Showing posts with label Vampire: The Requiem. Show all posts
Showing posts with label Vampire: The Requiem. Show all posts

Tuesday, February 5, 2013

Humans Are Just Another Asset to be Managed

The Ventrue find themselves in a predicament when creating a childe. A sire prefers a candidate who can enhance his status and who can increase the power and prestige of the clan. However, the Venture sire also requires obedience and this is the heart of the problem. How does a sire embrace a talented, motivated childe yet instill in that childe a sense of obedience and duty? For some sires, the way to do that is to control when and how the childe feeds. Lady Galloway, sire of Byron Matthews, attempted to do just that, but her childe has proven to be unusually stubborn.

     Byron was embraced because of his uncanny financial sense. When he was alive, Byron managed a hedge fund that specialized in currency trading. He was used to being up before dawn for the opening of the Asian markets and worked late into the night studying trends, rumors and pouring over economic data. The Ventrue are a wealthy clan and someone like Byron would be a valuable asset.

     Byron was courted by Lady Galloway—although she was simply Hailey Galloway when they met—for months. She thought about turning Byron into a thrall, but she felt he would be more focused and productive as a Kindred. After weeks of dating and studying his character, she subjected him to the embrace.

     Byron has adapted quickly to un-life. The Beast has enhanced his desire to achieve success and Byron marvels at the wealth he can amass over decades or even centuries of trading. He is grateful to Hailey, yet he has resisted her attempts to control him. In life, Byron didn’t become wealthy by following the directions of others and he sees no reason why that should change.

     Although Byron has joined the Invictus, he has not done so out of obedience to Hailey. He joined because he thinks he can rise to great prominence within the covenant. The Ventrue, as well as the Invictus, prize wealth and he can make that happen for them in spades. Just like his financial portfolio, which is diverse and built to handle sudden market downturns, Byron has taken a keen interest in his feeding in order to ensure steady returns.

     As a newly-embraced Kindred, it would be customary for Byron to take his cues from Lady Galloway in regards to the acquisition of Vitae. Byron has resisted, refusing to put something so important in the hands of someone else. The two have feuded over this, but Byron is too valuable to Lady Galloway for her to press the issue. Instead, she has allowed Byron to cultivate his own Herd.

     This has not been difficult for Byron to do. When he was alive, Byron was tall, intelligent, good-looking and a quick thinker. These attributes have only been magnified since becoming one of the Damned. He has so far developed three vessels, or Licks, that he visits regularly. However, Byron understands that he has to be careful.

     Lady Galloway’s pride or a rival Kindred could put his girls at risk. If something were to happen to them, he’s certain the embarrassment would damage his status within the clan and covenant. He also faces conflict within his own covenant. Veronica Gallegos, the Daeva emissary, has pointed out that Byron enjoys freedoms that no neonate should. Meanwhile, her own childe has been humiliated by Lady Galloway.

     Byron keeps a safe distance from the other covenants in Santa Fina. Because his area of expertise – currency trading – is a solitary effort, he doesn’t rely too heavily upon others. He finds politics and petty dramas to be a waste of time. Instead, his efforts are largely dedicated to taking care of his herd and working in his office. Blood and money – what else does a Ventrue need?

BYRON MATTHEWS
Concept: Talented neonate who wants to plot his own course.
Virtue: Prudence
Vice: Greed
Clan: Ventrue
Covenant: Invictus

Mental Attributes: Intelligence 3, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 3, Manipulation 2, Composure 2

Mental Skills: Academics 4 (finance, currency trading), Computer 2, Occult 1, Science 4 (probability and statistics)
Physical Skills: Athletics 1, Drive 2, Stealth 1
Social Skills: Empathy 1, Intimidate 1, Persuasion 3, Socialize 2   Health: 7 Humanity: 7 Blood Potency: 1 Vitae: 3 Willpower: 5 Size: 5 Speed: 9 Initiative: 5 Defense: 2 Armor: none

Merits: Allies (Invictus) 1, Allies (Ventrue) 1, City Status 1, Clan Status 1, Covenant Status 1, Herd 2, Resources 3, Shared Haven 4

Disciplines: Dominate 2 [Command, dice pool 6 vs. Resolve + Blood Potency; Mesmerize, dice pool 5 vs. Resolve + Blood Potency] (p. 124-125), Resistance 1 (p. 140)

Weapons/Attacks
Bite, 0(L), dice pool 2


Byron’s Herd
     The three members of Byron’s herd are detailed below.

Amanda Choi
     She can’t believe how good he makes her feel. When Byron calls to say he’s coming by, she starts to get giddy with excitement. She’ll light some candles, open a bottle of wine and put on an outfit she knows he’ll like. They never go out, but that’s okay. He’s a busy man and Amanda knows that he works long hours. She’s not sure what he does, exactly, but she thinks it has to do with the stock market.

