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Realistic or Modern Waltz in the Windy City [V:tM 20th] - CS

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WlfSamurai

Maelstrom Engineer
Please post your characters below. A few rules:
  1. Follow all RPN site rules.
  2. Respect others and their characters.
  3. We’ll be following the rules in the Vampire: The Masquerade 20th Anniversary edition.
  4. Standard character generation rules from the book unless you ask for something and I approve it.
  5. You must have an approved character to play. When I “like” your character, it’s approved.
  6. Have fun!
 
Last edited:
6411f70b8cf6e4ec4602b1e0a869ac9d.jpgName: Dianne Taeger
Chronicle: WlfSamurai's Chicago Adventure
Clan: True Brujah
Generation: 8th
Nature: Thrill Seeker
Demeanor: Judge
Age: 29

Weaknesses: True Brujah lose much of their emotional capacity when they are Embraced, and their ability for sympathy continues to deteriorate as they grow older. All Conscience and Conviction rolls are made at +2 difficulty (maximum 10), and ratings in Conscience, Conviction, Humanity, and Paths of Enlightenment cost double the normal experience costs.

Attributes
Strength: 3
Dexterity: 5 - Lightning Reflexes
Stamina: 2

Charisma: 2
Manipulation: 2
Appearance: 2

Perception: 2
Intelligence: 4 - Problem Solver
Wits: 2


Talents
Alertness: 1
Athletics: 1
Awareness: 2
Brawl: 4 - Jujitsu
Empathy: 1
Expression
Intimidation: 2
Leadership
Streetwise: 1
Subterfuge: 1

Skills
Animal Ken
Crafts
Drive: 1
Etiquette
Firearms: 1
Larceny: 1
Melee: 1
Performance
Stealth: 1
Survival

Knowledges
Academics: 1
Computer: 4 - Data Recovery
Finance
Investigation: 2
Law: 1
Medicine
Occult: 2
Politics
Science
Technology

Backgrounds
Allies: 2 - Assistant District Attorney (Mike Cutter), Emergency Room Doctor (Dana Scully)
Contacts: 2 - Local News Reporter (Eric Foss), Street Informant (Ed "Big Boy" Morris)
Generation: 5
Mentor: 2 - Alex Denson
Resources: 3

Flaws
New Kid +1
Nightmares +1
Repelled by Crosses +3
Vengeful +2

Virtues
Conscience: 4
Self-Control: 3
Courage: 4

Humanity: 7
Willpower: 4

Blood Pool: 15 - Can spend 3 points per turn

Health
Bruised [ ]
Hurt -1 [ ]
Injured -1 [ ]
Wounded -2 [ ]
Mauled -2 [ ]
Crippled -5 [ ]
Incapacitated [ ]

Initiative: 9 +1d10
Soak: 2B/2L
Block: 9
Dodge: 8
Parry: 8

Clan Disciplines: Potence, Presence, Temporis

Disciplines
Celerity: 2
Potence: 1
Temporis: 2

Celerity
Not all vampires are slow, meticulous creatures. When needed, some vampires can move fast — really fast. Celerity allows Assamites, Brujah, and Toreadors to move with astonishing swiftness, becoming practically a blur. The Assamites use their speed in conjunction with stealth to strike quickly and viciously from the shadows before they are noticed. Brujah, on the other hand, simply like the edge that the power gives them against overwhelming odds. The Toreador are more inclined to use Celerity to provide an air of unnatural grace to live performances or for an extra push to complete a masterpiece on time, but they can be as quick to draw blood as any assassin or punk when angered.
System: Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity-related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire’s regular action still takes place per her initiative roll). Normally, a character without Celerity must divide their dice if she wants to take multiple actions in a single turn, as per p. 248. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions, however.
Potence
Kindred endowed with Potence possess unnatural strength. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike
opponents with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. More powerful Kindred can leap so far that they appear to be flying, toss cars like soda cans, and punch through walls like cardboard. While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right. The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone who can teach them the awesome power of Potence.
System: Each dot that the vampire has in Potence adds one die to all Strength-related dice rolls. Further, the player can spend one blood point and change his Potence dice into an equal number of automatic successes to all Strength-related rolls for the turn. In melee and brawling combat, successes from Potence (either rolled or automatic) are applied to the damage roll results.
Temporis
*Hourglass of the Mind
Masters of Temporis value patience and clarity. Time is too complex and dangerous to manipulate incautiously or on a whim. Thus, the first power of Temporis focuses entirely on perception and serves as a permanent alteration of a vampire’s senses.
System: Once purchased, this Discipline gives a vampire a perfect sense of time. The vampire knows events to the nearest second or better. Moreover, the
Cainite knows whenever the flow of time is mystically disturbed by use of Celerity, greater levels of Temporis, mortal wizardry, or stranger things. Sensing disturbances is instinctive and reflexive, though it requires a successful Perception + Awareness roll (difficulty 6 for most phenomena, as modified by the Storyteller for distance and intensity).

**Recurring Contemplation
A vampire with this power may trap a target’s mind into reviewing a set of events over and over until interrupted. This power is extremely subtle and ill-suited to combat or other situations rich in sensory stimuli. However, a cunning vampire can trick a sentry into reliving the tedium of his uneventful watch even as the Cainite draws close enough to strike or slip past. Other uses include the maddening infliction of déjà vu to induce paranoia or make a victim question her senses and her sanity.
System: The vampire concentrates on a single victim in his line of sight. The player rolls Manipulation + Occult (difficulty equal to the victim’s current
Willpower). With any successes, the victim falls into a light trance and relives the most recent experiences that preceded her fugue. Alternately, the vampire may evoke another set of specific memories and circumstances from the victim’s past, provided that he has some means of telepathically drawing them forth. The recurring events must be relatively benign, insofar as nothing noteworthy happens or nothing happens that would demand the victim’s immediate action. Thus, in the example of the sentry, the vampire could entrance him and walk past unobserved, but not if the sentry spotted him before invoking the power. Ordinarily, the fugue lasts one minute per success. If the vampire’s player spends a blood point to fuel this power, determine the trance’s duration according to the following chart:
Successes Duration
1 success one minute
2 successes 10 minutes
3 successes one hour
4 successes six hours
5+ successes one day
Entranced victims are oblivious to their surroundings and the actual flow of time around them. However, the fugue ends immediately if the victim suffers any damage or experiences a sudden jolt to her senses, such as a thunderclap or even a gentle nudge. Normal conversation does not break the trance, although shouting does.

Background
Dianne is a police officer, working in the Narcotics division of the local PD. During the past several months, she has been working undercover, trying to infiltrate a drug distribution ring and gain intelligence on the various members of the gang. Sometime during her work, something went wrong and her identity as a police officer was discovered by the criminals. Not knowing that her cover was blown, Dianne shows up once more and was immediately assaulted, beaten nearly to death by the gang members. As a final touch, the gangsters shoot her in the chest, then they dump her body in an alleyway, thinking that she had been taken care of.

Refusing to die, Dianne forces her broken and bleeding body to function as she tries to crawl out of the alley for help. She doesn't get far before a well dressed man appears out of nowhere and kneels down next to her. "Well, well, well. You don't look like you are having a very good day. Hrm. Too bad. You had such a promising career ahead of you . . . it is a real shame that you are going to die here, in this alley, tossed aside like a bag of garbage." Dianne doesn't answer; she is just trying to figure out why this man isn't calling for help and is very confused. "Look at you, still fighting for your life. Very stubborn of you. Y'know, I like your tenacity. That drive is just the kind of thing I'm looking for. How would you like to live and take revenge upon the assholes that did this to you?"

Dianne just coughs as her strength is quickly fading away. What is this crazy man talking about? Why doesn't he call 911? She needs an ambulance!

