Work In Progress
- "Cocky Nepobaby"
- [elpandaelegante] Nora Romani
- [psychopompinainteasy] Zeke
- Andrew Milliner
- Cedar Morris
- Edwin Mills
- Heleen Kleine voorhees
- Malachi
- Malk In Progress
- River Jacks
- Serpent Of Light Don't Delete
- (ignore) Viorel Ginter
- Zenobia Blythe
- [WIP] Burian Volkov
- Alessandro Giovanni
- Earl "Thorne" Bratovich
- [WIP] Maisie Gray
- [WIP] Nurse
"Cocky Nepobaby"
Overview
Overview

Basics
Basics
Name
Player
CatMinister
Chronicle
Baltimore After Dark
Nature
Rogue
Demeanor
Bon Vivant
Concept
Cocky Nepobaby
Clan
Ventrue
Generation
13th | Fledgeling
Sire
Attributes
Attributes
Physical
t
Strength
11100
Dexterity
10000
Stamina
11000
Social
P
Charisma
Sps.
11110
Manipulation
11100
Appearance
11100
Mental
s
Perception
10000
Intelligence
Sps.
11110
Wits
11100
Abilities
Abilities
Talents
S
Alertness
10000
Athletics
11000
Awareness
00000
Brawl
10000
Empathy
00000
Expression
11000
Intimidation
11000
Leadership
11100
Streetwise
00000
Subterfuge
Sps.
11110
00000
Skills
T
Animal Ken
00000
Crafts
00000
Drive
11000
Etiquette
10000
Firearms
00000
Larceny
00000
Melee
00000
Performance
11000
Stealth
00000
Survival
00000
00000
Knowledge
P
Academics
11000
Computers
00000
Finance
Sps.
11110
Investigation
11000
Law
11000
Medicine
00000
Occult
00000
Politics
11100
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
Dominate
Clan Discipline
11000
Presence
Clan Discipline
10000
Fortitude
Clan Discipline
10000
00000
00000
00000
Backgrounds
Haven
11110
Resources
11110
Contacts
Corrupt Family Lawyer
10000
Influence
Business
11000
Fame
D-lister
11000
00000
Virtues
Conscience
11100
Self-Control
11100
Courage
11110
Humanity/Path
11111 10000
Path
Humanity
Bearing
Normalcy
Willpower
11110 00000
11110 00000
Blood Pool
11111 11111
00000 00000
Blood/Turn
1
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Entrepreneur
Social
-2
Natural Leader
Social
-1
Flaw
Type
Bonus
Impatient
Mental
+1
New Kid
Social
+1
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
17 FREEBIE | 15 XP
Spent
Notes
FREEBIE:
[-1] +1 Merit | Natural Leader
[-5] +5 Backgrounds
[-2] +Ability | Finance 4
[-7] +Discipline | Fortitude 1
[-2] +Ability | Subterfuge 4
XP:
[-2] +Background | Fame 2
[-4] +Ability | Leadership 3
[-2] +Ability | Intimidation 2
[-3] +New Ability | Brawl 1
[-2] +Ability | Expression 2
[-2] +Background | Influence 2
[-1] +1 Merit | Natural Leader
[-5] +5 Backgrounds
[-2] +Ability | Finance 4
[-7] +Discipline | Fortitude 1
[-2] +Ability | Subterfuge 4
XP:
[-2] +Background | Fame 2
[-4] +Ability | Leadership 3
[-2] +Ability | Intimidation 2
[-3] +New Ability | Brawl 1
[-2] +Ability | Expression 2
[-2] +Background | Influence 2
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
Influence
Mentor
Resources
Retainers
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Havens
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
[elpandaelegante] Nora Romani
Overview
Overview
Basics
Basics
Name
Nora Romani
Player
ElPandaElegante
Chronicle
Baltimore After Dark
Nature
Caregiver
Demeanor
Guru
Concept
Independent Bartender
Clan
City Gangrel
Generation
10
Sire
Unknown
Attributes
Attributes
Physical
p
Strength
Specialization
10000
Dexterity
11111
Stamina
11000
Social
s
Charisma
Specialization
11110
Manipulation
11100
Appearance
11100
Mental
t
Perception
Specialization
11100
Intelligence
11000
Wits
10000
Abilities
Abilities
Talents
p
Alertness
Specialization
00000
Athletics
00000
Awareness
00000
Brawl
00000
Empathy
00000
Expression
00000
Intimidation
00000
Leadership
00000
Streetwise
00000
Subterfuge
00000
00000
Skills
s
Animal Ken
Specialization
00000
Crafts
00000
Drive
00000
Etiquette
00000
Firearms
00000
Larceny
00000
Melee
00000
Performance
00000