     Amanda, a yoga instructor, met Byron while out with friends for drinks. She was struck immediately by his looks and confidence. He’s about 20 years older than she is, but there’s a paternal quality to him that she’s drawn to. It doesn’t hurt that the sex is unbelievable. When she wakes up the next morning she can barely move. Amanda will feel sluggish for at least a day or two afterward. God, what does he do to her?

     She hopes that the two of them can have a more traditional relationship, but she knows that will never happen. He’s probably married, which might explain why she can never reach him during the day. Amanda’s friends tell her to stop wasting her time, but she can’t. Even though she only sees him twice a week, she stays home night after night hoping he’ll call. Her friends are slowly drifting away due to neglect and she’s becoming increasingly isolated. Still, a girl can dream.

AMANDA CHOI
Concept: Naive lick who foolishly dreams of a fairytale ending
Virtue: Hope
Vice: Lust

Mental Attributes: Intelligence 2, Wits 2, Resolve 2
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Presence 2, Manipulation 3, Composure 3

Mental Skills: Academics 2, Computer 2
Physical Skills: Athletics 4, Drive 2, Stealth 1
Social Skills (primary): Empathy 2 (emotions), Expression 3 (strip tease*), Persuasion 3 (seduction*), Socialize 3
     *For Seduction and Strip Tease checks, add 3 bonus dice to check for wearing alluring outfit (white corset, high boots, thong), perfume and setting a romantic mood.

Health: 8
Morality: 7
Willpower: 5
Size: 5
Speed: 9
Initiative: 5
Defense: 2
Armor: None

Merits: Contact (enigmatic lover) 1, Resources 2, Striking Looks 2

Weapons/Attacks
Feeble slaps and punches, 0(B), dice pool 2


Maria Espinoza
     Maria has a shit life. She hates her job as a cashier, her parents are dead and her ex-husband left and took their son to Mexico. On top of all that she lives in a crappy apartment that smells like microwave popcorn and cigarettes. Crime is rampant in her neighborhood, so she tries to keep her head down and never goes outside at night. It doesn’t help that she has a nice body and a pretty face.

     The pigs that live in her apartment complex are always making lewd comments. Sometimes, her doorknob will rattle as someone tests to see if it’s locked. Maria shudders when she thinks about what might happen if someone from the neighborhood were to get inside her apartment.

     Occasionally, Maria goes out for drinks. She doesn’t have very much money, so her options are limited to dive bars. Her goal on such occasions is to hopefully meet a decent man who will keep her company for the evening and hopefully won’t get drunk and violent.

     On one of her outings she met Byron. He was terribly out of place in the bar. He wore a tie when most of the scumbags wore Raiders jerseys or hoodies, but no one bothered him. He had a presence that led most people to believe he was a detective or something.

Or something.

     Maria was immediately drawn to him and within an hour they were back at her place. In the morning she felt weak. She figured she had a hangover even though she just had three beers. Byron was gone, but on the bedside table was enough money to pay the rent. Maria felt like a whore, but she would feel worse if she were evicted.

     She now sees Byron once or twice a week. She doesn’t waste time dreaming of a life with him. Maria figures that she’s his low-rent booty call and that’s all there is to it. At least he’s polite and helps her with the bills. Financially, Byron could do more for Maria. He could easily afford for her to live in a safe neighborhood. Instead, Maria remains in a dangerous one. Of course, this is by design.

     Should Byron lose interest and decide to drain her completely, the crime can be made to look like a burglary gone horribly wrong. Every investment must be managed with calm detachment and Maria is no different from a stock, bond or currency.

MARIA ESPINOZA
Concept: Just another asset to be managed
Virtue: Fortitude
Vice: Sloth

Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Presence 2, Manipulation 2, Composure 2

Mental Skills: Academics 1, Computer 2, Occult 1
Physical Skills: Athletics 2, Brawl 2, Drive 2, Stealth 2, Survival 1 (specialty - urban survival), Weaponry 2
Social Skills: Empathy 1, Expression 1, Intimidation 1, Persuasion 1 (seduction*), Socialize 1 (bar fly), Streetwise 1, Subterfuge 1
     *For Seduction check, add 3 bonus dice to check for wearing sexy outfit (bustier, leather jacket, tight jeans, black heels), perfume and buying a man a drink.

Health: 8
Morality: 7
Willpower: 5
Size: 5
Speed: 10
Initiative: 5
Defense: 2
Armor: None

Merits: Danger Sense, Fast Reflexes 1, Fleet of Foot, Iron Stamina 1, Language (Spanish) 2, Resources 1

Weapons/Attacks
Kicks and punches, 0(B), dice pool 4


Jana Cooper
    Lovers may come and go, but the books in her shop will always be there. Jana is a bibliophile and her friends – the few that she has – joke that she prefers the smell of an old book to that of a man. They’re wrong, because there’s one man that Jana cannot resist.

     A few months ago Byron visited Jana’s bookstore, which specializes in old and out-of-print texts. He struck Jana as intelligent, confident without being arrogant, and genuinely interested in old books. He also had money. On his first visit he inquired about an early edition of Adam Smith’s Wealth of Nations and did not balk at a potential $60,000.00 price tag if one could be found at auction.

