]
PERCEPTION: 3
INTELLIGENCE: 3
WITS: 4
SKILLS
TALENTS [9] [+ 2 Freebies = 1 pts]
ACTING:
ALERTNESS: 2
ATHLETICS:
BRAWL: 2
DODGE: 2
EMPATHY: 1
INTIMIDATION:
LEADERSHIP: 1
STREETWISE: 2
SUBTERFUGE:
SKILLS [13]
ANIMAL KEN: 3
DRIVE:
ETIQUETTE:
FIREARMS: 2
MELEE: 2
MUSIC: 2 (Guitar: Accoustic)
REPAIR:
SECURITY:
STEALTH: 1
SURVIVAL: 3
KNOWLEDGES [5] [+ 2 Freebies = 1pt]
BUREAUCRACY:
COMPUTER:
FINANCE:
INVESTIGATION:
LAW:
LANGUAGES: 1
MEDICINE: 4
OCCULT:
POLITICS:
SCIENCE: 1
VIRTUES
CONSCIENCE: 3 SELF CONTROL:3 COURAGE: 4
HUMANITY &WILLPOWER [+2 Freebies Willpower = 1 pt]
HUMANITY: 6 WILLPOWER: 5
CLAN DISCIPLINES [+7 Freebies = 1pt]
Animalism - 2
Protean - 2 (Wolf)
Fortitude � 0
BACKGROUND [+2 Freebies = 2pts]
GENERATION: 2 - 11th Generation
MENTOR: 1 An ancilla - Cliff Roden, a wandering Gangrel whom is Rory's sire. Cliff owns a dog, Yoko, who is the mother of Rory's dog Cash. He was born in Calgary, but moved to Hamilton to attend McMaster and was sired while living there. Since the death of his wife, Cliff is traveling the world, but no one knows why. Because he travels, his name is known by many, but his past is a mystery.
RESOURCES: 1 Small savings $500/month + $1000 from odd jobs
RETAINERS: 3 Three retainers
(http://i238.photobucket.com/albums/ff142/RandomBit/rorycollinsgang.jpg)
TOTAL: 13 LEFTOVER: 13
MISSING IN ACTION
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MEMBER NAME: original icefire
CHARACTER NAME: Hearst wellington pryde III
RACE: Kindred
VAMPIRE CLAN: Ventrue
DEMEANOR: Gallant
NATURE: competitor
VAMPIRIC AGE: 5
APPARENT AGE: 31
SEX: Male
PHYSICAL DESCRIPTION: 6'2" 275 pounds dirty blonde hair, and green eyes , sqaure jaw has a look of nobility to him
CHARACTER HISTORY: Hearst remember very little about his past. The most distant memory he has is one of a fight inside of a cage he does not remember the person he was fighting or why he was there. Just that he was fighting someone and he was in a cage Hearst does not even remember who won the fight or how. The next memory he has is one of walking through an alleyway alone with bloods covering most of his body. He knows he is a vampire but does not know how or when he was turned or even who his sire is. Hearst is constantly trying to remember his past and has vowed to himself to figure it out somewhere, somhow, sometime Since that night, Hearst has tried his hand at just about every sport known to man and now some that may not be know to �man� and has succeeded at all of them in his own opinion. He has always been very showy to the point of garnering challenges just to shut him up although he has not been known to jump too quickly into situation he always loves a good competition no matter what kind. Still relatively new to the kindred life he is loving it and sees it as a gift making him even better then he was. He has always been partial to the one on one combative sports such as boxing martial arts and wrestling. Considers almost every challenge put to him.
PERSONALITY: Hearst is generaly appearing very calm but loves challenges and and although tries to hide it is obviously anxiously considering almost every challenege but wil not accept those that have no possibility of losing because he feels that would be unhonourable.that is generally his code in additon to that a challenge must in his opinion be verbalized in order to be a challenge it cannot be merely assumed. Will try to win always but will refuse to cheat considering it beneath him.
LoVE/LIKES: winning,, challenges ( winning without earning it means nothing)
HATES/DISLIKES: losing
FEARS/PHOBIAS: failure
DREAMS/IDEALS: he dreams of being a world champion in any sport as any young child even though he is an adult he also dreams of finding out his past
MERRITS & FLAWS: 2 point amnesia 5 points in other unknown flaws to be determined overtime by storyteller , will only drink the blood of athletes
Flaws: Twisted upbringing
Merrits:Danger sense, light sleeper, efficient digestion
GENERATION: 10th
Blood Pool : 13
CONCEPT: athlete
PHYSICAL STATS
STRENGTH: 3
DEXTERITY: 4
STAMINA: 3
SOCIAL STATS
CHARISMA: 2
MANIPULATION: 1
APPEARANCE: 3
MENTAL STATS
PERCEPTION: 4
INTELLIGENCE: 2
WITS: 4
________________________________________
TALENTS
ACTING:
ALERTNESS: ***
ATHLETICS:
BRAWL:***
DODGE:***
EMPATHY:
INTIMIDATION: ***
LEADERSHIP:
STREETWISE: ***
SUBTERFUGE:
SKILLS
ANIMAL KEN:
DRIVE: *
ETIQUETTE:**
FIREARMS: ***
GUNSMITHING:
MELEE: ***
MUSIC:
REPAIR:
SECURITY:
STEALTH:
SURVIVAL:
KNOWLEDGES
BUREAUCRACY: **
COMPUTER:
FINANCE: *
INVESTIGATION:
LAW:
LANGUAGES:
MEDICINE:
OCCULT:
POLITICS: **
SCIENCE:
________________________________________
CONSCIENCE: 2 SELF CONTROL: 3 COURAGE: 5
HUMANITY &WILLPOWER
HUMANITY: 5 WILLPOWER: 5
________________________________________
CLAN DISCIPLINES
Dominate: 0
Fortitude: 3
Presence: 0
BACKGROUNDS
Resources 3 ( all his bills are paid by an unknown vampire and once a month he is delivered prepaid credit card, and cash through an account at the tdcanadatrust bank)
Generation: 10th
TOTAL: 8 LEFTOVER: 8
MISSING IN ACTION
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MEMBER NAME: Hurricanus
CHARACTER NAME: Sir Allan Napier MacNab
RACE: Kindred
VAMPIRE CLAN: Malkavian
DEMEANOR: Architect
NATURE: Director
VAMPIRIC AGE: 73
APPARENT AGE: 33
SEX: M
PHYSICAL DESCRIPTION: look much like Sir MacNab stays in costume. Stands 6 foot tall dark greying at temples hair � steel blue eyes.
CHARACTER HISTORY: Was turned 50 years ago during a recreation ceremony at DunDurn Castle. Orginially named Dillon Reilly Catherwood. But to his mind Dillion no longer exists. He is Sir Alan MacNab. In his persona her knows he is a vampire and knows that most people think he is dead dead. So he has accepted that he does not rule but feels that he has a role to play in the movement of Hamilton, Ontario and Canada. He is very much a member of the gentry and is almost always at Dundurn Castle � ever viligant,
PERSONALITY: Contolling � eliteist .
LOVE/LIKES: Hamilton and Canada � I am VERY nationalistic
HATES/DISLIKES: interlopers on my proprety. If you haven�t been invited or if you don�t ask �.
FEARS/PHOBIAS: none
DREAMS/IDEALS: The belief in the Renaissance Man
MERRITS & FLAWS:
Merits
Can Eat 1 dinner anyone
Inoffensive to animals 1
Mansion 2 Dundurn Castle
Medium 2
Flaws
Anachronism 2 I AM Sir MacNab
Territorial 2 don�t make me whip ya
Warded by Salt 2 I will not cross that line
Prey exclusion (will not feed from the
working class)
Total merits 6 Total flaws 7 Extra pts 1 for a total of 19 freebies pts
GENERATION: 10th
CONCEPT: An unstable actor to start who was an hired impersonator for Sir Allan MacNab you came to think of himself as Sir Alan MacNAb. He was turned while in character and has maintained the MacNab persona since.
PHYSICAL STATS (3)
STRENGTH: 2
DEXTERITY: 2
STAMINA: 2
SOCIAL STATS (7)
CHARISMA: 3
MANIPULATION: 4
APPEARANCE: 3
MENTAL STATS (5)
PERCEPTION: 3
INTELLIGENCE: 2
WITS: 3
SKILLS
TALENTS (13 )
ACTING: 3
ALERTNESS: 2
ATHLETICS: 2
BRAWL: 2
DODGE:
EMPATHY:
INTIMIDATION: 2
LEADERSHIP: 2
STREETWISE:
SUBTERFUGE:
SKILLS (9 plus 4 freebies (+2 dots))
ANIMAL KEN: 2
DRIVE: 1
ETIQUETTE: 2
FIREARMS:
MELEE: 3 Now 4 (6 EXP spent)
MUSIC:
REPAIR:
RIDING: 1
SECURITY:
STEALTH:
SURVIVAL:
KNOWLEDGES (5 )
BUREAUCRACY: 1
COMPUTER:
FINANCE: 1
INVESTIGATION:
LAW: 1
LANGUAGES:
MEDICINE:
OCCULT: 1
POLITICS: 1
SCIENCE:
VIRTUES
CONSCIENCE: 3 SELF CONTROL:3 COURAGE:4
HUMANITY &WILLPOWER
HUMANITY: 6 WILLPOWER: 4
CLAN DISCIPLINES (7 freebie points/ one extra pip)
Auspex: 3
Dominate:
Obfuscate: 1
BACKGROUNDS (+ 7 freebie pts)
Resource 5
Retainers 5
Primary staff/security at Dundurn Castle
Generation 3 10th generation
TOTAL EXP 6 LEFT OVER: 0
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MEMBER NAME: goosekat
CHARACTER NAME: Morgan Reed
RACE: Kindred
VAMPIRE CLAN: Ventrue
DEMEANOR: Director
NATURE: Soldier
VAMPIRIC AGE: 40
APPARENT AGE: 37
SEX: Male
PHYSICAL DESCRIPTION: Morgan stands 5' 10" and is built like the proverbial brick shit house. At 215 pounds without an ounce of fat on him, to say he is muscular would be an understatement. After years of working outdoors in the construction field he has a well defined and developed body that most amateur body builders would envy. His skin has been bronzed by all the hours working under the sun and is still very bronzed even after his turning. His hair is a light brown, made just a touch lighter by all the hours under the sun and is slightly wavy. Morgan's slate grey eyes seem to hold a mirth in them that is usually not seen on his face. He has a rugged handsomeness that most women find very appealing. Usually dressed in slacks a polo shirt and a sport jacket he is not above putting on a suit and tie if the occasion should so warrant.