The man gives her a toothy grin. "I'll take that as a 'yes'. This will be fun. At least, it will be for me. Come here." With a surprising amount of strength, he picks her up and pulls her into his arms, exposing Dianne's neck for his teeth to take a bite of her. With that, the stranger gives her the Embrace, forcing her to feed on his blood to make the change from mortal to vampire take place. As she lies there, her head swimming with the high of his blood, he finally drops her to the ground once more. "You, my dear, are now a vampire! Stay away from the sun, and have good luck hunting down your tormentors. Make them suffer and suck the blood from their veins. You'll need it in order to survive. My goodness! Look at the time. I have to go, but you, so long as you keep your head together, you should be alright." He stands and brushes off his hands, then simply walks away, leaving Dianne alone in the filth of the alley.

After several days go by, Dianne makes her way to the local police precinct to check in. As she does so, one of the fellow officers gives her a shocked look. In a quiet whisper, he asks, "Dianne, I hadn't heard of the Prince giving anyone permission to make any Childer lately! How is it that you've been given the Embrace?" She looks at him with a confused expression. "What the hell are you talking about? What Prince? What Embrace?" He grabs her arm and pulls her to a back room where they can talk more freely. "Don't play games with me. Your Sire had to have permission from the Prince to make you into a vampire or you could be facing Final Death. Who Embraced you?"

Over the next several minutes, Dianne learns some shocking truths about the world around her. Vampires are real, and apparently, she has been turned into one. More questions come, and soon after, Dianne decides to make her presentation to the Prince and see what happen. When she arrived at the penthouse suite that the Prince was holding court in, Dianne was not the meek and timid young vampire that most would have been. Instead, she demanded to know which one of the city's bloodsuckers did this to her so she could be the one to kill the son of a bitch personally. Normally, the Prince would have her unlife snuffed out like a guttering candle, but there was something about Dianne that impressed her. Letting her live, she placed her in the charge of one of her trusted advisors to teach her the ways of the Masquerade. She tells her, "I don't know who Embraced you, but he has broken our rules and has forfeited his life. When the time comes, I will grant you the pleasure of destroying your Sire. Learn or rules and obey them, or it will be you that will be destroyed. Am I clear?"

Dianne now works to find out which vampire did this to her in between times that she is hunting down the members of the gang that tried to kill her. One way or another, she will have her answers and get her revenge.

Now that she is a vampire, Dianne suffers from PTSD, both from the assault that nearly killed her and the shock of her Embrace. She experiences frequent nightmares about it, waking up in a cold sweat with the image of the gang member firing his pistol into her chest ringing in her head. Formerly a very religious person, her unlife is now even more unpleasant with the sudden revulsion she suffers at the sight of the cross. Her Mentor laughs at her for it, saying that it is all in her head, but Dianne can't help but feel cursed in the eyes of God, and as such can no longer tolerate going to church. Another reason to hate her Sire.
Dianne's Contacts, Allies and Mentor
Ed "Big Boy" Morris is a former gang member turned street preacher, trying to steer the youth of the streets away from the soul-killing effects of drugs. He has crossed Dianne's path several times, and the two have a mutual respect for one another and the work that they both do to clean up the streets.
Eric Foss is a local TV news reporter that has been the recipient of Dianne's 'off the record' tips about police activity, and he has repaid her information on more than one occasion by getting her in touch with people that would not normally be willing to talk to the police. It is a relationship of mutual support.

Dana Scully was Dianne's next door neighbor for years as the two girls were growing up, and they have been best friends ever since, sharing stories of boyfriends and work gripes over coffee (if it is morning) or glasses of wine (evenings only). Dana is a doctor in one of Chicago's many hospitals, specializing as a chest cutter treating many gunshot victims as they are brought in.
Mike Cutter is another old school friend and frequent drinking buddy. They have dated on occasion, and have been able to keep their personal and professional lives apart enough to be able to work together and still have a relationship outside of the courtroom or police precinct. When he's working, Mike is one of the Assistant District Attorneys dealing with Major Crimes in the city, mostly involving drug or homicide cases.

Alex Denson is the vampire that the Prince assigned to teach Dianne the rules of the Masquerade, and to be responsible for the actions of the newest/youngest member of the undead community. He is a member of the Ventrue Clan, and has been trying to work with the headstrong Dianne to keep the two of them out of the spotlight of the Prince and her Court (any more than they already are). Despite being much older than she is, Alex is actually a higher Generation (tenth) than the woman he is assigned to teach, but his knowledge of Kindred affairs is much greater, along with his mastery of his Disciplines.

Equipment of Note
Springfield XDM .45 ACP - Damage 5, Range 25, Rate 3, Capacity 13 +1
Benelli M4 Semi-Auto Shotgun - Damage 8, Range 20, Rate 3, Capacity 6 +1
Glock 18 9mm SMG - Damage 4, Range 20, Rate 3, Capacity 17 +1 - Capable of single shot, three round burst, and full auto
Combat Knife - Damage Str +1
Kevlar Vest - Armor Rating +3, Penalty 1
Porsche 911 Turbo

Trait Cost
New Ability - 3
New Discipline - 10
New Path (Necromancy or Thaumaturgy) - 7
Attribute - current rating x 4
Ability - current rating x 2
Clan Discipline - current rating x 5*
Other Discipline - current rating x 7*
Secondary Path (Necromancy or Thaumaturgy) - current rating x 4
Virtue (Conscience) - current rating x 4
Virtue (Self Control or Courage) - current rating x 2
Humanity or Path of Enlightenment - current rating x 4
Willpower - current rating

Wish List
Temporis to level 3+ - 10 points for level 3, 15 more for level 4
Auspex 1 - 10 points for level one
Potence Increase - 5 points to level 2, 10 more for level 3
Fortitude - 10 points for level one, 7 more for level 2
Celerity Increase - 14 points to level 3

XP Earned:
XP Banked:
 
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EtjQ2dO.jpg
Name
: Claire Courtright
Chronicle: WlfSamurai's Chicago Adventure
Clan: Ventrue
Generation: 8th
Nature: Architect

Demeanor: Scientist
Concept: Savior of Humanity through Science!
Embraced: 1978

Weaknesses: Can only feed on blood given willingly.

Attributes: +1
Strength: 2
Dexterity: 2
Stamina: 2


Charisma: 4 - Forceful
Manipulation: 3
Appearance: 3


Perception: 2
Intelligence: 5 - Problem Solver
Wits: 2


Talents: 9
Alertness:
Athletics:
Awareness:
Brawl:
Empathy:
Expression: 1
Intimidation: 3
Leadership: 3
Streetwise:
Subterfuge: 2


Skills: 5
Animal Ken:
Crafts:
Drive: 1
Etiquette: 2
Firearms: 2
Larceny:
Melee:
Performance:
Stealth:
Survival:


Knowledges: 13
Academics: 2
Computer: 1
Finance:
Investigation:
Law:
Medicine: 4
Occult:
Politics: 1
Science: 5 (Biology)
Technology:


Backgrounds: 18 (13 over)
Domain: 3 - Northfield Labs, R&D Facility researching HBOCs (hemoglobin-based oxygen carriers)
Generation: 5 - 8th Generation
Herd: 4 - Access to city blood banks as well as requisitioned blood supplies intended for research.
Resources: 4 - Wealthy
Status: 2 - Respected (Known as an eccentric, somewhat curmudgeonly scientist but law-abiding and been around for decades now)

Merits: 1
Natural Leader 1 (+2 dice when making leadership rolls)

Flaws: Only up to -7
Dark Secret -1 (Planning to uplift humanity and cure the undead, while everyone else thinks she's either working on a blood substitute or a way of improving vitae)
Deep Sleeper -1
Infamous Sire -1 (Sire was the former Prince of Chicago and, however well behaved Claire is, she's seen as probably doing his agenda...which isn't necessarily an inaccurate suspicion)
Territorial -2 (Northfield Labs)
Vengeful -2 (Find and destroy her murderers)