     The two began dating and the relationship quickly turned sexual. Always bookish and shy, Jana has never met a man like Byron. The things she is willing to do for him both excite and appall her. Her friends have noticed a change in her as well. She is withdrawn, listless and always looks as if she is coming down with something.

     In a supportive and loving relationship, Jana might become a notable figure in the book trade. Perhaps she could be taught how to sell her books online to reach a larger customer base. She might be encouraged to comb estate sales and storage unit auctions to secure rare books inexpensively. Then again, she could be inspired to offer her knowledge to an auction house.

     Instead, Byron keeps her weak. Jana will therefore remain a shy, pale bookseller until the night Byron finally looses control and bleeds her dry. Her shop will close and all that Jana could have been will go to the grave with her.

JANA COOPER
Concept: Shy, bookish girl waiting to be drained
Virtue: Temperance
Vice: Pride

Mental Attributes: Intelligence 4, Wits 2, Resolve 2
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Presence 2, Manipulation 2, Composure 3

Mental Skills: Academics 4 (library science), Computer 3, Crafts 2 (book repair), Investigation 2
Physical Skills: Athletics 1, Drive 2, Stealth 1
Social Skills: Empathy 2, Expression 1, Persuasion 1, Socialize 1, Subterfuge 2

Health: 8
Morality: 7
Willpower: 5
Size: 5
Speed: 9
Initiative: 5
Defense: 2
Armor: None

Merits: Encyclopedic Knowledge, Language (Latin) 1, Resources 2

Weapons/Attacks
Desperate flailing, 0(B), dice pool 2

Sunday, February 3, 2013

Protect and Serve


Even in death the mission remains the same—protect and serve. Adam’s Rupp functions as Lady Galloway’s sheriff, ensuring that her directives are enforced. Due to his relative youth, it’s not always an easy proposition, but Adam doesn’t mind. He’s accustomed to being outgunned and outnumbered by dangerous people who want to kill him.   

     Adam grew up in the Bay Area and had a relatively normal childhood. After returning from Viet Nam in 1970, he entered the police academy. The transition to civilian life wasn’t too jarring. His fellow officers became his unit, the crowded streets were a jungle and the drug dealers, car thieves and armed robbers were Victor Charles. The scenery had changed, but it was still “us versus them.”

    Adam was—and remains—an intimidating presence. His fellow officers appreciated his confidence and ability to handle himself in a scrape. Adam also possessed a quick mind and excellent problem-solving skills. This combination of assets resulted in his eventual promotion to detective.     Adam married, fathered a child and enjoyed several happy years. He managed his cases well, closed many investigations successfully and earned several accommodations. However, police work was incredibly difficult and the long hours and stress eventually took their toll.

    After Adam and his wife divorced in 1985, things quickly spiraled out of control. The divorce was devastating both emotionally and financially. Adam turned to drinking to cope with only seeing his daughter on weekends. Having to leave his house to live in a shitty one-bedroom apartment in South San Francisco didn’t help, either. Adam’s work began to suffer, but he had built up enough good will for his superiors to cut him some slack.    

     Adam met Hailey Galloway in 1987 while he was working narcotics. She was not yet Lady Galloway and was merely a mid-level member of the Invictus. Hailey was tasked by the Prince to manage a club where blood dolls, cocaine and money from drug deals were heavily trafficked. Adam was charged with investigating the establishment and by doing so met his eventual sire.    

     Hailey fascinated Adam. He was awed by her presence and captivated by her classic, 50’s era style. He knew the club was dirty and that she was in charge of it, but he couldn’t arrest her. Hailey wasn’t some degenerate drug pusher. She was perfect, like a work of art. He researched her background, but could find nothing on her. She had no criminal record nor records of any kind. She didn’t officially exist, yet there she was with her porcelain skin, raven hair and exquisite red lips.

    Adam knew that Hailey was a predator and that he was her prey, but he blindly pressed on. He didn’t bother to hide the fact that he was devastated by his divorce and longed to feel whole again. Hailey considered making him a ghoul, but decided against that. A ghoul is little more than an addict and Hailey wanted someone strong and capable. She embraced him instead, hoping to gain an eternal bodyguard. Adam was appalled by what had happened to him at first, but soon saw the benefits of preserved youth, vigor and freedom from crushing debt and loneliness.    

     After his embrace, Adam was kept on a tight leash and was quickly indoctrinated into the Invictus. In death, Adam lusted for Hailey as never before, but she has remained emotionally distant. Let the Daeva lie with their progeny; the Lords command obedience through awe, inspirational leadership and a whipping if necessary.

    In 1998 Adam’s sire was promoted to Baronet of the small city of Santa Fina. Adam looked forward to the opportunity. If he served well, he would be in line to be promoted to Knighthood. If something were to happen to his mother, then he might very well assume the title of Baronet.