CHARACTER HISTORY: Morgan was born in Detroit and is the youngest of seven children. His mother Beatrice was a stay at home mom while his father Adam was a cargo handler for the Detroit Port Authority. His three brothers, Charles, Daniel and Samuel also worked as cargo handlers. His sister Susan was a bank teller, his sister Catherine worked as a 1st grade teacher and his sister Heather was a stay at home mom just like their own mother. Adam and Beatrice wanted something better for their youngest child so they insisted that he stay in school instead of dropping out to work like his brothers. So Morgan studied hard and graduated high school a year early. During jr. high and high school he discovered an amazing aptitude for numbers. Managing to take all AP classes in high school and keep a 3.65 gpa was no easy feat but Morgan managed it while working part time at a local construction company. While working the construction job he discovered that he also had a natural affinity for building design and construction. After graduating high school he started working full time for the construction company while taking night classes at the local community college. He graduated from there with a Liberal Arts A.A. degree with an emphasis on mathematics, science and engineering. Morgan then started taking night classes at Michigan State University while continuing to work full time.
He graduated from Michigan State with a 3.5 gpa and a double major in Architecture and Business and a minor in Business Law with an emphasis on contract law. Ten years after starting work for the construction company he was appointed to site foreman and then to office manager. It didn't take long for Morgan to turn a business that was barely breaking even most months to making a tidy little profit. By the time Morgan had turned 25 he had managed to get the company several lucrative contracts and demolition permits. When the company�s owner finally decided it was time to sell the business and retire 5 years later, Morgan made an offer on it. To his pleasant surprise the owner accepted it and suddenly Morgan found himself the owner of a very profitable business. Within 6 years the business had been turned into one of the most profitable and well known civil construction firms in the region. Within another year he had managed to expand the business with 30 new construction employees and 3 demolition engineers. Now being one the only companies that had its own demolitions team, the company managed to sneak several large contracts away from larger companies.
After several unsuccessful attempts by competitors to either buy him out or get the law to shut him down Morgan landed a contract to rebuild a large manor house on the outskirts of Detroit. The house was old, dating from the late 1800's at least and had been neglected for decades. The new owner wanted the building restored to its original glory. A formidable task to say the least. But Morgan was willing to take on the challenge. He managed to dig up some of the older architectural plans for the house and with those in hand took a week to walk the whole of the building taking measurements, making notes and sketches. At the end of the week he had new blueprints ready to be reviewed by the new owner. But the new owner was not available to meet with him so Morgan met instead with the owner�s personal manager. After getting the ok from her, he brought in his two best crews and started getting to work. But unlike most company owners Morgan didn't just give his men the job and let them handle it, he was right there tearing out walls and ripping up floor boards with them. He is a firm believer in never ask someone to do something you are not willing to do yourself. So as the weeks and months went on Morgan was on the job every day with his men, and many times still at work long past the last of them had left for the evening. It was on one of these late night stints that he met the houses owner. She was a distinguished looking genteel woman of about 60 years of age with silver hair and impeccably dressed.
They got to talking as he worked and it was not long before she had elicited his whole life story from him. The woman was impressed that someone as young as Morgan had managed to do as well as he had. Especially coming from a relatively poor background. It took the company 8 months to finish the project but when they were finished the house looked as if it has just stepped out of time. They had done such a superb job that they received a rather large bonus. But Morgan was rewarded with some else. Unbeknownst to him the woman that had hired him to refurbish the house was a vampire. She took an interest in him mainly for his head for business and his talent as an architect. Three nights after the project was finished she invited him back to the house under the pretext of a thank you dinner, but what she really wanted was to turn him. So Morgan excepted the invitation not knowing what was in store for him.
After his embrace Morgan turned the day to day operations of the company over to his site foreman. Although he maintains complete control of the company through his foreman and general manager he has little to do with it anymore outside of drawing blueprints. He continues to work with his hands by creating elaborate pieces of furniture that are used to furnish some of the homes that his company builds.
PERSONALITY: Morgan comes off as a quite and reserved gentleman. Someone who is very organized and controlled in everything he does. But once people really get to know him they discover a whole different side to him. One that is gregarious and outgoing, but not without some structure; fun loving and tender, but passionate about certain things. To those who truly know him Morgan seems a contradiction on terms.
LOVE/LIKES: being outdoors, building things with his hands
HATES/DISLIKES: being cooped up inside all the time, uncontrolled chaos and disorder.
FEARS/PHOBIAS: never being able to be outside again, losing control of his company.
DREAMS/IDEALS: to maintain control of his company no matter what happens in the future
MERRITS & FLAWS:
Merrits:
Lightning Calculator (1 pt)
Corporation CEO: (5 pts)
Flaws:
Victim of Hospitality (3 pts)
Repulsed by Garlic (1 pt)
Allergic: Alcohol (2 pts)
Clan Flaw: can only drink the blood of prostitutes
BACKGROUND:
Resources: rich (5 pts)
Herd: 7 (2 free pts)
Retainers: 3 (3 free pts)
GENERATION: 13th
BLOOD POOL: 10
CONCEPT: Construction Company Owner
PHYSICAL STATS:
STRENGTH: 2 (1 pt)
DEXTERITY: 2 (1 pt)
STAMINA: 2 (1 pt)
SOCIAL STATS:
CHARISMA: 3 (2 pts)
MANIPULATION: 4 (3 pts)
APPEARANCE: 3 (2 pts)
MENTAL STATS:
PERCEPTION: 3 (2 pts)
INTELLIGENCE: 3 (2 pts)
WITS: 2 (1 pt)
SKILLS:
TALENTS:
ACTING: 0
ALERTNESS: 1 (2 free pts)
ATHLETICS: 1
BRAWL: 1
DODGE: 1
EMPATHY: 0
INTIMIDATION: 3
LEADERSHIP: 3
STREETWISE: 0
SUBTERFUGE: 1 (2 free pts)
SKILLS:
ANIMAL KEN: 0
DRIVE: 2 (4 free pts)
ETIQUETTE: 3
FIREARMS: 0
MELEE: 1
MUSIC: 0
REPAIR: 0
SECURITY: 0
STEALTH: 0
SURVIVAL: 1
KNOWLEDGES:
BUREAUCRACY: 3
COMPUTER: 2
FINANCE: 3
INVESTIGATION: 0
LAW: 3
LANGUAGES: 0
MEDICINE: 0
OCCULT: 0
POLITICS: 2
SCIENCE: 0
VIRTUES:
CONSCIENCE: 2 (1 pt) SELF CONTROL: 4 (3 pts) COURAGE: 4 (3 pts)
HUMANITY & WILLPOWER:
HUMANITY: 6 WILLPOWER: 6 (2 free pts)
CLAN DISCIPLINES:
Dominate: 0
Fortitude: 2
Presence: 1
TOTAL 0 LEFTOVER:0
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MEMBER NAME: Trellin
CHARACTER NAME: Douglas �Butcher� Carver
RACE: Kindred
VAMPIRE CLAN: Brujah
DEMEANOR: Survivor
NATURE: Deviant
VAMPIRIC AGE: 8
APPARENT AGE: 32
SEX: Male
PHYSICAL DESCRIPTION: Douglas is a physically imposing individual. Broad-shouldered, heavily muscled and standing six feet, five inches tall with thick shoulder-length blond hair that he wears in a loose ponytail with war braids, The typical impression is that he should have been born a few centuries earlier, wearing leather, furs and carrying a battleaxe, despite the surprisingly good tan. The left side of his face, as well as his left arm, are covered with such a profusion of light scars that it resembles the street map of a metropolitan city. He has a large tattoo of stylized phoenix rising from the ashes covering his entire front torso, a tattoo on his left arm too marred by scars to be make out precisely what it used to be and on his right arm, in gothic script, is inked, �I swear, by my life and my love of it, that I will never live for the sake of another man, nor ask another man to live for mine.�
All these things are normally quite easily visible as he typically wears his colors, a worn leather vest with many patches, blue jeans and old biker boots.
CHARACTER HISTORY: Douglas was born in 1958 to Henry and Evelyn Carver. They lived in Dunning, Nebraska, a tiny village a handful of miles outside Nebraska National Forest. Doug had a good childhood, traditional parents and worked the farm with his father while attending local school. He was a bright student but did have his share of teenage trouble-making, although nothing too serious. He played football, hunted, fished and appeared to be a typical small town country boy but he always dreamed of a different life in the larger world outside his sphere. He never felt quite comfortable with the people around him. He would get odd looks when he asked questions about politics or what it would be like to live someplace else or pretty much anything that required a different worldview from the rest of the town. As he got older he realized that unless he did something quick, he would grow old and die here, working on the farm, just like his grandfather did and his dad would do. He knew his father wanted him to take over the farm eventually but this was nothing like what he had in mind. He worked relentlessly at school and on graduation that effort paid off well enough to get earn him a small scholarship from the University of California at Berkley. His father was angry that he wanted to give up the farm to go lounge around with a bunch of hippies, beatniks and, �anti-American dope fiends�, but his mother managed to calm him down and assure him that once Douglas had gotten his degree he would have had enough of the city-life and be back
His arrival at school was, to say the least, an eye-opening experience. Culture shock would have been too mild a word. And he loved it. All the variety of life was there and no one cared a whit what questions he asked or where they came from, indeed it was encouraged at every turn. It seemed a live and let live world at first where anything went and no one was rejected for anything other than being too straight. It quickly became clear that there was another side to the story as well, a more seductive side; the drugs, the parties, the drunken girls. This was the background as he tried to adjust to university life, which despite his considerable effort in high school, he felt ill prepared for. His first semester he met Danielle; She was an attractive, intelligent, girl, and a junior majoring in political science. She wasn�t put off by his size but drawn to his small-town attitude. As can be expected from a small-town boy in the big city, surrounded by temptation, he flunked out after his first year. Scholarship gone, he went full time as a mechanic working at a bike shop. He hung with guys from the shop and became known as a hanger with the Hells Angels. Danielle was happy to hang with the downtrodden and shady types. As he became more involved with the club she became more enthusiastic as he was able to hook them up with more and better drugs than she had introduced him to. This came to a halt when she learned that he helped with a drop that went south and he had to kill someone in self-defense. This gave him huge personal problems but these were eclipsed by the fact that Danielle crushed him by dropping him but left the school and disappeared with no word that he could find to where she went. He joined the Army within a month and the club was supportive saying they would be there when he came back. Thus began his brief military career.
At the age of nineteen he joined the military and served for 3 years. It turned out that he was an excellent fit for specific military purposes. He exhibited the psychological profile of an ideal Special Forces member. He had a flexible morality that allowed him to deal with necessary actions and independent thought that allowed him to adapt to unexpected circumstances without guidance. After three years he left the military a changed man. Not only physically, with scars he never talked about there was the emotional change. The small town boy was gone, replaced by a much changed personality. He was much less moderate personality. He was more vocal at times, quieter at others where before he was not overly interested in girls, he now traded them on a nightly basis.
The club welcomed him back with open arms, respected his experiences without questioning them and loved his new command of Spanish and knowledge of firearms. He quickly became a key player in the gun running activities and within a few years he was deep enough into the club that he was asked to relocate to Texas to help with the low-key operations taking place in rival MC territory there.