Virtues: 7
Conscience: 3
Self-Control: 4
Courage: 3


Humanity: 7 Conscience + Self-Control
Willpower: 6 (Courage 3 + 3 bought)


Blood Pool: 15 (Can spend 3 a turn)

Health
Bruised [ ]
Hurt -1 [ ]
Injured -1 [ ]
Wounded -2 [ ]
Mauled -2 [ ]
Crippled -5 [ ]
Incapacitated [ ]


Initiative: +1d10
Soak: B/L/A
Block:
Dodge:
Parry:


Clan Disciplines: Dominate, Fortitude, Presence

Disciplines
Dominate ••
Command •
The vampire locks eyes with the subject and speaks a one-word command, which the subject must be obey instantly. The order must be clear and straightforward: run, agree, fall, yawn, jump, laugh, surrender, stop, scream, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like “die” is ineffective.
The command may be included in a sentence, thereby concealing the power’s use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander — or even the victim — may notice the emphasis. Still, unless she’s conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action to bizarre coincidence.
System: The player rolls Manipulation + Intimidation (difficulty equals the target’s current Willpower points). More successes force the subject to act with greater vigor or for a longer duration (continue running for a number of turns, go off on a laughing jag, scream uncontrollably). Remember, too, that being commanded to against one’s Nature confounds the use of this power. Being told to “sleep!” in a dangerous situation or “attack!” in police custody may not have the desired effect, or indeed, any effect at all.

Mesmerize ••
With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject’s subconscious mind. Both Kindred and target must be free from distraction, since Mesmerize requires intense concentration and precise wording to be effective. The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later. The victim must be able to understand the vampire, though the two need to maintain eye contact only as long as it takes to implant the idea.
Mesmerize allows for anything from simple, precise directives (handing over an item) to complex, highly involved ones (taking notes of someone’s habits and relaying that information at an appointed time). It is not useful for planting illusions or false memories (such as seeing a rabbit or believing yourself to be on fire). A subject can have only one suggestion implanted at any time.
System: The player rolls Manipulation + Leadership (difficulty equal to the target’s current Willpower points). The number of successes determines how well the suggestion takes hold in the victim’s subconscious. If the vampire scores one or two successes, the subject cannot be forced to do anything that seems strange to her (she might walk outside, but is unlikely to steal a car). At three or four successes, the command is effective unless following it endangers the subject. At five successes or greater, the vampire can implant nearly any sort of command.
No matter how strong the Kindred’s will, his command cannot force the subject to harm herself directly or defy her innate Nature. So, while a vampire who scored five successes could make a 98-pound weakling attack a 300-pound bouncer, he could not make the mortal shoot herself in the head. If a vampire tries to Mesmerize a subject before the target fulfills a previously implanted directive, compare the successes rolled to those gained during the implanting of the first suggestion. Whichever roll had the greater number of successes is the command that now governs in the target’s behavior; the other suggestion is wiped clean. If the successes rolled are equal, the newer command supplants the old one.
Presence •
Awe •
Those near the vampire suddenly desire to be closer to her and become receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said — the hearts of those affected lean toward the vampire’s opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire’s favor almost before her opponents know that the tide has turned.
Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Those subject to Awe will remember how they felt in the vampire’s presence, however. This will influence their reactions should they ever encounter her again.
System: The player spends a blood point and rolls Charisma + Performance (difficulty 7). The number of successes rolled determines how many people are affected, as noted on the chart below. If there are more people present than the character can influence, Awe affects those with lower Willpower ratings first. The power stays in effect for the remainder of the scene or until the character chooses to drop it.
Successes Result
1 success One person
2 successes Two people
3 successes Six people
4 successes 20 people
5 successes Everyone in the vampire’s immediate vicinity (an entire auditorium, a mob)
Those affected can use Willpower points to overcome the effect, but must continue spending Willpower every scene for as long as they remain in the same area as the vampire. As soon as an individual spends a number of Willpower points equal to the successes rolled, he shakes off the Awe completely and remains unaffected for the rest of the night.

History
Claire was a Baby Boomer, born in 1946 to a well-to-do family lineage where the sons were expected to be doctors or investors and daughters should be well-bred housewives. From an early age, her raw intelligence was obvious and her parents thankfully encouraged her to blossom academically. Claire grew up with the Vietnam War and counterculture rebellion, and largely ignored both to concentrate on her medical studies. She did manage to graduate from her Medical Doctorate degree program but, by that point, she'd met Alec Courtright, a successful industrialist who wooed her and won her heart.

While Alec and Claire did start a family together, the heart of their relationship was their work. Claire had also earned a doctorate in Biology, being something of a prodigy, and her ambitions were larger than saving lives one person at a time like a mechanic in an operating room. She wanted to find a cure for death or, failing that, she'd settle for figuring out how to amplify the human healing factor. Alec saw obvious profit potential and founded a corporation to support and shelter his wife's ambitions. In the 1970s, Claire was on the cutting edge of medical research, discovering overlapping genes and being one of the early investigators of 'junk' non-coding DNA. She posited several experimental models that provided the foundation for discerning what 'turned on' the healing factor.

Being killed complicated that research. To this day, Claire doesn't know who did it though she suspects the Russians. After attending a conference, she felt a sting on her leg during an afterparty. It turned out she'd been shot with a ricin-laced pellet. Claire was hospitalized within a day and lost consciousness after three, expecting to never wake up again.

Her Sire, Alejandro Diaz, greeted her when she revived and explained what he'd done to save her. It turned out he'd been one of the secret investors in her company and he couldn't lose out on the prospect of her developing a way to make humans even more renewable sources of vitae. After he settled her into her new life, he promptly vanished once more, leaving her to fend for herself. Claire found most other vampires confining with their limited appetites and ambitions. Still, she took to her new state with good cheer, once she realized she'd never lose her mental faculties and nothing could stop her from finishing her research now.

Over the past forty years, Claire's become her own daughter and recently the original Clarie's granddaughter now. It's been an effort to stay current with science but the tremendous advances made make it an exciting time to be a scientist. She keeps a distant relationship to her original family, whom she keeps pliable through a combination of Awe and Mesmerize. Still, the need remains to mingle in vampire society...and somewhere out there is the one who murdered her and their government to eventually bring down.

Goals:
Cure death through science! Possibly by studying the Ghoul process and finding a way to replicate and mass produce an artificial substitute so humanity need never age again.​
If curing death isn't possible, amplify the human healing factor through science to minimize risk of death and improve survivability, particularly against the Kindred.​
Uncover proof the Russians killed her to stop her research from making an American supersoldier, as she suspects.​
Since her original assassin's probably dead by now, find out who he is and visit suffering on anyone left who had anything to do with it. Maybe kill his descendants, especially if they're evil too.​

Bonus Goals:
Figure out what her Sire's after and how he plans to use her in whatever ridiculous centuries-long agenda he's engaged in.​
Save people, where possible. Especially from sadistic Kindred.​
Find non-psychotic allies among the Kindred for companionship and protection against intrusive vampires who'd stop her research if they knew she planned to make them all obsolete.​
Avoid mysticism and mumbo jumbo vampire myths at all costs.​
Keep her descendants alive, happy and healthy.​

Trait Cost
New Ability - 3
New Discipline - 10
New Path (Necromancy or Thaumaturgy) - 7
Attribute - current rating x 4
Ability - current rating x 2
Clan Discipline - current rating x 5*
Other Discipline - current rating x 7*
Secondary Path (Necromancy or Thaumaturgy) - current rating x 4
Virtue - current rating x 2**
Humanity or Path of Enlightenment - current rating x 2
Willpower - current rating


XP Earned:
XP Banked:


Freebie Points: 15 + 7 from Flaws = 22
1 for 1 dot of Merits
13 for 13 dots of Backgrounds
5 for 1 dot of Attribute
3 for 3 dots of Willpower
 
Last edited:
Name: Roxanne Black
Demeanor: Bon Vivant
Clan: Toreador antitribu
Apparent Age: 18

Appearance:


Nature: Masochist
Generation: 8th
Sire: Melissa Sauvage
Embrace: 1989

Background:
An aspiring fashion model and New Orleans native in her mortal life. At a fashion show in Atlanta that should have been her big break, she was picked up by Melissa Shine, one of the city's established Cainites and her mortal self was never heard from again. There's probably still a police file on her somewhere.