    To that end, Adam has faithfully fulfilled Lady Galloway’s commands. He has quietly eliminated stray Kindred that have wandered into the city. On occasion he’s discreetly disposed of bodies that his fellow vampires have accidentally drained while in a blood frenzy. He also protects his “brother” Byron Thomas, even though it interferes with his own feeding.

    The other Kindred in Santa Fina respect Adam, albeit begrudgingly. Few have been able to get close to him, since he is laconic, displays few emotions and views every vampire he meets as a potential foe. He pays humans little mind and still refers to them as “civilians”, which is a throwback to his former careers as a soldier and police officer.    

     There is still a great deal of humanity within Adam, but he is careful to not let it show. If he is going to be the alpha predator in the city, he cannot reveal that he misses his daughter, who is nearly 40 and has a family of her own. As far as she knows, Adam committed suicide by leaping into the frigid waters of San Francisco Bay. His body was never found of course, but a convincing note was left behind.

    Although he would be punished dearly if his sire found out, Adam sends his daughter a bit of cash from time to time. The envelopes contain a few hundred dollars with a note that always reads, “Your father never stopped loving you.”

ADAM RUPP 
Concept: Even in death he protects and serves.
Virtue: Fortitude
Vice: Wrath
Clan: Ventrue
Covenant: Invictus

Mental Attributes: Intelligence 3, Wits 3, Resolve 3
Physical Attributes: Strength 4, Dexterity 3, Stamina 3
Social Attributes: Presence 3, Manipulation 2, Composure 4

Mental Skills: Academics 2, Computer 2, Investigation 4 (police work), Occult 1, Politics 1
Physical Skills: Athletics 2, Brawl 3, Drive 3, Firearms 4 (pistol, sub machine gun), Larceny 2,  Stealth 2, Weaponry 3
Social Skills: Empathy 1, Expression 1, Intimidation 3, Streetwise 3, Subterfuge 2 Health: 8

Humanity: 5
Derangements: Depression
Blood Potency: 3
Vitae: 6 (12/1)
Willpower: 7
Size: 5
Speed: 12
Initiative: 7
Defense: 3
Armor: Kevlar vest 1/2

Merits: Allies (Invictus) 2, Allies (Ventrue) 2, Clan Status 2, Covenants Status 2, City Status 3, Contacts 2 (vampires in Northern California, Santa Fina PD), Resources 3, Shared Haven 4, Status 1 (vampires in Santa Fina and the Bay Area), Tactical Reload*, Double Tap*

Disciplines: Celerity 2 (pg 123), Dominate 2 (pg 124) [Command, dice pool 8 vs. Resolve + Blood Potency; Mesmerize, dice pool 6 vs. Resolve + Blood Potency]

Weapons/Attacks: 
Bite (0)L, dice pool 7

Sig Sauer P226 with hollowpoint rounds**, 2(L)(9 again), range 25/50/100 (medium and long range penalties are –3 and –5), magazine 12+1, str 2, dice pool 11 vs. unarmored targets, 8 vs. armored targets. Adam will generally double tap with his pistol to gain a +1 to his pool.

HK UMP 45 with hollowpoint rounds** and a laser sight***, 3(L), range 30/60/120 (medium and long range penalties are –2 and –5), magazine 30+1, str 2(2/3/4), dice pool 12 (13 at short range) vs. unarmored targets, 9 (10 at short range) vs. armored targets. Adam prefers to use a 10 round medium burst on a single target, so add 2 dice for each attack.

Saturday, February 2, 2013

You Know We Can't Love

Veronica and Terrance lay in bed, holding hands and waiting for the sun to rise. They could feel their senses dulling. The stolen blood in their bodies was beginning to congeal and soon they would fall into a dreamless torpor.

     Terrance turned his head to face his sire and asked, “Do you love me?”

     “You know that we can’t love,” she said drowsily.

     “I know. It’s just that unless I’m hungry I don’t feel anything. I feel numb, like an observer in my own body. I need to know that someone still cares about me.” Terrance sounded desperate, almost panicked.

     More alert now, Veronica looked at her progeny. What a pretty bauble. Such a good, sweet boy! “I don’t love you, my childe, because I can’t feel love. But I’ll look after you the same way a mother or lover would. Now kiss me and go to sleep.”

     Terrance did as he was told, but felt no surge of emotion as their lips touched. There was nothing inside him any longer, just hunger.


Veronica Gallegos
     If asked what she thinks about humans, Veronica will flash a flirtatious smile and say, “Humans? Humans are easy.”

Through the decades, Veronica has found that seduction is the key to fulfilling most of her needs. An added bonus of sex is that it makes it much easier for her to feed. For this reason alone, group sex is always preferable to monogamous engagements.

     Veronica was turned in 1970. At the time she was working as a dancer at the Whiskey A Go-Go in West Hollywood. Her sire was a notorious Daeva incubus named Scott Spears. Scott preferred to prey upon the increasing number of young, gay men, but he needed a female companion for both protection and to help him feed on heterosexual targets. The two worked together for ten years before Veronica wandered north.