An exchange there went (further) south when the Banditos found out about it and some of them were killed by him. He knew he was probably out but didn�t want to retreat so he went underground in one of the naturalist resorts in the area. He was found there by another brother, Scotty, and brought in from the cold. Scotty stayed with him and they began a quiet campaign against the Banditos to encourage them not to interfere without destroying the uneasy truce between the clubs. During this time, unknown to Butcher, Scotty quietly ghouled him and Butcher looked out for him after the all-night parties or when he disappeared for most of the night. They became an extremely effective team even though the results were often more public than the club might have preferred. One fateful night when Scotty was out on one of his don�t ask, don�t tell evenings, Butcher was found by a group of Banditos and when the smoke settled there were two dead Banditos, one severely injured and Butcher, managed to get on his bike and ride a few miles before he dropped his bike and crawled off to the side of the road to die. Scotty found him there a couple of hours later, shot, cut and close to bleeding out. It was maybe an hour before dawn and after realizing that Butcher was about to die regardless of what he did proclaimed, �I don�t have time for this, do you want to live or not?� The answer was yes and from there his whole life changed.
When Butcher woke up, Scotty told him the deal, �Look, you said you wanted to live. You�re alive, sort of. I�m a vampire and now you are as well. I can teach you the ropes, I�ll stay with you while you figure things out, learn to deal with your new needs and abilities and I won�t leave you out in the cold to figure it out on your own cause I�m not a total douchbag.�
Over the next five years Butcher learned a great deal. He didn�t always enjoy it but it always made sense later when a situation arose and Scotty�s lessons came into play. They spent those five years riding the country and except for the incident in Dallas when Scotty had to escape from custody after embracing him without permission and the time he was first introduced to court in Seattle, there was never a moment that felt his life was in real danger. He learned his lessons well and listened to Scotty even when he didn�t want to. His journal became a better friend than it had until that time as he had more things to write about. The club still accepted him and he became a fixture with Scotty. They became known as the �Destructive Duo� and were called upon by the club to make examples when needed and otherwise were used as negotiators with the Mexicans for gun running. He learned the ropes and after five years they parted ways in Seattle at the local chapter.
Over the next couple of years they kept in touch and hooked up every now and then to party and compare notes, talk about life as a vampire and even though they didn�t always see eye to eye they respected each others� opinions.
When they spoke last and Scotty told him of potential issues brewing in Hamilton with the Sabbat and he would contact him in a week Butcher was concerned and curious but Scotty had been around the block a few times so he wasn�t worried. When Scotty never contacted him, he became concerned. He went to Denver, announced himself to the city for the second time alone and waited for word at Elysium. When he heard that a quarter of Hamilton went up in smoke, then he got angry and worried. Scotty had gone off and had fun and been stupid without him, he was probably in trouble and needed backup even if he didn�t want it. He made arrangements to make a hard ride straight to Hamilton. He tried to be good and had a call-ahead schedule arranged at each City with a Prince along the way, fed outside of Cities in the rural areas and managed to avoid werewolves along the way but that changed in Detroit. He was detained by the sheriff and questioned for several days. Around the time he was about to say fuck it, He was released and assisted across the order by Detroit. Butcher headed straight for the meeting with Donna.
PERSONALITY: He is a happy go lucky guy, risk-taker and is just as happy to have a good conversation as he Is to get in a bar fight but he really likes his quiet time when he can contemplate life, the universe and everything while he records his thoughts in his journal. Not because he thinks it will be read by anyone, indeed, he is shy about letting anyone read it, but because he wants to remember his life, especially now that its eternal. He doesn�t want to forget where he comes from.
LOVE/LIKES: Parties, music, reading and writing in his personal journal.
HATES/DISLIKES: Betrayal, the people who destroyed Scotty,
FEARS/PHOBIAS: Betrayal by those he trusts,, being subservient for eternity to someone, being caged
DREAMS/IDEALS: Further the ideals of independent thought, tolerance and individuality
GENERATION: 9th
CONCEPT: Rebel
PHYSICAL STATS
STRENGTH: 4
DEXTERITY: 2
STAMINA: 4
SOCIAL STATS
CHARISMA: 3
MANIPULATION: 1
APPEARANCE: 2
MENTAL STATS
PERCEPTION: 3
INTELLIGENCE:2
WITS: 3
SKILLS
TALENTS:
ACTING: 3
ALERTNESS:
ATHLETICS:
BRAWL: 3
DODGE: 3
EMPATHY:
INTIMIDATION: 3
LEADERSHIP:
STREETWISE: 3
SUBTERFUGE:
SKILLS
ANIMAL KEN:
DRIVE (motorcycle): 3
ETIQUETTE:
FIREARMS: 3
MELEE: 3
MUSIC:
REPAIR:
SECURITY:
STEALTH:
SURVIVAL:
KNOWLEDGES
BUREAUCRACY:
COMPUTER:
FINANCE:
INVESTIGATION:
LAW:
LANGUAGES: 3 (English, Spanish, Farsi, Arabic)
MEDICINE: 2
OCCULT:
POLITICS:
SCIENCE:
VIRTUES:
CONSCIENCE: 2 SELF CONTROL: 4 COURAGE: 5
HUMANITY: 7
WILLPOWER: 5
Advantages: 9th generation (4), Resources(1)
CLAN DISCIPLINES:
Celerity: 1
Potence: 2
Presence: 1
Freebie: 15
Discipline (7), ability-acting(4), humanity(2), Courage(2)
Merits: light sleeper(2), baby face(2), eat food(1), Way with Words(1),
Flaws: Enemy: Sheriff of Dallas(-0), New Arrival(-1), Criminal Record(-2), Vengence: Sabbat for death of Sire(-2), Sensation Junkie(-2)
TOTAL 0 LEFT OVER 0
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CHARACTER NAME: Andrea 'Andy' Theodora Baxter
MEMBER NAME: Mooniekate
RACE: Kindred
VAMPIRE CLAN: Toreador
DEMEANOR: Masochist
NATURE: Optimist
VAMPIRIC AGE: 3
APPARENT AGE: 22
SEX: Female
PHYSICAL DESCRIPTION: 5' 6, medium brown shoulder-length hair, grey eyes.
CHARACTER HISTORY: Andy was born to a high class family in Kingston, Ontario. Her father was a lawyer and her mother died when she was little. Her father had no idea how to care for a young girl so he sent her to a boarding school in Toronto, Branksome Hall. The only time Andy could let loose was in her art class. She excelled in art. When she turned 18, she emptied out her trust fund and headed to Paris to paint. Her father didn't approve, but since Andy was an adult, he couldn't stop her. In Paris, Andy had found her calling in clay. She spent hours sculpting figures and making pottery. After a few years of being seduced by a Toreador, she was sired. Since that night, Andy followed her maker from one end of the world to the other, picking up techniques to perfect her art. She was molded into a true artist and dropped on Helen's doorstep as a present from her maker.
PERSONALITY: Willing to bleed for work.
LOVE/LIKES: Pain, creating art
HATES/DISLIKES: Paint by numbers (that's not art)
FEARS/PHOBIAS: Losing the ability to feel the pain she uses to be inspired.
DREAMS/IDEALS: To have her own section at the Art Gallery
MERRITS & FLAWS:
GENERATION: 13
CONCEPT: It's no fun unless I cry a little...
PHYSICAL STATS
STRENGTH: 3
DEXTERITY:3 +5 freebie
STAMINA: 3
SOCIAL STATS
CHARISMA: 2+5 freebie
MANIPULATION:2
APPEARANCE: 3
MENTAL STATS
PERCEPTION: 4
INTELLIGENCE: 3
WITS: 3
SKILLS
TALENTS
ACTING: 3
ALERTNESS: 3 +2 freebie
ATHLETICS: 2
BRAWL: 1
DODGE: 2
EMPATHY: 3
INTIMIDATION:
LEADERSHIP:
STREETWISE:
SUBTERFUGE:
SKILLS
ANIMAL KEN:
DRIVE: 1
ETIQUETTE: 2
FIREARMS:
MELEE: 1
ART (Sculpture): 3
REPAIR: 1
SECURITY:
STEALTH:
SURVIVAL: 1
KNOWLEDGES
BUREAUCRACY:
COMPUTER: 3
FINANCE:
INVESTIGATION:
LAW:
LANGUAGES: 2
MEDICINE:
OCCULT:
POLITICS:
SCIENCE:
VIRTUES Your character starts out with one point in each and has 7 more points to divide between the 3 areas/
CONSCIENCE: 3 SELF CONTROL: 4 COURAGE: 3
HUMANITY: 7 WILLPOWER: 3
CLAN DISCIPLINES
Auspex 1
Celerity 1
Presence 1
BACKGROUNDS
ALLIES
CONTACTS
FAME 2+1 freebie
GENERATION
HERD
INFLUENCE
MENTOR 1+1freebie
RESOURCES 3
RETAINERS
STATUS 2+1freebie
TOTAL 6 LEFT OVER 0
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MEMBER NAME: XlupoldX
CHARACTER NAME: Justice Carpenter
RACE: Kindred
VAMPIRE CLAN: Malkavian
DEMEANOR: Fanatic
NATURE: Masochist
VAMPIRIC AGE: 35 (23 + 12)
APPARENT AGE: 23
GENDER: Female
PHYSICAL DESCRIPTION: Justice is lithe and lean, her body seemingly crafted entirely in tightly compacted muscle and determination. Her limbs are long and highly defined from years of hard physical training and a life of dedicated vehemence. Though her silhouette is undoubtedly athletic, there is still enough of a suggestion of femininity to her form to keep her far from the description of �boyish�. Standing at a slightly taller than average five foot seven, she's tall enough to be physically intimidating and yet small enough to slip unseen into the shadows. Her hands are slender but incredibly strong, with highly dexterous fingers capable of causing great pain and destruction without a moment�s thought and yet at the same time performing the most delicate of tasks.
She keeps her void dark hair moderately short, but due to self maintaining, the front falls in sharp and jagged plains that oddly frame her face. With large eyes of a curious verdant shade, it is difficult to perceive whether they are the portals of intensity or a direct view of her crazed and fevered mind. Pale in complexion, but far from the usual luminescent of others of her kin, her skin tone is still relatively warm in colour. With a beautiful pout that the nouveau riche would pay for in pain and money, and soft, high cheekbones, Justice could almost be mistaken for attractive, if it were not for the unmistakable air of being haunted.
Clothing is never fancy and is viewed more as a necessity. Keeping to darker colours to blend in with the shadows and so as not to draw any attention to herself. Garments are usually tight to form fitting, allowing greater maneuverability and also decreasing chances of potential foes having anything to restrain her with. Footwear comes in two choices, boots or sneakers and always in black.
CHARACTER HISTORY: Justice was born to a dying mother, the trauma of her birth without the needed medical assistance, left her without the feminine guidance of a mother. Upon the loss of his wife and the disappointment of his sole heir being female, rather than the son he had so hoped for, Malachi Carpenter made the best of what he viewed as a bad situation.