Her Sire kept her as an uninitiated Childe for many years and never put her through the Creation Rites and allowing her into the Sabbat proper, preferring to keep her Childe Blood Bound to her alone. She was kept for what seemed like an eternity as a plaything, tortured, abused, and exploited.

She is undeniably beautiful with the classical dark-haired, pale-skinned vampire look.

Q&A session
How old are you?
She was born in 1971 in New Orleans, embraced around 1989

What was unique about your childhood?
While hardly unique, being pushed through rigorous and meticulous exercise regimens, mentored for beauty pageants, and being awarded an early modelling career is not exactly common either. Her mother was always always very domineering in this fashion and made sure Roxanne did her absolute best without question. Whenever the young girl showed signs of going her own way, punishment was quick and often corporeal. That is not to say that her parents were monsters, their pride in her accomplishments was genuine and although they only led to more gruelling preparations for the next big thing, the shared joy of the moment was real.

What kind of person were you?
The one thing that was beaten into Roxanne more than anything else was obedience, to her mother, to her instructors, to her teachers, and obedience to what friends she had came naturally as well. Underneath that, however, she was always a curious girl, and a student of books as well as other people; if she knew others' minds, she could anticipate what they would ask of her.

What was your first brush with the supernatural?
Her first major fashion show was in nearby Atlanta, and on the first row was a woman whose skin was the purest pale perfection, whose imperious manner drew even the eyes from the catwalk. Afterwards at an exclusive cocktail party, she had occasion to exchange a few words with the woman, and when she put her ice-cold hand on Roxanne's cheek, the shivers it sent through the young mortal's body would resound through the years and decades to come.

Who was your sire, and how did she treat you?
The woman was, of course, a vampire and would soon bring Roxanne into the ranks of the Undead. Melissa Sauvage was a prominent Cainite among those who dealt with Atlanta's mortal community, and like most Perverts, she had a great interest in beauty and pain. She had grown somewhat tired with merely pursuing her craft on hapless mortals, and antagonizing either the Camarilla or her fellow Sabbat did not appeal to one of her cautious nature. Rather, she thought to seek out a mortal, Embrace them, and then use them as a long-lasting and well-tuned canvas rather than give them the freedom the Sabbat so espoused. After all, if they never went through their Creation Rites, they would not be True Sabbat, and no rights would apply to them.

To say that Roxanne was tortured and moulded to fit the will of another would be a gross understatement. Melissa did all that and more, training her young Childe in Auspex above all other disciplines to ensure that she would feel every lash of the whip and every cut of the knife with an acuteness that no lesser being could match.

How did the Embrace change you?
Roxanne is not even close to being over Melissa. Her relationship with her Sire is a mess with its base in the Blood Bond, skilful manipulation, fear, and resentment. She yearns to see her Sire again, and she dreads the day it will happen more than she fears her own death. She knows intellectually that when the Blood Bond fades in a year's time, that part of the attraction will die, but her deepest, darkest fear is that when that day comes, she will still feel the same.

Were you presented to the Prince?
She was never introduced to the Bishop of Atlanta, or its Cainites in general, in any formal capacity, but Melissa is an artist, and an artist craves an audience. She has been exhibited before a number of them on several occasions.

Where is your Haven?
As of yet unclear.

Do you retain any connections to your mortal life?
Her family is across the country, and even if they were close she'd never dare meet any of them. She would watch, though. And when she feels better, she will start looking for them with all the tools available to a 21st century woman and a highly trained Childe of Caine.

What are your habitual feeding grounds?
She has yet to really establish herself in any one place, but once she does, she is a beautiful young woman with social graces that would shame many a mortal socialite. Finding willing victims will hardly be a challenge.

[/i]What motivates you?[/i]
Obedience remains a strong trait in Roxanne, and she will go where her leaders in the Camarilla commands. For herself, she finds the pursuit of knowledge rewarding and pain irresistible.

Attributes
Strength ●
Dexterity ●●
Stamina ●●●

Charisma ●●●
Manipulation ●●
Appearance ●●●●● (Photogenic)

Perception ●●●● (Discerning)
Intelligence ●●
Wits ●●

Abilities
Alertness ●●●
Athletics
Awareness ●●●
Brawl
Empathy ●●●
Expression ●
Intimidation
Leadership
Streetwise
Subterfuge ●●●

Animal Ken
Crafts
Drive ●
Etiquette ●●●
Firearms ●
Larceny ●
Melee
Performance ●●●
Stealth
Survival

Academics
Computer
Finance
Investigation ●
Law
Medicine
Occult ●●●
Politics ●
Science
Technology

Disciplines
Auspex ●●●●●
*Heightened Senses
**Aura Perception (Perception + Empathy)
***The Spirit's Touch (Perception + Empathy)
****Telepathy (Intelligence + Subterfuge)
*****Psychic Projection (Perception + Awareness)
Celerity
Presence

Backgrounds
Generation ●●●●●

Virtues
Conviction ●●●●
Instincts ●
Courage ●●●

Path of Lilith ●●●●●
Willpower ●●●●● ●●

Clan Weakness: The Toreador antitribu once possessed the same flaw as their non-Sabbat counterparts, though their indulgence in blood-games and twisted passions has warped this failing somewhat. While they once found beauty even in extreme violence or sadism, they have since become needlessly cruel, inflicting their own viciousness on those around them. If presented with an ample opportunity (feeding, a rival embarrassing herself, torturing a captive Cainite), a Toreador antitribu will inflict physical or emotional pain on her subject more often than not. When confronted with such a situation, the player must roll the vampire’s Self-Control (diffculty 6) or spend a Willpower point. If the roll fails or the player refuses to spend a point (which must be declared before the roll is made, as leaving things to fate has its consequences), the character must indulge her need to "act out" against the subject. Whether this acting out is as simple as a devastating remark or as base as cutting the victim’s thumbs off is up to the vampire in question, and is a darkness best explored by the player.

Merits and Flaws
+2 Enchanting Voice

-2 Vulnerability to Silver
-4 Probationary Sect Member
-2 Blood Bound

Freebie Point Expenditure
7 Auspex 4->5
4 Courage 1->3
2 Willpower 3->5
2 Generation 0->2

(5 from extra Flaws)
3 Generation 2->5
2 Willpower 5->7

Experience Point Expenditure

Vicissitude
 
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1517115886393.png

“And when my spirit wants no stimulus or nourishment save music, I know it is to be sought in cemeteries: the musicians hide in the tombs; from grave to grave flute trills, harp chords answer one another.
― Italo Calvino, Le città invisibili

Quote: "I love these places, don't you? The magnificent stained glass window in the Shedd tomb here in Chicago, that one with a clock in New York City -- oh no, the clock doesn't work. What would he need to know the time for? But anyway, there are all these marvelous little cemeteries scattered around most cities, or on the outskirts, completely forgotten. Most people have no idea who's buried there, or that anyone is.

"I know, of course."