     Veronica ended up in San Francisco and spent two rather dreary decades there. She missed the free love era of the 60s and 70s and found the 80s and 90s to be rather dull. Veronica matured somewhat during those years, learning how to use her sexuality and seduction skills for material gain. Her affairs were strategic, rather than self-indulgent.

     While in the Bay Area, Veronica met an aspiring Ventrue named Hailey Galloway. Hailey had just been asked by the Prince of San Francisco to assume control over the small city of Santa Fina. Hailey was looking for a charming, attractive Daeva to act as her herald and Veronica was the perfect candidate.

     Veronica has done well in her role. While Santa Fina is quite small compared to Los Angeles and San Francisco, she enjoys getting to know all of the important political and business figures. Veronica is loyal to Hailey Galloway - now Lady Galloway - and has recently joined the Invictus. Veronica hopes to leave Santa Fina one day in order to assume a similar role in a larger, more prestigious setting.

     As Lady Galloway’s envoy, Veronica comes into frequent contact with the other covenants in the city. She is chided by Barnabus of the Circle of the Crone and sneered at by the progressive Carthians. Only the members of the Lancea Sanctum are civil, since they respect the authority of the Invictus. However, behind their polite smiles is a cold, calculating cruelty.

VERONICA GALLEGOS 
Concept: Seductive Daeva who uses her sensual talents for strategic gain
Virtue: Hope
Vice: Lust
Clan: Daeva
Covenant: Invictus

Mental Attributes: Intelligence 3, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 3, Stamina 2
Social Attributes: Presence 3, Manipulation 4, Composure 4

Mental Skills: Academics 1, Computer 1, Investigation 3, Occult 3 (vampire lore), Politics 2 Physical Skills: Athletics 1, Brawl 2 (teeth), Drive 2, Firearms 2, Stealth 3, Weaponry 1
Social Skills: Empathy 3, Expression 2, Persuasion 4 (flirting), Socialize 4 (clubbing), Streetwise 2, Subterfuge 2

Health: 7
Humanity: 6
Derangement: Fixation
Blood Potency: 4
Vitae: 6
Willpower: 7
Size: 5
Speed: 10
Initiative: 7
Defense: 3
Armor: none

Merits: Allies (Invictus) 2, Allies (Daeva) 2, Barfly, City Status 3, Clan Status 2, Contacts 4 (business leaders, politicians, club promoters, club goers), Covenant Status 2, Herd 2, Language 2 (Spanish), Resources 3, Shared Haven 4, Striking Looks 2, Toxin Resistance

Disciplines: Celerity 2 (p. 123), Majesty 3 [Awe, dice pool 8; Revelation, dice pool 11 - subject’s Composure + Blood Potency; Entrancement, dice pool 10 - subject’s Composure + Blood Potency] (p. 129-130), Vigor 1 (p. 141)

Weapons/Attacks: 
Bite, (0)L, dice pool 5
Smith & Wesson Model 908, 2(L), dice pool 7

All page numbers refer to those in Vampire: The Requiem.


Terrance Mays
     Terrance didn't realize that careers ended at 18. Looking back, Terrance wishes that someone would have warned him, but in a way it doesn't matter. Terrance left that life—and life altogether—several years ago.    

     Terrance Mays grew up in Los Angeles. As a child he was an aspiring actor and appeared in many commercials, as well as making guest appearances on shows aired on Nickelodeon and the Disney channel. In his teens, Terrance was well-liked, charismatic and was confident that his career as a child actor would lead to starring roles in television and perhaps film.    

     Unfortunately for Terrance, a fundamental truth of child acting awaited him on his 18th birthday. He soon discovered that the novelty of being a cute, witty teenager had gone. He now had to compete with actors from all over the country who were just as good looking and equally—if not more—talented.    

     Instead of a steady schedule of photo shoots, commercials and hanging out at sound stages, Terrance had to hustle for auditions, work as an extra, wait tables and take expensive acting classes. Like so many child actors before him, Terrance was soon forgotten by his fans and struggled to make ends meet. All of that changed when he met Veronica Gallegos.    

     While working as a P.A. on a low budget indie film in Santa Fina, he caught the Daeva’s eye in a bar. Veronica quickly moved in to feed, captivated by Terrance’s perfect smile, onyx skin and boyish charm. The two spent a passionate evening together. Within Terrance she sensed a frustration borne of broken dreams. Veronica couldn’t help but feel an echo of sympathy.    

     Intrigued by his potential, Veronica convinced the Prince of the city, Lady Galloway, that Terrance would make a valuable addition to the Kindred. During a meeting between Terrance and Lady Galloway, the young man was offered eternal good looks, money and power in return for unwavering servitude. Terrance accepted without hesitation.    

     In return for years of loyal service, Veronica was allowed to sire Terrance. He now serves as Lady Galloway’s personal assistant. Terrance is close to Veronica, but does his best to remain silent regarding the secrets of both women.    