Malachi believed that his family line had been chosen by God Himself to be soldiers in the war against the relentless plague of evil. Justice�s life was dedicated to training in the combat and killing of those affected by the plague, created by her Father�s paranoia and blatant religion fueled insanity. Her regime was a brutally strict diet of bible study, rigorous physical and combative training, intense survivalist tactics and ritual beatings whenever a foot or thought was placed incorrectly. Malachi taught his only offspring how to identify those that had been infected with evil, those who seemed entirely human but housed the souls of the damned and the dark. What Malachi didn�t realise was that his daughter had her own gift of perception, unlike his �vision� hers was real and not based on paranoid delusions of grandeur. After a particular harsh beating for failing to block an attack in her training, Justice regained consciousness to discover that there were whispers of unseen people around her, voices she had never before, voices that offered consolation and solace and other voices desperately trying to convey messages that needed to be passed on. Fearing that the devil himself had sent a part of his legion to taunt and distract her from The Lord�s work, she went to her father to tell him of the feelings and voices she experienced, this news brought her more beatings and a particularly violent �exorcism�. The voices and feelings remained, the young Justice decided to battle through it without again mentioning it to her father. It didn�t take the young warrior to realise that it wasn�t demons, but the dead, that were communicating with her. Slowly, she came to terms with this new ability at times acting upon the advice and information that was being fed to her, but never revealing to her Father where the source of knowledge came from.
Life took a turn for the worse when one fateful night, whilst on the hunt for more of the �plagueborne�, the Carpenters crossed the path a particularly helpful gentleman. Malachi believed the man to be a gift from God, a prophet who would help them in their quest to rid the earth of the creatures he dare not speak the name of, but in all reality, the man was a particularly sadistic Childe of Malkav. The vampire didn�t strike immediately after his intriguing find, but instead waited a number of years, following the small family as they cut a swathe through the country, disposing of innocents that Malachi had deemed infected with evil. It was on a still summer�s night that he finally claimed what he deemed as his own and after silently bleeding Malachi dry in his sleep. By the time Justice woke, her fate was already sealed, as the creature feasted on her, offering either death or a new life. She chose the latter, not aware of the consequences of his bite and the added depth of insanity it would bring.
PERSONALITY: After years of forceful discipline, Justice is still very much the obedient soldier her father carved her into being. Despite the kiss of Malkav and the special blend of lunacy instilled by her father, she still has great faith in her �One True God�. Obviously, becoming the very embodiment of that which she continuously battles, there is a constant war being waged between her need to survive as a vampire and the driving cause of her Father�s legacy. This at times manifests in severe masochistic behavior, wherein she will place herself in the direct firing line of danger and inevitably pain and suffering. She is still very much of the influence of �Speak only when spoken to�, but can often seen muttering away to unseen people, whether there is anyone actually replying to her or not is known only to Justice herself. Justice does seem cold and disconnected from most other people, but has a solid civil working relationship with anyone that can help further her cause or that she may owe a favour to. A smile is something rarely seen on her face and when one does appear it seems entirely alien and awkward, in fact most expressions of an extreme emotion are rarely glimpsed save for when it is demanded.
LOVE/LIKES: Cleansing the world of the �plagueborne� in as clean and efficient manner as possible, collecting the momentary scars from such work and feeling truly alive for those brief moments, physical exertion, pushing her own personal limits to the point of literal pain, the thrill of the hunt, quiet, seedy motel rooms with white courtesy telephones, reading the scriptures and the silence of sleep.
HATES/DISLIKES: Noise, crowds, confined spaces, stark light with no shadows, �plagueborne�, not having something to do, waiting, those who lack any sort of discipline, people that talk too much, her Father�s persistent babble and humiliation, being without some form of physical weapon.
FEARS/PHOBIAS: If asked she will declare that she is without fear, that the worst that can be thrown at her is death and she stopped fearing death long ago. In reality she fears being helpless and at the mercy of another. She also becomes panicked if she is without some sort of weapon, be it a full assault rifle or a sharpened spoon.
DREAMS/IDEALS: She has no time for dreams or ideals, she is a soldier in God�s great plan and the work must never stop until every plagueborne wiped from the surface of the planet and Satan himself is stopped.
FLAWS: Wild-Eyed (1 pt. Flaw)
Three Days Arisen (3 pt Flaw)
Haunted: (3 pt Flaw) Father, connected to a hunting knife
MERITS: Concentration : (1 pt Merit)
Higher Purpose: (1 pt Merit)
Medium: (2 pt Merit)
Unnatural Grace (3 pt. Physical Merit)
GENERATION: 11th (2 Background points used)
BLOODPOOL: 12
BACKGROUNDS:
11th Generation (2 Background points used)
Large savings $3000/month + $50000 if you liquidate your assets (3 Background points used)
CONCEPT: She has become all that she was taught to hate and hunt, but still continues to find retribution through her continued plight.
PHYSICAL STATS (7)
STRENGTH: 3 DEXTERITY: 3 STAMINA: 4
SOCIAL STATS (3)
CHARISMA :1 MANIPULATION: 2 APPEARANCE: 3
MENTAL STATS (5)
PERCEPTION: 3 INTELLIGENCE: 2 WITS: 3
TALENTS:
ALERTNESS: 1
ATHLETICS: 3 (2 freebie points used)
BRAWL: 2 (2 freebie points used)
DODGE: 2
INTIMIDATION: 2
STREETWISE: 1
SKILLS:
DRIVE: 1
FIREARMS: 2
MELEE: 3
REPAIR: 2
STEALTH: 3
SURVIVAL: 3 (2 freebie points used)
KNOWLEDGES:
COMPUTER: 1
INVESTIGATION: 2
MEDICINE: 1
OCCULT: 2 (2 freebie points used)
VIRTUES: CONSCIENCE: 1 SELF CONTROL: 3 COURAGE: 6
HUMANITY: 4 WILLPOWER: 6
CLAN DISCIPLINES: AUSPEX: 1 DOMINATE: 1 OBFUSCATE: 2 (7 freebie points used)
DERANGEMENTS: Sanguinary Animism
(http://i67.photobucket.com/albums/h306/xchanimonkeyx/JusticeCarpenter.jpg)
TOTAL 0 LEFTOVER 0
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MEMBER NAME: Trellin
CHARACTER NAME: Alan Baymaster
RACE: Kindred
VAMPIRE CLAN: Malkavian
DEMEANOR: Praise-Seeker
NATURE: Child
VAMPIRIC AGE: 12
APPARENT AGE: 28
SEX: Male
PHYSICAL DESCRIPTION: Alan looks very average. At 5� 10� he is neither exceptionally tall nor exceptionally short. He is in good shape, but not an athlete. His hair is shoulder length but cut in a style that that would pass for reasonably conservative with the right clothing. His only exceptional features are brilliant blue eyes and a broad streak of premature gray hair that runs down the right side of his head. His clothing changes on a regular basis. He can be seen wearing jeans and a t-shirt in the early evening and a business suit later in the evening and just before dawn he might be seen in a medieval Halloween costume ready for Ren fair.
CHARACTER HISTORY: Alan grew up in the foster system, his parents having died when he was four years old in a car accident, which he survived without a scratch. The trauma of the accident and loss of his parents, combined with being shuffled around the foster care system caused him to realize that he had no one he could depend on no matter how desperately he wished for it. This also made him sensitive to those around him, understanding of their pain and needs, doing what he could to help them and wishing he could do more. He was an avid reader, reading everything from textbooks on first aid to Alexander Dumas to comic books. One day at school when he was twelve, he saw another kid being bullied by several of the older and larger kids. As he watched he grew more and more angry that he wasn�t capable of helping the boy, who only wanted to be left alone, understanding how the boy felt. At the peak of his rage, something totally inexplicable happened. A female voice whispered to him. �I can help you�, it said, �I can take care of you if you will simply trust me. Allow me in and together we can help the boy.� Alan didn�t hesitate, �If you can take care of me and we can help that boy, I will do anything you ask�, he thought. He felt a rush of confidence, satisfaction and a sense of and a hint that righteous anger suffused him. He got up and walked over to the group removing his belt and holding it like a strap in his hand, calling out to them, �What has this boy done to you that you should treat him thus? Does he deserve punishment for some wrong? No, he does not, else you would have sought justice and called out to higher authority. It is clearly not revenge, else you would have acted already. No, you�re simply bullies seeking to abuse those you feel have less strength for your own amusement. Begone and bother this child no longer, or take out your cowardly behavior on me. I tire of your foolishness.� This was his first encounter Joan d�Arc.
Before she left him she assured him that whenever he had need, they would always be there. His parents had made a great plea that he be watched over in their absence and many people had answered. He was a natural channel and there were many that were willing, for many reasons, to aid him and take care of him. He need never feel alone again. Over the years, he became acquainted with many others and he learned that other people not only didn�t believe him but thought he was crazy. There were many conflicting pieces of advice from his guardians on how to handle this but the decision was his and he settled on hiding them from the rest of the world. As he got older and more familiar with them, however, it was more and more difficult to conceal. By the time he was 23 he had been in and out of several mental institutions. He had managed to reach a balance point and by 28 he had been left alone for 5 years. He worked various using the knowledge that he had gained from his constant companions and his own varied interests. He had just put in from working on a lobster boat out of Alaska when he was embraced. His sire had been watching him for quite some time. He was a local that he had met in a bar and became friends with. Derek was always waiting for him when he put in and they talked about everything. After a year of this, he admitted to Derek that he had constant companions, although Derek had realized long before this, it felt good to have it out in the open. Derek told him there was a way to help him and through him even more people. Eventually, when Derek had put all his cards on the table, Alan decided to accept the offer. There were, of course, wildly mixed reactions to his decision, even the occasional threats of abandonment by some, particularly his more religious companions, but in the end, as always, it was his decision.
He spent quite a bit of time with Derek after being Embraced, learning everything he could. Some of his guardians he heard from only rarely after that, like Joan, and some he never heard from again, like Pope Gregory the IX, who was responsible for giving the Dominican Order the charge of the duty of carrying out the inquisitions. He also gained new guardians, taking over where some had left and while it was a severe blow to Alan that some left, he was pleased to have new companions. He eventually had to move and make a life elsewhere and he chose New York. It was here that he heard of the goings-on in Hamilton and he responded immediately when the news came of his Clans need for assistance.
PERSONALITY: Alan is a quiet and gentle man. He is companionable, able to talk to almost anyone about almost anything, but tries not to be intrusive. He loves to make friends and tries to be a positive influence on everyone he meets, living for those moments of acknowledgement.
LOVE/LIKES: Reading, helping others and his Clan, who by and large, accept his companions without issue.
HATES/DISLIKES: Injustice, bigotry and senseless violence, his constant companions saying or doing things that he hasn�t given approval on.
FEARS/PHOBIAS: That his companions will abandon him and he will be left alone, killing senselessly in a frenzy, that one or more of his companions will betray him.
DREAMS/IDEALS: To be able to meet his companions in person. To be worthy of the aid his companions give him and be recognized for his contributions to Kindred.