Background: The Bushes? The Kennedys? They had it easy. The Milliners are possibly America's most grimly disciplined and achievement-focused family. In the Colonial era they were shipping merchants; in the Gilded Age, industrialists; in the twentieth century, they introduced the country's first open-ended mutual fund. On the way, they married into nearly every family in the Social Registry. From the time of their ancestors, who came over in the Winthrop Fleet not out of religious devotion but the desire to make their fortunes in the New World, to the present, when scions of the family fill universities, boardrooms and legislatures, Milliners have always aimed for the very top.

Except Lily.

Placid to the point of being detached, Lily loved history, but did not want to teach at a university. She was fascinated by the minutiae of social relationships and ceremonies, but she showed no interest in becoming a lawyer or politician. She showed a remarkable lack of squeamishness where human bodies were concerned, but medical school held no appeal. Instead, she chose to spend most of her time in the relative calm of historic burying-grounds: taking pictures, making sketches and often using family genealogical records to locate obscure graves. it was...peaceful there.

Although reverence for ancestors is certainly a Milliner family value, Lily's family wished she would do something more productive with her time and intelligence. Her only supporter was her Uncle Jonathan, and he was seldom home. When he died, shortly after Lily's eighteenth birthday, she mourned him deeply.

It was he, more than anyone, who had held her to the town of her birth. She took the small legacy he left her and moved away to attend college. Once again, she showed no interest in pursuing any higher ambition, once she'd found a job to supplement the income from her trust fund. As the years passed, her life became totally consumed with her passion to visit graveyards, walk their paths, smell their flowers, see their statuary and read their epitaphs. By the time she was forty, Lily had amassed a huge collection of cemetery curios: vintage postcards from historical cemeteries; a library of beautifully illustrated cemetery books; dozens and dozens of cemetery photographs, framed and hung on her wall; clippings, maps, brochures and other ephemera.

Then, her Uncle Jonathan came back...

Nature: Celebrant
Demeanor: Pedagogue
Clan: Giovanni
Generation: 10th

Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 2, Manipulation 3, Appearance 3
Mental: Perception 4 (Unsettling Insights), Intelligence 3, Wits 3

Virtues: Conscience 3, Self-Control 4, Courage 3

Talents: Alertness 3, Athletics 1, Awareness 3, Empathy 2, Expression 2, Leadership 1, Subterfuge 1
Skills: Drive 1, Etiquette 3, Stealth 1
Knowledges: Academics 3, Computer 1, Finance 1, Investigation 1, Occult 3

Backgrounds: Allies 2, Domain 2, Generation 3, Mentor 1, Resources 3, Retainer 1

Disciplines: Necromancy 3 (Sepulchre Path)
Rituals:
The necromancer bathes, fasts and abstains from all physical comforts and pleasures, most especially sensual ones, for a night. Then she dons well-maintained, high-quality robes or other clothing. She draws a circle on the floor in a place of safety. She may then proceed to use other necromantic powers, confident that her protection against ghosts and spirits has been enhanced.

System: Each success subtracts two from the difficulty of all rolls the player must make to resist any attempted harm or influence on the part of a wraith, Spectre, or other spirit, so long as the necromancer remains inside the circle. Treat any botches scored while attempting to use necromantic paths as failures instead.

Humanity 7
Willpower 7


Merits: Calm Heart (3-pt Merit), Sanguine Incongruity (5-pt Merit)
Flaws: Old (2-pt Flaw), Recruitment (Harbingers) Target (1-pt Flaw), Repulsed by Garlic (1-pt Flaw)

Clan Weakness: Grim Visage.
Unlike most Giovanni, Lily's bite is not especially painful, nor does it cause extra damage. Instead, she has the deathly pallor of her Cappadocian forebears. No amount of blood will bring a flush to her cheeks, and her hands are as cold as marble.. She adds +1 to the difficulty of any Social roll based on appearance.

Two fellow taphophiles – Frederick Wright, Vice President of the Chicago Architecture Foundation; and Diana Pulaski, head of Spooky Chicago Tours, Inc. Wright, an architect himself, shares Lily’s interest in the remains of the old city cemetery that once stood where Lincoln Park is now located, and in the mysterious, sealed mausoleum that is the cemetery’s only surviving structure. Pulaski organizes dozens of tours of “haunted sites” per year, including (at Lily's suggestion) some after-dark “lantern walks” at the Bohemian National Cemetery. Both believe that Lily has lupus or some other skin disease that both affects her appearance and makes her sensitive to sunlight, and they sympathize, especially Wright. He has asked the park's supervisor, a good friend of his, to make sure that Ms. Milliner is not escorted out of the park if found there after hours.

Two small cemeteries a block and a half apart. The southern cemetery is walled on three sides, with a black iron fence and elaborately wrought gate running along the fourth, and it is open to the public during the day and after dark on certain holidays.

1517775725617.png

The northern cemetery is completely walled in and surrounded by buildings.

1517776688381.png

Its only entrance is a narrow alleyway that is locked at both ends. It is closed to the public except for one day a year. The street end comes out right next to one of George Koenig's funeral parlors, and he owns a set of keys.

1517775928602.png

In the early years of Chicago, an epidemic led citizens to fear burying their dead in coffins just a few feet below ground. Wary of the miasma that was thought to be emitted by corpses, city leaders forbade earthen burials. Instead, granite vaults the size of rooms were built ten feet underground. Names from the original vault owners are engraved on tablets that are set into the ground or in the stone cemetery walls. These tablets act as a guide for the location of the vaults underground. To access a vault, a stone slab must be exposed by digging by hand, then lifted off to expose the entry shaft going down to the slate doors. Some of the vaults also require a key to open the door. One of these vaults, in the locked northern cemetery, serves as a secondary haven for Lily, where she performs her necromantic rituals -- and where she can take refuge if something happens to her apartment.

After being established in 1840, the cemeteries held most of their burials between 1840 and 1870. They took in its last “new” deceased in 1937, but descendants of the original 19th-century owners may still be buried there. About 500 vaults were in built in all, but many are now empty, either because the bodies were moved elsewhere or because they have long ago crumbled to dust. In the middle of one wall of the southern cemetery, there is a large plaque that is now illegible, but used to state: “Chicago Granite Cemetery – A Place of Interment for Ladies and Gentlemen”.

1517716988536.png

The Prince and primogen of Chicago recognize the Giovanni’s domain over the city’s cemeteries, for what it’s worth – to most of Chicago’s Kindred, graveyards are part of “the Barrens”: useless for hunting and therefore of little interest. The Giovanni, in turn, recognize Lily’s domain over these small burial grounds…for what it’s worth.

1517539819624.png

Nature: Enigma
Demeanor: Guru
Generation: 9th
Sire: Guillaume Giovanni (deceased)

Lily's father Benjamin died when Lily was too young to understand much about it. He went to a business meeting with her grandfather and her cousin, and while they came back...different, he never came back at all, just his body in a box. It was the first funeral Lily had ever attended. The Milliners traditionally go for open-casket funerals -- but not that time. Lily's mother, a Giovanni born, accepted her husband's fate with stoic resignation and didn't ask questions. Jonathan Milliner, however, knows what happened that night, and he has neither forgotten nor forgiven his father.

Like his niece, Jonathan is interested in history and the dead. Rather than cemeteries or funeral rites, though, Jonathan is intrigued by ancient furniture and antiques, by the unknown hands that have touched them over the centuries. Who first bought this brooch a hundred years ago, and wore it pinned to her dress? Whose eyes gazed eagerly at the flowered dial of this watch, awaiting the the long-anticipated hour of joy? He jokes that he is more in love with the long-gone people who owned these beautiful things than he could ever be with any earthly man or woman, and as a necromancer, is only half in jest.

Ghouled and then Embraced by Giovanni from the main bloodline as a slap at old Francis Milliner, he is looked down on by many American Giovanni, particularly members of the Milliner family. However, a number of elders owe him favors for the Fetters he has found while poring through antique shops and estate sales -- though he cashed in a major one when getting permission to Embrace Lily.