     Terrance is a cautious predator. When feeding he takes great care not to drink too much. He doesn’t want to hurt anyone and worries that the Beast will take over if he indulges himself.    

     Terrance has reluctantly committed a single act of murder. Lady Galloway had asked Terrance to kill a troublesome thug as a favor to a political ally. Normally, she would have had her bodyguard, Adam Rupp, attend to such matters, but she wanted to see if Terrance would obey. He flatly refused, prompting Lady Galloway to threaten him with the Vinculum. He begrudgingly killed the man and will not soon forget the humiliation, as well as the dishonour it brought to Veronica.

     Terrance has not pledged himself to a covenant. He is drawn to the free-thinking Carthians, but he would never betray Veronica since she is a member of the Invictus. For now he is trying to simply make his way among the Kindred and to come to terms with his transformation.

TERRANCE MAYS
Concept: Cautious neonate who refuses to take unnecessary risks
Virtue: Prudence
Vice: Pride
Clan: Daeva
Covenant: Unaligned

Mental Attributes: Intelligence 2, Wits 3, Resolve 2
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 3, Manipulation 2, Composure 3

Mental Skills: Computer 1, Investigation 2, Occult 2, Politics 2
Physical Skills: Athletics 1, Brawl 1, Drive 1, Firearms 1
Social Skills: Empathy 2, Expression 3 (acting), Persuasion 2 (flirting), Socialize 2 (clubbing), Subterfuge

Health: 7
Humanity: 6
Derangement: Narcissism
Blood Potency: 2
Vitae: 4
Willpower: 5
Size: 5
Speed: 9
Initiative: 5
Defense: 2
Armor: none

Merits: Allies (Daeva) 1, City Status 1, Contacts 1 (vampires in Santa Fina), Resources 2, Shared Haven 4, Striking Looks 2

Disciplines: Celerity 1 (p. 123), Majesty 2 [Awe, dice pool 8; Revelation, dice pool 7 - subject’s Composure + Blood Potency] (p. 129-130)

Weapons/Attacks:
Bite, (0)L, dice pool 3

Friday, February 1, 2013

The Old Haunt


In the 1920s there was a thriving casino in Santa Fina. Built on a hill overlooking the ocean, it provided the well-heeled a place to gamble and drink during the Prohibition era. Local officials rarely enforced the Volstead Act in light of the fact that visitors from the Bay Area injected much-needed money into the local economy. The casino fell on hard times during the Depression and was abandoned during World War II. The grand edifice still remains on city land.

     Despite decades of decay, the structure is reasonably intact. Its interior offers glimpses of a gilded era whose crimes—such as simply having a martini—pale in comparison to the horrific events reported on the evening news. Due in part to the rising popularity of ghost hunting shows on television, the casino is occasionally invaded by small groups of amateur videographers. Each pack of urban explorers hopes to capture a video or spirit of a spirit to post on the Internet. This, of course, is terribly frustrating to the pair of Nosferatu who have made the casino’s basement their home.

     The eldest of the pair is known to Santa Fina’s Kindred as Barnabus. His childe, Persephone, is his constant companion. Together, the duo forms a very small covenant of the Circle of the Crone. While they spend a great deal of time alone, they are visited on occasion by Barnabus’ ghoul, Sherry Horst.

     Barnabus Barnabus doesn’t talk about his life prior to his Embrace. When asked, he will simply reply, “Before the Kiss, I was something else. Now I am this.” “This” is emphasized with a flourish of outstretched arms to accentuate his tall, gaunt frame. As he does so, he’ll cock his head to the side and smile broadly to reveal a mouth crowded with sharp teeth. Perhaps one of the city’s vampires knows Barnabus’ history, but fear would keep him silent. It’s not wise to spread the secrets of a Haunt.

     Regardless of his origin, Barnabus was lurking in Santa Fina long before the Prince of San Francisco sent one of his Invictus lackeys to lay claim to the city. Barnabus has played along with the charade, content to let the First Estate pretend that they run things. In fact, Barnabus treats all of the Kindred in the city with equal disdain.

     The abandoned casino is a perfect place for Barnabus and his childe, Persephone, to practice Cruac, the mysterious blood magic known to some Kindred. The basement of the building—with its dark chambers and eerie corridors—is secure and quiet. A heavy steel door, locked from the inside, keeps urban explorers out of the stairwell that leads into the bowels of the building. Most visitors assume that the city is responsible for the lack of basement access.

     Although the city owns the casino and the land, officials rarely concern themselves with it. It’s out of the way along a narrow, neglected road, so patrol cars might only drive past once a month and that is always during the day. The road is difficult to navigate at night, and no cop wants to waste his time hassling drunk teenagers having sex in the backseat of a car.

     Barnabus is careful not to feed upon any humans who explore the casino. On those nights when his sanctuary is invaded, he and his childe will drink from a human captive they maintain in a wretched state. The captive's sanity is shattered, the result of being chained to a wall and fed just enough to stay alive. When the vessel eventually dies, the Nosferatu duo will simply go out and abduct another hitchhiker or runaway.