GENERATION: 13th
CONCEPT:
PHYSICAL STATS
STRENGTH: 2
DEXTERITY: 2
STAMINA: 2
SOCIAL STATS
CHARISMA: 3
MANIPULATION: 3
APPEARANCE: 2
MENTAL STATS
PERCEPTION: 3
INTELLIGENCE: 4
WITS: 3
SKILLS -
TALENTS 9:
ACTING: 1
ALERTNESS: 1
ATHLETICS:
BRAWL:
DODGE:
EMPATHY: 3
INTIMIDATION: 1
LEADERSHIP: 1
STREETWISE:
SUBTERFUGE: 2
SKILLS: 13 �
ANIMAL KEN: 1
DRIVE: 1
ETIQUETTE: 2
FIREARMS: 1
MELEE: 1
MUSIC: 1
REPAIR: 2
SECURITY: 1
STEALTH: 2
SURVIVAL: 1
KNOWLEDGES 5 �
BUREAUCRACY:
COMPUTER: 2
FINANCE: 2
INVESTIGATION:
LAW:
LANGUAGES:
MEDICINE:
OCCULT: 1
POLITICS:
SCIENCE:
VIRTUES:
CONSCIENCE: 4 SELF CONTROL: 3 COURAGE: 4
HUMANITY: 7
WILLPOWER: 4
Background: Resources (5) (Bless you Andrew Carnagie!)
CLAN DISCIPLINES:
Auspex: 2
Dominate: 1
Obfuscate: 1
Freebie: 15
Auspex (7), Courage (2) Merits (6)
Merits: Jack of All trades (5), Eidetic Memory (2), Inoffensive to Animals (1), Fairie Affinity (2),
Flaws: Warded by Salt (-2), Victim of Hospitality (-3)
Andrew Carnagie � Financier and Industrialist, specializing in business finance, ruthless and manipulation and politics, and philanthropy.
Joan d�Arc � Military leader of yesteryear, specializing in tactics, strategy and melee with a penchant for divine justice
Sherlock Holmes � Legendary detective, specializing in investigation, observation, and reasoned analysis
Winston Churchill � Statesman, specializing in political leadership, public speaking and drinking
Merlin Ambrosius � Legendary wizard, specializing in the occult, spirituality and political manipulation
Nicolai Tesla � Specializing in a huge range of sciences, particularly math, electrical engineering, physics, and metallurgy, and the occult
TOTAL EXP: 0 LEFT OVER: 0
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MEMBER NAME: Grimoire
CHARACTER NAME: Dana Gorgeous (Not her real name but good luck finding the real one)
RACE: Kindred
VAMPIRE CLAN: Brujah
DEMEANOR: Rogue
NATURE: Freespirit
VAMPIRIC AGE: 23 + 26 = 49
APPARENT AGE: 23
SEX: Female
PHYSICAL DESCRIPTION: There are two types of girls in this world, girls who try hard to be beautiful, and girls who dont try at all, it just happens. Dana is the latter, she's not glamourous she's not stunning, she's just beautiful. Like a sunset is, or a clear stream. But in all honesty her attitude and behaviour turns most people off. Her hair is dark chestnut and rolls with a natural wave. Her eyes are an intense saphire and her skin is a smooth and pale run of peach. She has a strong build and hardened hands, knuckles calloused over in little white lumps. She stands 5' 6 but can make you think she's 6'5 when she gets going. She has the stance and demeanor of someone looking for a fight, and yes, she is.
(http://th00.deviantart.net/fs49/300W/f/2009/209/6/7/Don__t_fuck_with_us_by_jashackh.jpg)
CHARACTER HISTORY:
There was a time before her name was Dana but you'll never hear about it, there was alot of stuff wrong with it. She was the child of a single parent, she had to drop out of school at fifteen, her mother disappeared, her job barely paid her rent and she had a rage inside her that wouldn't quit. She always had a fierce and quick temper. She was a gym addict and worked her frame into hard as rock muscle, and she prayed for some pervert to try something on her way home, but in a small town, word travels when you're a neurotic fight seeker. She had to play nice at work, twelve hour shifts in a bar that was two hour bike ride from her home. She smiled at the drunks who slurred her old name on her name tag, and went home and punched her walls until there were holes and her fists were bloody because there was nothing she could do. Because this was life and to survive you had to bite down on everything and hold down on the only things you could. Without the smile there'd be no job, without the job no rent, no rent no house, no house - well, you get the idea. But it drove her crazy to see other people who got it so easy, to see the people who just seemed to understand the trick to the world that she just couldn't seem to figure out.
And then one day Jameson O'Reily roars up to the bar on his motorcycle with no muffler. And he came in like the cock of the walk and sat in her section. All night he was at her, at her until close, she'd never dealt with such a jerk pushing button after button. An Irish accent that one could drown in but he had her seeing red, she slammed his drink down and got in his face the only time she ever had and asked him to step outside, and when they went she had every intention of killing him but when he just let her hit him and shove him and get everything out that you just couldn't get out on a wall she collapsed into his arms sobbing. A most unorthadox way to start a relationship but they were a most unorthadox couple, they fought like cats and dogs but she loved him and he her like the day was long. And the days were long as she could only see him at night. Eighteen and in love, but when her nineteenth birthday came he gave her the best present you can give a girl who hates the world, a reason to give it all up! A motorcycle and eternal youth were the chosen gifts. And she took to the thought of forever with him quite nicely.
Twenty years they rode together, they fed together, broke, smash, twisted and partied together. And then one night, he was gone. Dana knows he was killed by a man with silver eyes but she remembers nothing of that night other than holding him as close to her as she could until dawn, dragging his limp body to shelter and holding him until the moon was high and burrying him at the side of the road. Then she got up, dusted off, pushed his bike down into the ditch, set it ablaze, and moved on. She never looked back, and she hasn't smiled out of happiness since, amusement, yes, thrill and adrenaline, yes. But she left happiness at the side of the road, now all there's left to do is work out an eternities worth of anger, or find the man who took her love from her, and ride her way back to that same ditch to wait for sunrise, together forever, just like they'd promised. Which ever comes first.
PERSONALITY:
Dana swings first and asks questions later, she may like you but that won't keep her from leaving tomorrow, but for today she's a vicious enemy and a fierce aly. Almost obsessively determined she's aims to finish everything she starts, and she starts alot. She's quick to anger, as she's always got some rage in her soul, but the times to be afraid of her is when she's quiet because that's just the calm before the storm. There's a girl who justs wants to party and have fun under there, she just has ahd problems finding her since Jameson met his final death.
LOVE/LIKES:
A good fight
Jameson O'Reily [RIP]
Her bike
Her bat
Hell raising
Finding her old school on maps
Watching girls fight - HILARIOUS
The one who throws the first punch
Finishing what she's started
Hitting the road after she's served her use
HATES/DISLIKES:
People who seem to get that trick to the world she never managed
People who get in her face
Girls who try to fight her - It's just not a fair fight.
Guns - Too loud -Too hard - To quick
The man who killed Jameson, she doesn't have a name but she'd know his face anywhere
Sitting still
Making "plans" - I mean, who does that!?
That she can't eat hotdogs, like forever youth is fine but what is life without a chilly cheese dog?
FEARS/PHOBIAS:
That she's not good enough, she never finished school, never had a proper job, if she ever tried to settle down and bite down on her rage she wouldn't be able to. She's afraid to be forgotten because she's just another misguided youth.
That and ladybugs, she flips her shit over lady bugs.
DREAMS/IDEALS:
Finding Jameson's killer, killing him, and then watching the sunrise.
MERRITS & FLAWS:
Merit
Danger sense 2
Unnatural grace 3
Flaw
Phobia 1 - Lady Bugs
Vengeance 2
Criminal Record 2
BACKGROUNDS
RESOURCES: 4 - Something mc something
GENERATION: 10 [+2]
CONCEPT: An untamed force/tragic lover
PHYSICAL STATS [7]
STRENGTH: 4
DEXTERITY: 3
STAMINA: 3
SOCIAL STATS [5]
CHARISMA: 2
MANIPULATION: 3
APPEARANCE: 3
MENTAL STATS [3]
PERCEPTION:2
INTELLIGENCE:2
WITS:2
SKILLS
TALENTS [13] [+ 2]
ACTING:
ALERTNESS: 2
ATHLETICS: 2
BRAWL: 3
DODGE: 2
FIREARMS:1
EMPATHY:
INTIMIDATION: 3
LEADERSHIP:
STREETWISE: 2
SUBTERFUGE:
SKILLS [9] [+ 4]
ANIMAL KEN:
DRIVE: 2
ETIQUETTE:
FIREARMS:
MELEE: 3
MUSIC:
REPAIR: 3
SECURITY:
STEALTH:
SURVIVAL: 3
KNOWLEDGES [5]
BUREAUCRACY:
COMPUTER:
FINANCE:
INVESTIGATION:
LAW: 2 (You learn alot even when you're on the wrong side of it)
LANGUAGES:
MEDICINE:
OCCULT: 3 (She's always had an interest in the things that go bump in the night)
POLITICS:
SCIENCE:
VIRTUES
CONSCIENCE: 3 SELF CONTROL: 2 COURAGE: 5
HUMANITY &WILLPOWER
HUMANITY: 5 WILLPOWER: 5
CLAN DISCIPLINES [+ 7]
Celerity: 1
Potence: 2
Presence: 1
Background - Sort of inapplicable as she's in all essentiality a vagrant, probs coming from the Niagara area
Other notes: Opened up Firearms as skill in chapter 5.2 as per Storytellers EXP Award
-
MEMBER NAME: Sonovaditch
CHARACTER NAME: "Jax Habit" Dirk Jackson
RACE: Kindred
VAMPIRE CLAN: Brujah
DEMEANOR: Deviant
NATURE: Gallant
VAMPIRIC AGE: 30
APPARENT AGE: 28
SEX: M
PHYSICAL DESCRIPTION: Light brown skin, naturally pitch black hair (half bleached stark white), heavy brows, and dark eyes set in darker sockets. Jax is tall, sure, but if he's intimidating, it's not for his size. The man is scrawny and boney with a boyish leaness - he looks as if he might've been malnourished in his mortal life. He's manic and it shows in his spontaneous self-care (or lack there of). If he cleaned himself up or took care of himself, he might be quite handsome. As it is, whatever Jax was hides under grime and makeup, thick coats of chipping black nailpolish, and close-fitting layers of grunge, punk, and gothic clothing with little adherence to any individual subculture. He's rarely seen without a pair of heavy steel toe boots.