Between Lily’s inherited funds (mostly invested in the funeral industry), the rent from her greystone, and her job as a professional researcher, she makes more than enough to exist comfortably. She dresses well, owns a nice car, and can take several trips a year to visit interesting cemeteries in other parts of the country.

George Koenig, director of Provenzano Funeral Homes.

1517777223013.png

George inherited the three small funeral parlors from his father-in-law (who inherited them from his father), only to find the old man’s poor decisions had left the family business in a state of near-bankruptcy. He wasn’t sure he believed the strange woman who told him that she was a distant relative, but when he found she'd had a few friends of hers buy up and cancel his debts and that she wished to buy shares in the company as well, he quickly came around to the idea, especially after a few bottles of expensive red wine. The various…considerations she wished in return gave him momentary pause, but since the lady is clearly ill he supposes she is trying some desperate treatment. He is now debt-free, and his business has many clients due to word-of-mouth, so he doesn’t worry much…though several cannot seem to remember who recommended the establishment to them. Distracted by grief, no doubt.

George is a ghoul who doesn't yet know he's a ghoul. He only knows he feels stronger and in better shape than he has in years. Every month "Cousin Lily" drops by to discuss business matters, ask how his kids are doing and bring him another bottle of his favorite wine. He has no reason to be suspicious of her -- before they met he was a has-been college athlete with a bum knee, three kids to support and nothing but a failing business to do it with. Now he has a new car, his kids have those fancy sneakers they were whining for, and even his knee has stopped hurting.

And if he has to violate a few health and safety regulations now and then, it's a small price to pay. The dead have yet to complain. His family, though, are worried about his outbursts of temper when questioned.

Wish List
Academics +
Occult +
Ash Path
Cenotaph Path
Auspex
Dominate
Fortitude
Potence
Rituals: (1) Knowing Stone, Lead Tracery, Minestra di Morte, Rite of the Smoking Mirror, Wooden Weakness, Word of Insight, (2) Eyes of Despondent Revelation, Haunting Breeze, Shroudlight, Tracing the Bloodline, (3) Divine Sign, Graveyard Mists, Grim Reaper's Passage, Shroud Walk, Tempest Prison, (4) Call Upon Shadow's Grace, Peek Past the Shroud, (5) Grasp the Ghostly, Orphic Sojourn
 
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Still might be a little rough but... I will insert a character photo when I find one appropriate.

Clay Jones, former bull rider and current cattle herd owner in semi absentia.

Name: Clay Jones
Chronicle: WlfSamurai's Chicago Adventure
Clan: Gangrel
Generation: 9th
Nature: Loner
Demeanor: Competitor
Concept: Misplaced cowboy.

Attributes 7/5/3
Strength: 4 (Never Lets Go)
Dexterity: 4 (Precise)
Stamina: 2

Charisma: 2
Manipulation: 3
Appearance: 2

Perception: 3
Intelligence: 2
Wits: 3

Abilities13/9/5
Talents
Alertness 2
Athletics 4 (Bull riding)
Awareness 1
Brawl 3
Empathy
Expression
Intimidation 1
Leadership 2
Streetwise
Subterfuge

Skills
Animal Ken 4 (Horses/Farm animals)
Crafts
Drive 1
Etiquette
Firearms 1
Larceny
Melee 2
Performance
Stealth
Survival 1

Knowledges
Academics 1
Computer 1
Finance 1
Investigation
Law
Medicine 2
Occult
Politics
Science
Technology

Backgrounds
Generation 4
Herd (literal, it is of bovine nature on outskirts of city) 2
Resources 4

Virtues
Conscience 3
Self-control 4
Courage 4

Humanity 7

Willpower 7

Blood Pool 14 (2 per turn)

Health
Bruised [ ]
Hurt -1 [ ]
Injured -1 [ ]
Wounded -2 [ ]
Mauled -2 [ ]
Crippled -5 [ ]
Incapacitated [ ]

Disciplines:
Animalism 2
Fortitude
Protean 2

Flaws
Eerie Presence (2pt)
Grip of the Damned (4pt)


Weaknesses: Every time a Gangrel frenzies, she acquires a temporary animal characteristic (which may replace an existing temporary one). A patch of fur, a brief torpor after feeding, or skittishness around crowds — all of these may mar an Outlander after fren- zy. Characteristics acquired in Gangrel frenzies need not only be physical – they can be behavioral as well. Players should work with the Storyteller to determine what new animal trait is acquired (whether the frenzy involved the ght-or- ight impulse may be relevant). Over time, or in an exceptional situation, a particu- lar animal feature may become permanent, with the next frenzy adding a new feature. A good guideline is to require each frenzy-gained trait to have some effect grounded in system terms (such as the temporary re- duction of Social Attribute dots or a permanent loss of Humanity), though some Storytellers may allow narra- tive-only traits that can shape the story.


Background:

The vaguely tacky feel of sweat drying on golden skin and chunky wheat colored strands of hair was an old hat for Clay. During the weeks in the thick of rodeo season, starting in the late winter, it felt like he could never get clean enough. Caked grime, the dust from the rings... just another day. He couldn’t do this forever, one day he would come to an end. An injury, his age, something was baring down on him even if it couldn’t see it. He could feel it. Had felt it for months.
Clay blew out a hard breath, ending in a quiet half whistle.
“You have a deal. But yo-ur gonna have to give me the details if I’m gonna leave in the height of my cahreer...”

Clay spent several years in the late 70s running through the circuits of professional bull riding. He was young and in his prime when he suddenly quit with no explanation, leaving his family, friends and fans puzzled at what had happened.
In reality he had been watched for some time by a more conservative member of Clan Gangrel, who had given him an opportunity to perfect his more modest hobby of cattle breeding and take the pressure off his life. Little did he know or expect the deeper levels of intrigue awaiting him in the unlife amongst kindred.
It became obvious to him after the Embrace he could not stay and fend off the questions from those he knew in life. So he made a sweeping change and left for what he considered to be the Wilds of the North with the approval of his Sire.
It took some work but he brought a selection of his herd, primarily kept on the far outskirts of the city, with a rotating small group brought into a property on city limits for “breeding and research purposes.” He has been trying to find a way to zone under Urban farming rules that have recently been enacted but cannot quit crack it yet. He does have his eye on a nice property if he does though.
Due to a misfortune his sire was not anticipating, Clay’s bite is a rather unpleasant affair, and as such (though he will not admit it to society at large) he mostly feeds off his herd (barbaric indeed). Hence why he keeps some close at hand.
With his needs met by his work, Clay rarely shows up at Elysium and though has successfully been introduced to the Prince and city, primarily keeps to himself. Despite being a loner at heart he has been adequately brainwashed to Camarilla values and is loyal enough to keep within the rules and be willing to help as needed, if needed.

Points spent:
5 on Attribute
5 on Backgrounds
7 on Disciplines
2 on Virtue
2 on Willpower
 
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I got no art, but I can look if you want!

Clyde Tauton
Nature: Creep Show
Demeanor: Monster
Concept: Predatory Bum
Clan: Gangrel
Generation: 8th
Sire: Jack "Empty" Miyal

Attributes
Strength 2
Dexterity 4 (Sleight of Hand)
Stamina 3

Charisma 3
Manipulation 4 (Implying Danger)
Appearance 0

Perception 2
Intelligence 2
Wits 2

Talents
Brawl 3
Expression 1
Intimidation 3
Streetwise 3
Subterfuge 3

Skills
Etiquette 1
Firearms 1
Melee 1
Performance 3
Stealth 3

Knowledges
Investigation 1
Occult 1
Politics 3

Disciplines
Fortitude 2
Protean 2

Virtues
Conscience 1
Self-Control 4
Courage 5

Backgrounds
Generation 5
Notably, Clyde was embraced by a 9th generation kindred. He has diablerized his way to 8th over his first ten years of unlife.