Stealth
11100
Survival
00000
00000
Knowledge
t
Academics
Specialization
00000
Computers
00000
Finance
00000
Investigation
00000
Law
00000
Medicine
00000
Occult
00000
Politics
00000
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
Protean
10000
Celerity
00000
Obfuscate
11000
00000
00000
00000
Backgrounds
00000
00000
00000
00000
00000
00000
Virtues
Conscience/Conviction
10000
Self-Control/Instinct
10000
Courage
10000
Humanity/Path
00000 00000
Path
Bearing
Willpower
00000 00000
00000 00000
Blood Pool
00000 00000
00000 00000
Blood/Turn
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Flaw
Type
Bonus
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
Spent
Notes
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
Influence
Mentor
Resources
Retainers
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Havens
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
[psychopompinainteasy] Zeke
Overview
Overview
Born twice now into a society where the strong are rewarded and the weak are punished, Zeke understands that fortune favors the bold. He can be a little brash, but generally displays a certain amount of bravado, belligerence, and ambition that embodies the Lasombra.
Basics
Basics
Name
"Zeke"
Player
Psychopompin' Ain't Easy
Chronicle
Baltimore After Dark
Nature
Bravo
Demeanor
Bon Vivant
Concept
Clan
Lasombra
Generation
10th
Sire
Olivia
Attributes
Attributes
Physical
S
Strength
11100
Dexterity
11100
Stamina
11100
Social
P
Charisma
11100
Manipulation
Seductive
11110
Appearance
11100
Mental
t
Perception
11100
Intelligence
11000
Wits
11100
Abilities
Abilities
Talents
p
Alertness
11000
Athletics
10000
Awareness
11000
Brawl
11100
Empathy
00000
Expression
00000
Intimidation
11100
Leadership
11000
Streetwise
10000
Subterfuge
11000
00000
Skills
s
Animal Ken
00000
Crafts
00000
Drive
00000
Etiquette
00000
Firearms
11000
Larceny
11000
Melee
11000
Performance
10000
Stealth
11000
Survival
00000
00000
Knowledge
t
Academics
00000
Computers
10000
Finance
00000
Investigation
10000
Law
00000
Medicine
00000
Occult
11000
Politics
10000
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
Dominate
11000
Obtenebration
11100
Potence
11000
00000
00000
00000
Backgrounds
Generation
11100
Herd
11000
Mentor
10000
00000
00000
00000
Virtues
Conscience/Conviction
11000
Self-Control/Instinct
11100
Courage
11111
Humanity/Path
11111 00000
Path
Humanity
Bearing
Normal (0)
Willpower
11111 10000
11111 10000
Blood Pool
11111 11111
11100 00000
Blood/Turn
1 BP per turn
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Eyes of Shadow
Supernatural
2
Flaw
Type
Bonus
Eerie Presence
Supernatural
2
Uppity
Social
2
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
35
Spent
33
Notes
Freebies (19/19)
Eyes of Shadow (2)
Perception 3 (5)
Wits 3 (5)
Brawl 3 (2)
Intimidation 3 (2)
Leadership 2 (2)
Willpower 6 (1)
Experience (33/35)
Potence 2 (5)
Obtenebration 2-3 (15)
Dominate 2 (5)
Strength 3 (8)
Eyes of Shadow (2)
Perception 3 (5)
Wits 3 (5)
Brawl 3 (2)
Intimidation 3 (2)
Leadership 2 (2)
Willpower 6 (1)
Experience (33/35)
Potence 2 (5)
Obtenebration 2-3 (15)
Dominate 2 (5)
Strength 3 (8)
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
Zeke is a frequent patron of the night club scene. His "bad boy" looks attract all the right attention, making for an easy meal. He keeps several regulars on speed dial for when he makes his way into the city proper.
Influence
Mentor
Olivia, Sire and Ductus of his Philadelphia Pack
Resources
Retainers
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Havens
Searching for Oases
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Olivia was targeted. She made him feel weak for the first time in a long time. He bounces back against it.