Under his heavy layers of leather, ripped patterned fabric, and metal, Jax's skin is littered with shoddy tattoo work done mostly by himself, friends, and acquaintances with varrying degrees of skill. Among his more notable tattoos are:
- a Tex Avery-style wolf getting pummeled by Bugs Bunny (who has him by the tie and is winding up to lay one on his muzzle) on his right thigh
- a decently rendered but badly inked still from Fritz the Cat on his left shoulder
- a Warhol-style banana peel on his ankle with a comic-style speech bubble and the words "sELL oUT"
- "Demasiada perfección es un error" written across his chest
- a heavily editorialized image of El Topo's head (complete with his iconic hat) on his forearm
- on his left wrist, a pretty clean but badly aged Felix the Cat with a knife through his head with the words "unlucky" in Sailor Jerry script underneath
- a really well-rendered Sailor Jerry of Tom and Jerry on a rocket together on his right butt cheek
- the words "Memento Mori" on his left thigh in huge and uneven hand-written lettering
- the words "it means Remember to DIE cunt" in barely legible script under the previous tattoo
- lineart of Matisse's Dance but with "Silly Symphony"-style skeletons (a la "The Skeleton Dance") on his left ankle
- on his lower back, a shoddy looking trash can titled "Slum Goddezz from the L. E. Side" with a couple vultures perched on it and a number of badly inked over signatures
- several badly rendered images of genetalia
- a big crazy rat over his heart that looks suspiciously like a Basquiat
- on his wrist, a big "V" and "O" together (looks a little like the V for Vendetta logo) that was the logo for his old band The Vermin in Office
- on his neck, a messy rabbit head with x'd out eyes that acted as a sort of logo for his band Jax Habit and the Bad Rabbits (sometimes credited as "Jax and The Black Rabbit", as in vinyl and some publication, mostly due to miscommunication)
- "The Cerebral Paisleys" on his forearm - his earliest band, and by far the tattoo that was most likely to go sceptic
- a few lines from his longest song, "Warren Peace"
- "Elil-hrair-rah" and a few other quotes from Watership Down, mostly on his legs and left forearm, apparently inked by himself with no attempts made to disguise the fact
CHARACTER HISTORY: Born rebelious and queer to a moderately wealthy family in backwater West Virginia, Dirk Jackson was a plague on his little town for all his fourteen years he spent there. He didn't spend a day longer - after an explosive birthday morning, Dirk skipped town, setting out for paradise in form of NYC. Hitching rides, backpacking, trainhopping, and car-jacking, Dirk managed to get there relatively unscathed. Going by "Jax Habit", Dirk buskered at first, honing his skills with a stolen guitar. He made friends easily despite his pointy personality, owed mostly to leading an interesting life, and he got by on couch-surfing. He eventually joined a band, made a little cash, found a permanent place to crash with a bunch of like-minded punks and artists. He bred rabbits, rats, and even kept chickens for a time. Jax was a generally a highly active and productive nuisance to society. Among other things, he started playing public access punk shows and even guest-starred on a few locally, appealing for his trainwreck of a personality. While "touring", Jax found himself in a heated argument with a Brujah - one with fists and fangs. The Brujah frenzied. Jax survived the assault and the Brujah, once the red lifted, impulsively tried to save him by turning him. Jax was a late riser though - the Brujah thought him dead and abandoned his attempted atonement. When Jax finally rose, he was mistrusted by the Prince due to his strange rising and exiled from New York. Immediately put off by the entire Camarilla, Jax skipped town. But he found friends on the road, and found a mentor in an old Gangrel musician. Though Jax would have likely come to join the Sabbat and destroy the Masquerade given his rocky start, his Gangrel mentor taught him about the Masquerade's merits and gave Jax a sense of direction. Through a few old contacts (who turned out to be similarly afflicted), Jax was able to settle in Boston, though he preferred to wander when he could as part of his lingering human nature. Aside from still playing music and mucking about, Jax mostly jumps from cause to cause, making a racket and fucking shit up for charity. He still keeps animals in his Boston crib, though only travels with a couple rats.
PERSONALITY: A black wax firecracker, a lit fuse sizzling down quickly at both ends, with a C4 center... with confetti! And lots of it!
LOVE/LIKES: "Real music", "real art", being the center of attention, his rats, old trains, long nights, vulture culture, parties, rallies, raising animals, finding catharsis in unexpected places
HATES/DISLIKES: Being ignored, "bad politics", ""high art"", pop music, commercialism, yuppy bullshit, cheap sentiment
FEARS/PHOBIAS: Being really gone forever, being known (completely), facing his past
DREAMS/IDEALS: Fame without fortune - infamy, if you will.
MERRITS:
Iron Will - 3pt
Inoffensive to Animals - 1pt
Well-Travelled - 3pt
FLAWS:
Secret - 1pt (Gay)
Overconfident - 1pt
Prey Exclusion - 1pt (Animals)
Distinguishing Characteristics - 1pt (Aesthetic, hair)
Three Days Arisen - 3pt
GENERATION: 11th Generation.
CONCEPT: Disaster Rat.
PHYSICAL STATS [7]
STRENGTH: 3
DEXTERITY: 3
STAMINA: 4
SOCIAL STATS [3]
CHARISMA: 3
MANIPULATION:1
APPEARANCE: 2
MENTAL STATS [5]
PERCEPTION: 2
INTELLIGENCE: 3
WITS: 3
SKILLS
TALENTS [13]
ACTING: 2
ALERTNESS: 1
ATHLETICS:
BRAWL: 3
DODGE: 2
EMPATHY:
INTIMIDATION: 2
LEADERSHIP: 1
STREETWISE: 3
SUBTERFUGE:
SKILLS [9]
ANIMAL KEN: 3
DRIVE: 2 (4fbs)
ETIQUETTE:
FIREARMS:
MELEE: 1 (2fbs)
MUSIC: 2
REPAIR: 1 (2fbs)
SECURITY: 2 (2fbs)
STEALTH:
SURVIVAL: 3
KNOWLEDGES [5]
BUREAUCRACY:
COMPUTER:
FINANCE:
INVESTIGATION:
LAW: 2
LANGUAGES: 1
MEDICINE:
OCCULT:
POLITICS: 2
SCIENCE:
VIRTUES
CONSCIENCE: 3 SELF CONTROL: 3 (2fbs) COURAGE: 5
HUMANITY & WILLPOWER
HUMANITY: 5 WILLPOWER: 6 (2fbs)
CLAN DISCIPLINES
CERLERITY:
POTENCE: 1
PRESENCE: 2
BACKGROUND ADVANTAGES
Fame: 1
Mentor: 1
Resources: 1
Generation: 2
Contacts: 1 (1fb)
Other notes: Opened up Alertness 1 as skill in chapter 5.2 as per Storytellers EXP Award
-
MEMBER NAME: crunchy-dorito
CHARACTER NAME: Samuel "Samhain" Quinn
RACE: Kindred
VAMPIRE CLAN: Ventrue Feeding restriction: Fat people
DEMEANOR: Competitor
NATURE: Survivor
VAMPIRIC AGE: 15
APPARENT AGE: 47
SEX: Male
PHYSICAL DESCRIPTION: Standing at 6'1", Samuel is a pasty man of average build, possessing a well-groomed goatee, sideburns and thinning dark brown hair. He typically dresses casually, sporting jean jackets or flannel shirts, but isn't averse to breaking out his Sunday best when called for.
(https://hips.hearstapps.com/esquireuk.cdnds.net/15/37/2048x2730/2048x2730-the-iceman-esquire-exclusive-1-43-fin-jpg-74323839.jpg?resize=480:*)
He he has a few tattoos:
- The Virgin Mary on his lower abdomen with his mother's death date below it (07.29.61)
- The Brannagh family crest on his left bicep (A Celtic knot with the words Aes Sídhe inscribed upon it in runic lettering)
- A nun with a gun (This one he got while drunk)
Note: The concept behind the inscription on the Brannagh family tattoo stems from the old Celtic notion of the fae, or faery folk. "Aes Sídhe" roughly translates to "people of the mound", mythical fae who were said to live below ground. It was a trait that was somewhat analogous to the underground dealings that secured the Brannagh family's position as one of the most influential players in Boston.
Note: The nickname "Samhain" is derived from the Gaelic festival of the dead and celebration of the end-of-year cycle; granted, it arose among the handful of Samuel's Ventrue colleagues who'd found delight in their clan having its own undead Irish mobster.
CHARACTER HISTORY:
Born to Jimmy and Inez Quinn on April 19th 1937, Samuel spent his early years in North Boston, where he and his family were well-known among the various families occupying Charlestown. His father, a failed jazz musician, was a fiend, often drinking away the meager income supplied by his mother's waitressing jobs and the little social security money they were afforded on a monthly basis. This effectively forced Samuel into the racketeering business at an early age, where he'd become an invaluable asset to the Irish mob as an enforcer, collector and drug runner. Always calculated and pragmatic, he never shied away from the challenges laid out by his superiors, with him accomplishing his first hit at twenty-one; however, he'd be convicted and tried for homicide three years later after killing his father when the man had beaten his mother to death during a heated altercation.
Thankfully, after cutting a plea deal, Samuel was released within fourteen months with the help of his new family, among which stood the leader of the Brannagh family gang, Connor Brannagh. He'd taken a liking to the young man over the years, grateful for his loyalty, but also seeing his potential as not just a racketeer, but a businessman as well. Samuel had become well-known for his lucrative deals in the smuggling ring, something which began a long and fruitful career for him as the years pressed on.
Skip to 1976. Samuel was now thirty-nine, and had seized a lot of commercial real-estate in the Greater Boston Area, as well as the fledgling market that had opened in New York by the Brannagh affiliates operating under James Coonan. He'd been promoted from low-end drug running to crack, cocaine and gun distribution as well as laundering millions in unmarked bills. He had numerous operatives working beneath him, as well as the trust of both the Brannagh family and James Coonan himself, not to mention the state attorney whom he had firmly in his pocket. It was the conflict between the Irish and Italian mob in the following years that truly secured his place among the families, however.
By the early 1980s, the balance of power had shifted within the collective Irish gangs-- known as the Westies-- of New York and their war with the Italian Gambino family had reached a crux when several high-level operatives were iced during a bombing at various local meeting areas in Hell's Kitchen. It was soon afterward that Samuel hatched a plan to eliminate a majority of the Gambino family in one fell swoop.
Collecting the Westies' assets from their joint laundering fronts shared with the Italians, Samuel organized a victim's fundraiser for the bombings, hosted by New York's police chief and the district attorney himself. Samuel pooled the funds into it whilst feeding information on the Gambinos to the FBI, something he considered a calculated risk-- the Gambinos would go down for laundering, and if the Westies did too, there would be no way for the cops nor the DA to cover for having accepted dirty money on top of all the leeway that had been given to the crime families over the years.
And so, the fundraiser went off without a hitch; the money was successfully hidden, he was able to grease some legal palms, and the Gambinos were brought to trial within several months. However, the case was soon blown open when both the Westies and the Brannagh family were brought to trial, though all charges were eventually dropped on account of the case "lacking evidence". Needless to say, Samuel's plan worked, and the legal offices of New York State were bogged down with the Gambino case-- which opened hundreds of other indictments-- for years to come. But, it came at a price. Despite his service to the Brannagh family, he was brought before both Connor and the head of the Westies to discuss their concerns for his actions. His plan, though successful, proved reckless not only in all legal senses, but also because it had painted a proverbial target on their backs for any other rival factions. The Irish mob was now forced to pull out of New York as well as Boston. Samuel tried in vain to reassure them, but they maintained that he be punished for leaving them with almost no recourse. Saying their bittersweet goodbyes, each of them shook hands and, though it wasn't expressly said, Samuel knew what was to come.