     Barnabus has cordial, yet cool, relations with the other Kindred of the city. He despises the members of the Lancea Sanctum, humors the Invictus and finds the Carthians to be rather dull with their revolutionary views on the Danse Macabre. Nevertheless, he is always polite and will take the time to entertain callers provided they mind their manners.

     Barnabus would like to see the covenant increase in size, so his amenability to visitors stems from his desire to recruit. However, his door is always closed to the Lancea Sanctum. Whenever he meets a member of that covenant, he will say things like, “I see that no one has yet nailed you to a cross like your beloved martyr. Pity.”


Persephone
     When life became unbearable, Rebecca Cline went to the cliffs near the old casino looking for death. It was dark and as Rebecca stared at the jagged, moonlit rocks a hundred feet below, tears streamed down her face. Rebecca’s pain was unimaginable and she dearly wanted it to end. As she stepped off the ledge and into space, she was suddenly jerked back to land. Before she knew what was happening, Barnabus drained her, cut his wrist, and poured his Vitae into Rebecca’s mouth. A childe was born.

     In life Rebecca never believed in Heaven nor Hell. She certainly had no idea that vampires really existed. In the first few months after her Embrace, she struggled to accept what she had become and why. Persephone had no idea if she was in Hell or if she had gone mad and was living in a catatonic state. Perhaps everything she saw was her imagination?

     This confusion was compounded by the fact she spent so much time alone with Barnabus in the basement of the casino. She listened to him endlessly recite Cruac rituals and slowly felt her soul slip away. She was even given a new name—Persephone. Barnabus explained that he was not unlike Hades who had abducted a lovely woman to be at his side in the Underworld.

     In those days Barnabus urged Persephone to let the Beast take control. There is no confusion or identity crisis when the Beast takes the reins. He wanted her to experience the single-minded determination to feed. When Persephone finally succumbed to Wassail, things became much easier for her.

     In the three years that have followed, she is starting to understand that through the mastery of Blood Magic, she can transcend the echoes of her human pain and the limitations of the Kindred. Like Barnabus, she is disciplined and never lets herself get so hungry that she loses control. There is no longer any need to binge when feeding. Persephone has learned a more deliberate, philosophical approach to the harvest and use of Vitae.

     Because of a deep devotion to improving her mastery of Cruac, Persephone is rather hard for other Kindred to be around. She cares little for social niceties, Kindred politics or petty dramas. She craves secret lore and little else. This intensity alienates Persephone from the other vampires in the city and some, especially the Lancea Sanctum, wonder if she isn’t some kind of mad dog that may have to be put down.

     Of course, any such action would invoke the wrath of Barnabus. The aged Haunt is quite fond of his protégé, elated that his childe has moved beyond her petty human neurosis and is showing promise as a sorcerer. Perhaps, given enough time, Barnabus will send Persephone away to study with his own master. Under such tutelage, Persephone could be molded into a terrible force with which to harass the Lancea Sanctum.


Sherry Horst
     From the Kindred perspective, what makes humans so wonderful are their weak wills and eagerness to do just about anything in order to feel pleasure. When that vulnerability is exploited with the intoxicating power of a vampire’s blood, a loyal servant can be created. Sherry Horst is a prime example of this.

     When Barnabus first located Sherry with the help of a mortal contact, she was a recovering meth addict doing community service at a homeless shelter. With her unremarkable rap sheet, plain looks and limited social connections, Sherry made an ideal candidate for Barnabus’ needs.

     In short order he abducted her, locked her in the basement and repeatedly fed her his own blood over the course of a few months. When he finally released her, Sherry was his emotional slave. Sherry was always amazed at how powerful her meth addiction was. She quickly realized it was nothing compared to what she would do to drink from the Nosferatu’s slashed wrist.

     As an employee of the homeless shelter, Sherry is often responsible for giving rides to transients who might have to go to the local free clinic or to a VA facility in the Bay Area. Other times, she might help relocate a resident to another shelter when they cannot conform to the rules and regulations of the facility Sherry works at. On those occasions, Sherry might not transfer the itinerant at all.

     If she is transporting an individual with a reputation of being particularly violent or aggressive, she will take him or her to the casino, park the van and tell them to get out. If the homeless person resists, she will spray them with mace until they exit. Sherry will then speed off. Barnabus and Persephone take care of the rest. When Sherry returns to the homeless shelter, she will say that the transient became violent and she almost crashed. She’ll say that when she pulled over, her passenger threw open the van door and fled. With the flood of homeless at the shelter, no one ever follows up on the wayward individuals.

     In regards to her facilitation of murder, Sherry feels nothing. She loves the rush she gets from the blood she drinks. She no longer does drugs nor even thinks about it. She doesn't have to. She has the best drug available and her skin tone, attitude at work and health have never been better. Indeed, she’s been the Employee of the Month three months running.