Allies 4
Almost entirely by crook instead of hook, Clyde's managed to scare a few powerful mortals into reverent worship of him.

Chelsea Douglas, LPN
A venerated nurse at the Chicago General, Chelsea has feared the bogeyman who crawls through the trash behind the hospital for 20 years now.
Clyde spooks her on occasion, to her dismay, and beseeches her medical aid. More often than not, this is an emergency haven in the form of the morgue, but sometimes, Clyde has poor Chelsea staple and bind removed body parts back onto him so the vitae can do it's work.
Her only comfort is knowing that, given the wounds he has her dress, he can be hurt. But some nights she wonders... What could hurt the bogeyman?

Mitt Law, Prime Time Talk Show Host
A real sleaze-ball, Mitt Law is a prime time talk show host, late night entertainer. His show has decent ratings, it's live and local, so most of his fans are from Illinois. Especially when competing with the likes of Conan and Colbert. But what he lacks in pure viewers, he's got in pure charisma.
Mitt Law uses his face, voice and personality to bring in views. And cover up stories of Clyde's escapades. He does all that just to make sure the bogeyman stays under that fucking bed and doesn't eat him like he ate his dog back in 1999 when he was 7, his parents were out of town and it was just him and Auntie Law. And the bogeyman.

Isaac Brett, Officer
Isaac's a good egg! He does his paperwork lickety split, he keeps a vigilant eye for ne'er do wells, and he does everything by the book. He also has a crippling fear of the bogeyman, a monster man with huge teeth and syrupy-sweet blood who tore the heart out of his partner back in 2003. After his first psychiatrist turned up dead in his home a week after divulging information about the bogeyman, he swore to never tell no one about him again.
Lucky for him, that's just enough to keep the bogeyman from visiting him again. However, he's constantly on the look out for anything weird and violent that might have to do with the bogeyman.
He makes sure to do that paperwork personally, keep a vigilant eye out for anyone suspicious of the reports, and puts the book away in favor of a bit of Jack after.

These three have simple but impactful jobs and occupations. Clyde makes sure to use them whenever he wants.

Casey Berardi, College Dean
The real powerhouse of the four, Casey is far more influential than the other three by a long shot. He's the head of social sciences at Chicago University.
Casy's job is threefold.
First, he has to know what the professors are teaching students in regards to the social sciences and approve or deny any courses that may teach students unsavory things about the world.
Second, he has to ensure that the students attending UC are acquiring the "correct" instruction. He makes sure that one pre-approved social course is required for each major.
Lastly, he collects data on any students who may be an issue in a world where the bogeyman exists. Students who have strong faith in God, students who could disrupt the business of the bogeyman. Students who seem unlikely to fear the bogeyman. Trouble students who may literally be too good for this world.
Mr. Berardi works very hard, every day. And at least every other day, he is visited by the bogeyman. He works hard because the bogeyman keeps him safe from other predators.


Domain (Size/Defense) 1/4
An 'abandoned' house, with any number of rumors about it's history to keep sensible folk away and bring curious youngsters to it
It has defense in the form of it's distant location, the armed ghouls who live there and watch for intruders, and the swamp full of predators (some of which may be ghouled) that surrounds it

Influence 4
It's hard to tell who Clyde's grimy hands haven't been on. Twenty years is a long time. Yesterday's peons are today's leaders, and the memory of the bogeyman doesn't fade quite too easily.

Morality
Humanity 5
After his destructive and vile diablerie habits from 1998-2007, Clyde suffered some hits to his Humanity.

Willpower 6

Weakness
Typical Gangrel weakness


Flaws
Permanent Fangs (3pt)
Monstrous (3pt)
Hard of Hearing (1pt)

Etc
Age: 66
RIP: 1998
Apparent Age: Hard to tell. Hunched shape and leathery skin implies middle age or later, but monstrous appearance means all bets are off.
Sex, race, weight, hair, eyes: White American man with white hair and brown-yellow eyes. Looks to weigh about 120 lbs. Hair and eyes are obviously non-human in fine detail; hair grows in matted sheets, pupils have angular shapes


Freebie points spent on
Willpower (1), Backgrounds (13) and Discipline (7)
 
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Name: “Bug or Bu6”
Demeanor: Curmudgeon
Clan: Nosferatu
Apparent Age: Unknown

Appearance:


Nature: Rogue
Generation: 8th
Sire:
Embrace: 2000

Background: Being a scrawny kid, physically weak and with little to no charisma, Bug’s only talent was a clever mind and an instinctual skill with computers and electronics. His geeky nature naturally attracted the ire of bullies through all of his childhood, which turned him bitter and antagonistic towards everyone. After his older step-brother noticed Bug’s tech wisdom, he manipulated him to do certain jobs for him on behalf of the criminal gang he was affiliated with, thinking he would earn some sort of acceptance by joining his step-brother's gang, Bug complied. Unfortunately, Bug was not gang material, and he was never properly welcomed into the group, but rather forced and bullied into working for them as their own personal technician and fall guy. During this time he greatly honed his skills at theft, improving his technical skills to hijack cars and even crack safes, but he could not stop being a target for mistreatment and abuse. When he turned 17 he was left behind during a particular risky theft and took the blame when he was caught by the authorities, earning himself some time in a correctional facility, during which time his life was absolute hell. After his release he was quickly approached for another "job" that would change his life forever. Under threat of death if he were to refuse, he joined his step brother in one last heist. Sneaking into a seemingly abandoned underground warehouse, they broke into a massive safe in the hopes of scoring some cash, and what a surprise they had when a hideous monstrosity welcomed them instead, killing everyone and Embracing Bug.

Like before, Bug’s skills opened a new opportunity for him, he joined the Nosferatu clan, and within this bizarre "family" he found the acceptance he sought after for so long. It was at this time that he adopted the name of "Bug", discarding his past identity the moment the young neonate had been adopted into the Clan. Being young and up to date with current technology, Bug uses his skills at security systems and surveillance to reinforce the web of havens of the local clan members, and help support the network of information flux with the use of his modern knowledge.

Attributes
Strength ●●
Dexterity ●●●● (Swift)
Stamina ●●

Charisma ●●
Manipulation ●●●
Appearance -

Perception ●●●
Intelligence ●●●● (Astute)
Wits ●●●

Abilities
Alertness ●●
Athletics
Awareness
Brawl
Empathy
Expression
Intimidation ●
Leadership
Streetwise ●●
Subterfuge ●

Animal Ken ●
Crafts (Electronics) ●●●
Drive
Etiquette
Firearms
Larceny ●●●
Melee
Performance
Stealth ●●●
Survival ●

Academics (Geek Culture) ●
Computer (Hacking) ●●●●
Finance
Investigation ●●●
Law
Medicine
Occult
Politics
Science (Engineering) ●●●
Technology (Security) ●●●●

Disciplines
Animalism ●
Obfuscate ●●
Potence

Backgrounds
Contacts ●●
Nosferatu Information Network ●●● (Lore of the Clans, pg 162/Anarch’s Unbound pg 98)
Generation ●●●●●
Resources ●

Contacts 2: 1.- An acquaintance from the Deep Web known as James Davis, a smuggler and criminal specialized in attaining illegal and strange goods.
2.- Jane Doe, an online anonymous source that shares all matters of juicy bits concerning Chicago’s latest news.
Nosferatu Information Network: 3 As a promising member of the local Nosferatu, Bug has gained access to the massive information network provided by the Nossie made SchreckNET and the local gossip of the warrens.
Resources 1: No longer maintaining a facade of mortal life, Bug keeps bare minimum necessities in his possession, mostly his valued electronic gadgets and some handfuls of cash.