And swift were the consequences, for as soon as the meeting finished, Samuel was gagged, bound and thrown into the trunk of an '82 Mercedes Benz 450SL by an unnamed associate. The drive was long, every bump and turn nearly causing his heart to seize. It was the first time since childhood he'd truly felt afraid, the same way his father had left him. Eventually, he had arrived in the dead of night, the driver yanking him out of the trunk and into the street. Samuel recognized the area, specifically the tall, narrow steeple that peeked above the surrounding buildings: he was in Boston again, this was Salem Street, and that-- that was the Old North Church. At least, he figured, he'd have the chance to face god before he met his end. Too bad the church was episcopalian; a sick joke, perhaps? Given his catholic upbringing.
So, the two made their way inside and into the church catacombs as the assailant readied himself for the kill. There was no begging, no grovelling: Samuel was ready to face his judgment. But, nothing came. Not the searing pain of a blade, nor the explosive ring of a gunshot. Only a sharp pinch followed by icy numbness.
Then pain.
Samuel thrashed and screamed, shaking the other man off as he witnessed him wiping blood from his lips. Naturally, he asked what was going on, to which he was told that the assignment was carried out. Samuel Quinn the mobster was dead, the man told him, and that the family would soon be expecting him. It was the last thing he heard before passing out.
He awoke, still in the catacombs, feeling much like an anvil had been dropped on his head. His suit jacket was dirty, tattered and soaked with a generous amount of blood. It wasn't long before he'd noticed his left sleeve had been torn open around the forearm, revealing a small inscription inked across his wrist. It was an address and a name: Lucius White. So, he left the church, noting that it was still night-- or perhaps that he'd been in the catacombs for at least twenty-four hours. Whatever the case, he was glad no one found him.
He managed to find his way across town to an old prewar flat somewhere down in Jamaica Plain, scanning the entrance's nearby buzzer for a list of tenants. "White" was listed at the top. Samuel rang the buzzer and entered the building, thus beginning his relationship with the Ventrue clan.
Since then, Samuel has been inducted as a valuable asset to the Ventrue cause, with Lucius -- the clan leader in Boston-- vouching for him and his ventures in other Camarilla territory. Many of the old criminal fronts have been seized by the feds, leaving the Ventrue ample opportunity to earn their capital along the East Coast. It's only been in the last few years that Samuel was redirected to Buffalo, one of the last few territories still run by organized crime. With any luck, he'll be able to sway the city over to his clan, but whispers of something big have sprung over the border from the blue collar town of Hamilton, Ontario...
PERSONALITY: Cold, calculating and always to the point, Samuel has always done his best to lean on himself and himself alone throughout most of his life; one of the only good things, he thinks, he picked up from his bastard of a father. He prefers keeping people at arm's length, seeing even his most trusted companions as potential liabilities-- though, it may also stem from a fear of intimacy.
That aside, his criminal nature hasn't left him devoid of humanity. As a businessman, legitimate or not, he still prefers to carry himself as a well-mannered individual, sometimes even to the point of being considered old-fashioned. Beneath his polite exterior, however, lies an unbridled ruthlessness; someone not afraid to cut throats if need be-- and more than willing to show, rather than tell, should anyone ever deign to cross him.
LOVES/LIKES: Samuel loves to read, especially crime-noir; football, specifically the New England Patriots; he collects vintage liquor, despite not being able to drink it; he also has an affinity for candy and some of the old depression era recipes his mom used to throw together for him, like ham hock and potato stew (Once again, he knows he can't eat any of it); trendy clothes, specifically silk suits and leather/snake skin shoes; President Kennedy (as one of the many JFK bandwagoners, he adamantly believes the government was responsible for his assassination)
HATES/ DISLIKES: Samuel truly hates the joker/fool archetype, as it thoroughly annoys the shit out of him; excessive swearing, or bad manners in general; Sabbat; any music after 1978; disloyalty; Italians and Russians; feds, namely the IRS; his father
FEARS/PHOBIAS: He has a subconscious fear of intimacy, which tends to add a certain degree of separation between him and others. Others include his fear of final death, given that his vampiric nature puts him at odds with his faith. He fears the day he'll be brought to judgment before God himself.
He also possesses an irrational phobia of clowns. He's always hated them.
DREAMS/ IDEALS: That he can one day make peace with who he is, though he'll keep hustling as hard as he can until that happens. The best he figures he can achieve is to live comfortably and, one day, without conflict.
MERITS:
Judicial Ties (+2)
Valuable Commodity (+2)
Bargain Hound (+1)
FLAWS:
Hatred (-3): Samuel harbors a deep, burning resentment toward the old crime families of Boston and New York, notwithstanding his prior affiliation to the Brannagh family.
Territorial (-2): Being fiercely competitive as he is, Samuel is predisposed to aggressively defending his turf-- including any prospective turf he MIGHT acquire.
GENERATION: 10th (3 Freebie points)
BLOOD POOL: 13
BACKGROUNDS:
Influence Lvl 4 (3 + 1 Freebie Point) (Has at least one prosecutor in his back pocket, likely the remnants of his days as an Irish gangster or through the Ventrue clans)
Resources Lvl 4 (2 + 2 Freebie Points) (From the money he'd stashed as a mortal as well as the assets built during his time working with the Ventrue)
CONCEPT: Undead Whitey Bulger
PHYSICAL STATS (5):
Strength - 3
Dexterity - 2
Stamina - 3
SOCIAL STATS (3):
Charisma - 2
Manipulation - 2
Appearance - 2
MENTAL STATS (7)
Perception - 3
Intelligence - 3
Wits - 4
VIRTUES (7):
Conscience - 2
Self-Control - 4
Courage - 4
HUMANITY & WILLPOWER:
Humanity - 6
Willpower - 5 (4 + 2 Freebie Points)
CLAN DISCIPLINES:
Dominate - 3 (2 + 7 Freebie Points)
Presence - 0
Fortitude - 1
TALENTS (13):
Acting:
Alertness: 1
Athletics:
Brawl: 3
Dodge:
Empathy:
Intimidation: 2
Leadership: 1
Streetwise: 3
Subterfuge: 3
SKILLS (5):
Animal Ken:
Drive: 1
Etiquette:
Firearms: 2
Melee: 2
Music:
Repair:
Security:
Stealth:1
Survival:
KNOWLEDGE (9):
Bureaucracy :
Computer:
Finance: 3
Investigation:
Law: 3
Languages:
Medicine:
Occult:
Politics: 3
Science:
Other notes: Opened up Security 1 as skill in chapter 5.2 as per Storytellers EXP Award[size=0.85em][/size]
[size=0.85em][/size]
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MEMBER NAME: Akibannychan
CHARACTER NAME: Devlin Garden
RACE: Kindred
VAMPIRE CLAN: Ventrue Feeding restriction: Diabetics
DEMEANOR: Director
NATURE: Perfectionist
VAMPIRIC AGE: 25
APPARENT AGE: 28
SEX: Male
PHYSICAL DESCRIPTION: Devlin describes himself as six feet tall. He has chestnut hair that is close cropped and shaved on both sides, to hide that is rather curly. His eyes are gray, but they reflect the colors of blue or violet easily from surfaces around them. He has a short narrow nose, and a mouth that is well shaped, but has always been slightly large for his face. His mouth can look very mean or extremely generous, but always sensual. He has a continuously animated face.
(https://i.pinimg.com/564x/b8/07/85/b80785815d7f97085c33427ba2d9866e.jpg) (https://i.pinimg.com/564x/22/fd/b3/22fdb3434f5de3b03c3df55e24957b41.jpg)
CHARACTER HISTORY: Growing up Devlin spent a lot of time with his "Uncle Artem" who took him under their wing. He always had something for Devlin to do ranging from simple menial tasks to much more complicated requests as the years went on. The nature of the tasks eventually took on a theme but by that point he had already been ghouled from the occasional night when they would break into a bottle of Xinomavro.(little did he know it had been laced) Devlin shipped off to military school at the behest of his "uncle" in order to better his discipline and harden his will, though he never felt like much had changed since the routine and discipline was already a pretty established part of his life though some of it albeit was more compulsive then initiative. Watching the way his commanding officers demanded loyalty and obedience of those under them caught his attention and once he had gotten a taste for leadership he found it rather satisfying. After the military Devlin pursued post secondary as his uncle had always said " When you are no longer learning, you're as good as dead!" He started with a degree in chemistry while minoring in biology, and then moved into another degree with forensics. Finally one day "Uncle Artem" had one last task. This task was to clean up a mess that a friend of his uncle had made and this time upon completion he would be greatly rewarded. The first thing that made this feel different was that it was the first time he had ever been promised anything for completing a favor, the second was that his uncle had been very vague about the task and his uncle had been a very precise man in all facets. He set about the task and after returning he was embraced
PERSONALITY: Calm, gentile, has an eye for detail, poise, very casual but polite, a slight tendency for classy flair, comes off as a gentleman's gentleman but can sometimes be a bit cheeky
LOVE/LIKES: cleanliness, punctual, organisation,
HATES/DISLIKES: messy work, dishonesty, tardyness,
FEARS/PHOBIAS: being buried, the show "hoarders"
DREAMS/IDEALS: become the best in the business, leave his mark somewhere
MERRITS & FLAWS: mildly compulsive-clean freak (-1 pt), intolerance-shoddy work(-1 pt), claustrophobic (-1 pt) Jack-Of-All-Trades: (+5 pt)[3 freebies] eat food(+1 pt)[1 freebie] Nightclub( Cleaning Service- A CLEAN SLATE, 2pt)[2 freebies]
GENERATION: 10th(3 freebie)
CONCEPT: Cleaner
PHYSICAL STATS
STRENGTH: 2
DEXTERITY:2
STAMINA: 2
SOCIAL STATS
CHARISMA:4
MANIPULATION:3
APPEARANCE:3
MENTAL STATS
PERCEPTION:3
INTELLIGENCE:3
WITS:2
SKILLS
TALENTS
ACTING:(1)
ALERTNESS: 2(1+2 freebies)
ATHLETICS:(1)
BRAWL:(1)
DODGE: 2(1+2 freebies)
EMPATHY:(1)
INTIMIDATION: 1
LEADERSHIP: 2
STREETWISE:(1)
SUBTERFUGE: 1
SKILLS
ANIMAL KEN:(1)
DRIVE: 3
ETIQUETTE: 2
FIREARMS: 3
MELEE:(1)
MUSIC:(1)
REPAIR: 1
SECURITY: 2
STEALTH: 2
SURVIVAL:(1)
KNOWLEDGES
ACADEMICS: 1
BUREAUCRACY:(1)
COMPUTER: 1
FINANCE: 1
INVESTIGATION:(1)
LAW: 1
LANGUAGES:(1)
MEDICINE: 2
OCCULT:(1)
POLITICS: 1
SCIENCE: 2
VIRTUES
CONSCIENCE: 2 SELF CONTROL:5 COURAGE:3
HUMANITY &WILLPOWER
These starts are decided on how you spent your points above. Humanity is decided by adding your total sum of conscience and Self Control. And your Willpower Score will be your courage score.