BARNABUS
Concept: Reclusive Haunt with little to no interest in the outside world
Virtue: Prudence
Vice: Wrath
Clan: Nosferatu
Covenant: Circle of the Crone

Mental Attributes: Intelligence 4, Wits 3, Resolve 3
Physical Attributes: Strength 3, Dexterity 2, Stamina 3
Social Attributes: Presence 4, Manipulation 3, Composure 4

Mental Skills: Academics 3, Investigation 2, Occult (Cruac) 5 ,Politics 1
Physical Skills: Brawl (bite) 3, Larceny 2, Stealth 4, Survival 3, Weaponry (sword cane) 2
Social Skills: Empathy 2, Intimidation 3, Persuasion 2, Socialize 1, Streetwise 2, Subterfuge 2

Health: 8
Humanity: 3
Derangements: Depression (mild), Fixation (mild)
Blood Potency: 5 (14/2)
Vitae: 7
Willpower: 7
Size: 5
Speed: 10
Initiative Mod: 6
Defense: 2
Armor: none

Merits: City Status 3, Contacts 1 (Kindred of Santa Fina), Clan Status 3, Covenant Status 3, Cruac 3, Haven 3, Herd 2, Language (German) 2, Language (French) 2, Resources 1, Retainer 2 (Persephone)

Disciplines: Nightmare 4 [Monstrous Countenance (p. 133), dice pool 11 vs. Composure + Blood Potency; Dread (p. 133), dice pool 9 vs. Composure + Blood Potency; Eye of the Beast (p. 134), dice pool 10 vs. Composure + Blood Potency; Shatter the Mind (p. 134), dice pool 9 vs. Composure + Blood Potency]; Obfuscate 3 [Touch of Shadows (p. 135), dice pool 8; Mask of Tranquility (p. 136); Cloak of Night (p. 137), dice pool 11]

Cruac Rituals: Pangs of Proserpina (p. 143), dice pool 11 vs. Composure + Blood Potency; Cheval (p. 143), dice pool 11 - subject's Composure; Deflection of Wooden Doom (p. 144), dice pool 11

Attacks
Bite, 0(L), dice pool 6
Sword Cane, 2(B*/L), dice pool 8 (*bashing damage when sheathed)

Page numbers refer to Vampire: The Requiem.


PERSEPHONE
Concept: Socially undesirable neonate with a knack for blood magic
Virtue: Faith
Vice: Greed
Clan: Nosferatu
Covenant: Circle of the Crone

Mental Attributes: Intelligence 4, Wits 3, Resolve 2
Physical Attributes: Strength 3, Dexterity 3, Stamina 3
Social Attributes: Presence 1, Manipulation 2, Composure 2

Mental Skills: Academics 2, Computer 3, Investigation 3, Occult (Cruac) 2
Physical Skills: Brawl (bite) 1, Larceny 2, Stealth 3, Survival 1, Weaponry 1
Social Skills: Empathy 2, Intimidation (mortals) 2, Persuasion 1, Stealth 3, Subterfuge 2

Health: 8
Humanity: 5
Derangements: none
Blood Potency: 2 (11/1)
Vitae: 5
Willpower: 4
Size: 5
Speed: 10
Initiative Mod: 5
Defense: 3
Armor: none

Merits: City Status 1, Contacts 1 (Kindred of Santa Fina), Covenant Status 1, Cruac 1, Haven 3, Herd 2, Mentor 2 (Barnabus), Resources 1

Disciplines: Nightmare 2 [Monstrous Countenance (p. 133), dice pool 5 vs Composure + Blood Potency; Dread (p. 133), dice pool 6 vs. Composure + Blood Potency], Obfuscate 1 [Touch of Shadows (p. 135), dice pool 6], Vigor 1 (p. 141)

Cruac Rituals: Pangs of Proserpina (p. 143), dice pool 6 vs. Composure + Blood Potency; Rigor Mortis (p. 143), dice pool 6 – subject’s Composure

Attacks
Bite, 0(L), dice pool 5

Page numbers refer to Vampire: The Requiem.


SHERRY HORST 
Concept: Blood addict who trades transients for Vitae
Virtue: Fortitude
Vice: Gluttony

Mental Attributes: Intelligence 2, Wits 3, Resolve 2
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Presence 2, Manipulation 3, Composure 2

Mental Skills: Computer 1, Academics 1, Crafts 1
Physical Skills: Brawl 2, Drive 2, Larceny 3, Weaponry 2 (stun gun)
Social Skills: Empathy 2, Intimidation 2, Socialize 2 (drug culture), Streetwise (drug dealing) 3, Subterfuge 2 Health: 8 Morality: 4

Derangements: Irrationality (mild), Suspicion (mild)
Vitae: 2
Willpower: 4
Size: 5
Speed: 9
Initiative Mod: 4
Defense: 2
Armor: none

Merits: Ally 1 (Circle of the Crone), Barfly, Toxin Resistance

Disciplines: Vigor 1 (p. 141 in Vampire: The Requiem)

Attacks 
 Stun Gun, dice pool 5 (See p. 36 in Armory.)