Virtues
Conscience ●●
Self-Control ●●●●
Courage ●●●●

Humanity ●●●●● ●
Willpower ●●●●● ●●

Clan Weakness: Appearance 0

Merits and Flaws
+2 Computer Aptitude
+1 Hive-Minded (Lore of the Clans, pg 86-87)

- 1pt Tic/Twitch
- 1pt Shy
- 1pt Dark Secret (Member of the Anarchs)
- 1pt Touch of Frost
- 3pts Bestial (Lore of the Clans, pg 163)

Freebie Point Expenditure
2pts Subterfuge +1
2pts Craft +1
2pts Computer +1
6pts - Backgrounds +6
3pts - Merits (Computer Aptitude, Hive-Minded)

(7 from extra Flaws)
2pts - Craft +1
2pts - Technology +1
3 Willpower +3

Experience Point Expenditure

 
Name: Chip "The Vault"
Chronicle: WlfSamurai's Chicago Adventure
Clan: Gargoyle
Generation: 9th
Nature: Capitalist
Demeanor: Creep Show
Concept: Disgruntled Hedge Fund Manager
Embraced:
LOS_vampire_wip2_color_test.jpg

Weaknesses:
The Slaves are hideous. That grotesquery takes different forms, but always results in an Appearance of zero. They are also highly susceptible to mind control from any source. A Gargoyle’s Willpower score (current or permanent) is considered two points lower when used to resist such powers.

Attributes:
Strength: 4 (Powerful arms)
Dexterity: 2
Stamina: 4 (Tough as nails)

Charisma: 3
Manipulation: 2
Appearance: 0

Perception: 3
Intelligence: 3
Wits: 2

Talents:
Alertness: 2
Athletics: 2
Awareness: 2
Brawl: 3
Empathy: 1
Expression: 1
Intimidation: 2
Leadership:
Streetwise:
Subterfuge:

Skills:
Animal Ken:
Crafts:
Drive: 1
Etiquette: 2
Firearms:
Larceny:
Melee:
Performance:
Stealth: 2
Survival:

Knowledges:
Academics: 2
Computer: 1
Finance: 4 (Stock market)
Investigation:
Law: 2
Medicine:
Occult:
Politics:
Science:
Technology: 1

Backgrounds:
Generation 4
Resources 3
Status (Camarilla) 1

Merits:
Bruiser (1pt. Merit):
Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace, to the point where people cross the street to avoid passing near you. All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty.

Coldly Logical (1pt. Merit): While some might refer to you as a “cold fish,” you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all related rolls).

Flaws:
New Arrival (1pt. Flaw):
You’ve just arrived in your new city of residence, and don’t know anyone in the place. Existing factions may try to recruit or eliminate you, while vampires in positions of authority size you up and take your measure. Meanwhile, your ignorance of the city’s current events, history, and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.

Old Flame (2pt. Flaw): Someone you once cared deeply for is now with the enemy. He still attempts to play on your sympathies “for old times’ sake” while working against you. Unless you succeed on a contested Manipulation + Expression roll against your former friend, you cannot act against him unless the situation becomes life-threatening.

Permanent Fangs (3pt. Flaw): Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you’ve had your teeth filed or are wearing prosthetics, sooner or later you’re going to run into someone who knows what you truly are. You are also limited to a maximum Appearance rating of 3.

Virtues: 7
Conscience: 3
Self-Control: 4
Courage: 3

Humanity: 7
Willpower: 3


Blood Pool:

Health
Bruised [ ]
Hurt -1 [ ]
Injured -1 [ ]
Wounded -2 [ ]
Mauled -2 [ ]
Crippled -5 [ ]
Incapacitated [ ]

Initiative: 1d10+4
Soak: 5B/5L/1A
Block: 5
Dodge: 4
Parry: 2

Clan Disciplines: Flight, Fortitude, Potence, Visceratika

Disciplines
Flight 2
Fortitude 1
Potence 1
Visceratika 2

History
Few are Embraced directly as a Gargoyle. Most have been mutated into that Bloodline by the Tremere, usually from Nosferatu, Gangrel, or Tzimitze.
Chip grew up in a small town in the midwest, and played sports in school, but was never the best player. So, he enrolled to a finance degree, and got a job in a hedge fund. Once there, it wasn't long before he showed off his skills, and rose up in ranks quickly. With his intellect, and his skill in the finance market, he was able to make a lot of money for the hedge fund managers, the clients, and himself. Some of his peers were jealous of his rise, and tried to spread rumors about him, only to be found out and tossed out. When he was in his early 30's he managed to secure a position as a manager of a hedge fund. That was when he began to have nightly calls from some clients. it was tiring, but earned him big money. And he liked to spend it. He had a fancy house, a great car, and would go on luxurious cruises, stay in high-end hotels, and generally live the "good life". But alas, it all started coming crushing down when one of his interns made a wrong investment, and one of those nightly clients lost a big portion of their investment in a single deal.
Chip tried to explain that he would recover all the lost funds, but the client demanded a meeting, and before Chip could act, Embraced him, turning him into a Nosferatu. Chip was far from happy about the change, and had a really hard time coping with it. Most of his assets were lost, and he couldn't enjoy the finer things in life that he enjoyed before. After one too many times of him trying to go against his Regnant, he was given to a Tremere who turned him into the form he holds today, a misshapen gargoyle. The change was not just physical, as some of his knowledge and memories were ripped apart, but it did do some good. Chip now accepts his status as a vampire. In fact, some would say that he relishes his new monstrous form. It also made him a free vampire, which caused him to live his former city, and take up a new unlife in Chicago. He just recently arrived here, and hasn't made any friends yet, but he did get to Elysium and present himself to the Prince. For now, he plans to settle in, and see about building a suitable unlife here.
But even here parts of his former life intrude. His school sweetheart, Patricia, has found him, and it seems she is also a vampire. he doesn't know what Clan or Bloodline she belongs too, but while he sees that she can hardly stand to look at him, she does come by on occasion, making offers, and overtures, but rarely actually giving him something. He still loves her, or believes he does.

Goals:


Bonus Goals:

Trait Cost
New Ability - 3
New Discipline - 10
New Path (Necromancy or Thaumaturgy) - 7
Attribute - current rating x 4
Ability - current rating x 2
Clan Discipline - current rating x 5*
Other Discipline - current rating x 7*
Secondary Path (Necromancy or Thaumaturgy) - current rating x 4
Virtue - current rating x 2**
Humanity or Path of Enlightenment - current rating x 2
Willpower - current rating

XP Earned:
XP Banked:

Freebie Points: 15 + 4 from flaws
7 for Visceratika 1 -> 2
7 for Flight 1 -> 2
2 for Generation 2 -> 4
2 for Finance 3 -> 4
1 for Status (camarilla) 1
 

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NPCs of Note

IMG_6441.JPGSamiira
Ventrue Prince of Chicago. Samira rules the city with an iron fist. She reads the Masquerade as law and staunchly protects the buildings she calls Elysium in. She personally has sired several groups of Kindred who answer to her and run her city. She controls the Chicago Police, Chicago SWAT, and Chicago FBI branch personally. Her childer control financial institutions, law firms, and several major corporations within the city. The council of Primogen answer to her and act as a subordinate board of advisors.

IMG_6434.JPGLucretia Giovanni
Lucretia is the Giovanni Primogen in Chicago. There is a bond and treaty between Samiira and the Giovanni of Chicago. As such, the are officially recognized with a Primogen seat. Lucretia is ruthless and decisive.

IMG_6621.JPGArgyle
Argyle is a cold calculating Nosferatu who is criticized for his ties to the Ventrue in Chicago. Most of his fellow clan avoid him.
 
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