HUMANITY: 6 WILLPOWER: 4
CLAN DISCIPLINES
DOMINATE 1
FORTITUDE
PRESENCE 2
BACKGROUNDS
RETAINER: 5
BLOODLINE: 3(3 freebies)
HERD 2(2 freebies)
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MEMBER NAME:Vitt
CHARACTER NAME: Vittorio Michelle Shadowdale AKA Mike Shadow
RACE: Kindred
VAMPIRE CLAN: Nosferatu
DEMEANOR: Caregiver
NATURE: Bon Vivant
VAMPIRIC AGE:14
APPARENT AGE:35
SEX:Male
PHYSICAL DESCRIPTION: A fairly typical nosferatu other than he is missing his left eye and arm.
CHARACTER HISTORY:
Born to Italian immigrants on a cattle ranch in south west Texas, his formative years are generic. Learn to run the horse ranch and some food crops and items. Not enough to be called a farm but they grow a not insignificant amount of their own food. His parents tried to pass on their native language and heritage; however most of it he abandoned as he got older. The one part of childhood he did love was the animals. In small town Texas there was five things to do. Fight, Fuck, Drink, Sleep, and Work\Study.
He was a big fan of fighting and fucking from a very early age. And began learning to seduce girls and in his teenage years even a few cougars. As soon as he graduated high school he applied and was accepted to A&M, during these years he further indulged in his loves. Paying his way thru college in a local fight club betting. Sometimes winning, sometimes paid to fall. In his sophomore year on a drunk bendor at a track he crossed paths with some people at the bar. They were discussing horses, and he gave his opinion. Which were mostly contrary to the others stated opinions and the odds at the bookies. He shrugged it off, and when he turned out to be closed to right. He explained his history. Trading on his family name as well as his own abilities. He was unaware of someone else at the bar whom had witnessed all of this.
Two days later when he was at the track again with another date. He just happened to cross paths with the track vet. To this day he's still not sure if he talked his way in to an internship or if it was demanded of him. It didn't take the track vet long to figure out Mike's scruples were not high, he was happy to make more money. The house always won, though no animals were hurt along the way. Some just were lethargic more than they should have been. With no trace of anything in the blood work. Thus far he had avoided his # being called from the selective service. He mentioned his worry of this around his coworker. A few weeks later a "recruiter" for public affairs division of the army came along. And again hes still not sure if it was his idea or it was demanded of him. But either way he joined the ROTC program at college. And was promptly assigned to the local army public affairs division to serve as a PAO. At this point he had his 4 yr degree, he just hadn't finished his 2-3 yr internship\residency. So he came straight in as a first lieutenant.
He was stationed in fort hood. So he was still able to moon light at various tracks in texas for his existing veterinary job on the weekends continuing his degree and making some cash. He served two tours until 1980. Proving to be very good at talking socialites and cougars with large trust funds in to buying large quantities of war bonds. He was happy to slut himself out for America, better that dying in a rice paddy. As well as quite a few men, some for patriotism, some for PR for themselves, sometimes for lust, and sometimes to keep him from visiting their wives again. After which he felt confident he was to old to be recalled for a combat role and retired with honors at the rank of 1Lt same as he’d gone in.
IF they decided to recall him he'd ride a desk and talk woman out of their panties and in to emptying their wallets again. There are worse lives to live after all. That of course never happened, and he spent the next 5 yrs making the ventrue track owners large amount of money along with himself. And putting his dick in to just about any self-lubricating hole he could find. Especially the vet techs. These co-eds from A&M regularly cycling out each semester. One in particular; is what ultimately sealed his fate.
He convinced a beautiful naive girl in to thinking he was her soul mate, going to marry her, have kids, the white picket fence, the whole classic American dream. But wait, she was determined to save her virginity for marriage. This made him want her more. Months later he did eventually have her. Finally wearing her down until she let him have his way with her. And she did enjoy it immensely her first time. However, once he had her, her no longer wanted her. a couple weeks later when the semester ended. He stopped talking to her. ignored her. ghosted her as we would say today. This put her in to to a depression cycle that ultimately led to her suicide.
This girls biological father is Mike's sire, whom had left town to hunt rumors of the sabbat, and came back to find his beloved daughter dead. He tracked down the reason why, and when confronted. Mike was a bit to glib about it, as well as rather cruel to the undead before him about his rather monstrous appearance and absolute horrid smell. This took his sire from enraged in to straight out frenzy. Mike doesn't remember anything after this point, he woke up later missing his left arm and eye. And well in to the transformation of becoming a nosferatu. it took time for him to come to terms with his change. He mostly lived in the wild eating poachers and protecting wild life.
When he ultimately came to terms with it he came up with a bullshit story for his abscenes and began to moon light for the track and some of the horse owners. As well as venting his frustrations out at fight clubs or being a voyeor in the local red district. He had a bit of a taste for men who abused these women and interupted his enjoyment of the proceedings. Reminding a bit to much of himself maybe?
MERRITS & FLAWS:
Private Emergency Vet Practice (Nightclub: (2 pt Merit))
Way with Words [1 point Merit]
Patron: Track Owner (4 pt. Social Merit)
One Eye: (2 pt) (left)
One Arm: (3 pt Flaw) (left)
LECHEROUS (2PT FLAW)
GENERATION:
CONCEPT:
PHYSICAL STATS
STRENGTH: 4
DEXTERITY:4
STAMINA: 2
SOCIAL STATS
CHARISMA:1
MANIPULATION:4
APPEARANCE:0
MENTAL STATS
PERCEPTION:3
INTELLIGENCE:2
WITS:3
TALENTS
ALERTNESS:3
ATHLETICS:3
BRAWL:3
DODGE:3
STREETWISE:1
SKILLS
ANIMAL KEN:3
FIREARMS:1
MELEE:2
STEALTH:3
KNOWLEDGES
FINANCE:2
MEDICINE:3
VIRTUES
CONSCIENCE: 1
SELF CONTROL:3
COURAGE:5
HUMANITY: 4 WILLPOWER:5
Disciplines:
Animalism: 2 (14 FP)
Obfuscate: 3
Background
Resources: 3
Generation: 2
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Hope this is good enough, It's been a trip putting this together...
MEMBER NAME: Darkflame
CHARACTER NAME: Victoria Ashford
RACE: Kindred
VAMPIRE CLAN: Tremere
DEMEANOR: Competitor
NATURE: Celebrant
VAMPIRIC AGE: 30 +15
APPARENT AGE: 30
SEX: F
PHYSICAL DESCRIPTION: Standing at 5'6", Victoria tends to dress conservatively, although she cleans up well. Her Auburn hair carries a bit of curl, often appearing unruly, and her hazel eyes sparkle when she gets excited. Even when she is her most perfectly coifed, her fingers remain stained with traces of ink.
CHARACTER HISTORY: Before her embrace, Victoria worked at a university as a teachers aide and secretary, using her downtime to work on her passion- researching the occult. She came across proof of the existance of kindred, marking her as a threat to the masquerade. It was either kill her or embrace her. It was decided that her skills in researching might prove useful, so she was embraced.
PERSONALITY: Victoria can be described as being quirky. She is a bookworm, but loves a good adventure.
LOVE/LIKES: mysteries
HATES/DISLIKES: bullies
FEARS/PHOBIAS: flying
DREAMS/IDEALS: To have the best occult library there is
MERRITS: Natural Linguist (2pt) Occult Library (2pt) Computer Aptitude (2pt) Ambidextrous (1 pt)
FLAWS: Too Curious (3pt) Terrible with names (1pt) Slow healing (3pt)
GENERATION: 10
CONCEPT: Librarian meets Indiana jones
PHYSICAL STATS(5)
STRENGTH: 3
DEXTERITY:3
STAMINA: 2
SOCIAL STATS(3)
CHARISMA:2
MANIPULATION:2
APPEARANCE:2
MENTAL STATS(7)
PERCEPTION:4
INTELLIGENCE:3
WITS:3
SKILLS
TALENTS(9)
ACTING:
ALERTNESS:2
ATHLETICS:1
BRAWL:1
DODGE:1
EMPATHY:
INTIMIDATION:
LEADERSHIP:
STREETWISE: 2
SUBTERFUGE:2
SKILLS (13)
ANIMAL KEN:
DRIVE:2
ETIQUETTE:1
FIREARMS:2
MELEE:2
MUSIC:
REPAIR:
SECURITY:1
STEALTH:3
SURVIVAL:2
KNOWLEDGES (5)(8freebies)
BUREAUCRACY:
COMPUTER:2
FINANCE:
INVESTIGATION:3
LAW:
LANGUAGES:1
MEDICINE:
OCCULT:3
POLITICS:
SCIENCE:
CONSCIENCE: 3 SELF CONTROL:3 COURAGE:4
HUMANITY &WILLPOWER
HUMANITY: 6 WILLPOWER: 4
CLAN DISCIPLINES (7freebies)
Auspex 2
Dominate
Thaumaturgy 2
Rituals
Brand of the Paramour
Mortal twins, a ghoul Both caster and ghoul drink two blood points from the twins The caster feels sympathetic pain when the ghoul is harmed
Communicate with Kindred Sire
An object once in the possession of the sire Meditation for 30 minutes Communicate telepathically with your direct sire
Defense of Sacred Haven
Blood Paint arcane sigils on all windows and doors while incanting Block sunlight from entering a room as long as the caster is within it
Devil's Touch
A coin Smuggle a coin to the target The target is socially shunned and treated like an outcast
Dominoe of Life
A vial of human blood Incanting Simulate a singular feature from a living human (pulse, eating etc.)
Encrypt Missive
Blood, paper Inscribing the message in blood, then saying the recipient's name Only the caster and the recipient can read the missive
lluminate Trail of Prey
A length of white satin ribbon Burning the ribbon See the trace of the target as a pulsing light visible only to you. The connection is broken when the target crosses flowing water
Purge the Inner Demon
A sturdy pin The caster drives the pin through the main hand of the target Silences the Beast and possibly even ends Frenzy
Sense the Mystical
A single mystically prepared candle The caster chants over the candle and ignites it All sources of Blood Magic in the vicinity of the candle have a visible aura
Wake with Evening's Freshness
Ash from burned feathers Sprinkle the ashes around the area where you want to sleep The caster awakes immediately at his full capacity when someone disturbs the ashes
Burning Blade
A bladed weapon Cut your palm with the weapon and invest three blood points while incanting When unsheathed, the weapons burns with green fire
The Open Passage
Vermin excrements The caster smears the excrements across a wall or door while incanting The caster can step unhindered through the wall
Seal Egress
Blood The caster paints symbols on the walls of the room they want to safeguard while incanting Seal a room or passage against unwanted intruders
Ward versus Ghouls
Blood The caster incantates while marking a material object with a glyph drawn out of blood Any ghoul who touches the object feels intense pain
Other notes: Opened up Brawl 1 as skill in chapter 5.2 as per Storytellers EXP Award