Andrew Milliner
Overview
Overview
Basics
Basics
Name
Andrew Milliner
Player
Mitzu
Chronicle
Baltimore After Dark
Nature
Monster
Demeanor
Bravo
Concept
American Mobster
Clan
Giovanni
Generation
10th
Sire
Gilleasbuig 'Gill' Dunsirn
Attributes
Attributes
Physical
S
Strength
11100
Dexterity
11000
Stamina
11100
Social
T
Charisma
11000
Manipulation
11100
Appearance
10000
Mental
P
Perception
11100
Intelligence
11100
Wits
Ambushes
11110
Abilities
Abilities
Talents
p
Alertness
10000
Athletics
11000
Awareness
10000
Brawl
11000
Empathy
10000
Expression
00000
Intimidation
Veiled Threats
11110
Leadership
Compelling
11110
Streetwise
10000
Subterfuge
00000
00000
Skills
T
Animal Ken
00000
Crafts
11000
Drive
00000
Etiquette
11000
Firearms
11000
Larceny
00000
Melee
00000
Performance
11000
Stealth
00000
Survival
00000
00000
Knowledge
S
Academics
00000
Computers
00000
Finance
11100
Investigation
00000
Law
11100
Medicine
00000
Occult
10000
Politics
11100
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
Potence
11000
Dominate
10000
Necromancy
00000
00000
00000
00000
Backgrounds
Retainers
10000
Haven
11110
Resources
11111
Domain
11100
Generation
11100
Allies
11000
Virtues
Conscience/Conviction
11000
Self-Control/Instinct
11111
Courage
11100
Humanity/Path
11111 11000
Path
TBA
Bearing
Willpower
11111 10000
00000 00000
Blood Pool
11111 11111
11100 00000
Blood/Turn
1
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Cannibal
Clan
1
Paragon
Social
7
Lucky
Supernatural
3
Flaw
Type
Bonus
Bad Sight
Physical
1
Eerie Presence
Supernatural
2
Thirst of Innocence
Mental
2
Kiss of Death
Supernatural
2
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
35 + 0 = 35
Spent
35
Notes
Freebee Points: 15/15
Backgrounds: 8
Resources 3>4 +1
Generation 2>3 +1
Haven 0>4 +4
Allies 0>2 +2
Willpower: 3
Willpower 3>6
Merit: 4
Cannibal +1
Lucky +3
Flaws: 7/7
Merit: 7
Paragon +7
Paragon: -
Background: -
Resources 5>6
Starter: 32/35
Abilities: 26
Intimidation 3>4 +8
Leadership 3>4 +8
Crafts 1>2 +2
Occult 0>1 +3
Firearms 0>2 +5
Background: 9
Domain 0>3 +9
Earned: 0/0
Backgrounds: 8
Resources 3>4 +1
Generation 2>3 +1
Haven 0>4 +4
Allies 0>2 +2
Willpower: 3
Willpower 3>6
Merit: 4
Cannibal +1
Lucky +3
Flaws: 7/7
Merit: 7
Paragon +7
Paragon: -
Background: -
Resources 5>6
Starter: 32/35
Abilities: 26
Intimidation 3>4 +8
Leadership 3>4 +8
Crafts 1>2 +2
Occult 0>1 +3
Firearms 0>2 +5
Background: 9
Domain 0>3 +9
Earned: 0/0
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Police, Milliner Mobsters
Contacts
-
Fame
-
Herd
-
Influence
-
Mentor
-
Resources
money money money
Retainers
A loyal butler
Status
-
Other
Domain
Haven
Haven
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Havens
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Childhood
-
Teenage Years
-
University
-
Arranged Marriage
After finishing his degree was he rushed off to be set up in an arranged marriage with the Rossellini Woman by the name of Galilea Rossellini as a way to strengthen -tba
First Wife
First Child
Twin Boys
Standing in the Family Mafia
-
Marrying for 'Love'
-
Teenage Years
-
University
-
Arranged Marriage
After finishing his degree was he rushed off to be set up in an arranged marriage with the Rossellini Woman by the name of Galilea Rossellini as a way to strengthen -tba
First Wife
First Child
Twin Boys
Standing in the Family Mafia
-
Marrying for 'Love'
Second Wife
Family Fear
Rumors of Affairs
Fertility Clinic
Meeting The Family
The Gathering
Days before
Embrace
Awakening
Addressing Another
Third wife
Standing in Baltimore
Continuation of standing in Baltimore
Eva's Birth
-
Missy's Birth
-
Family Fear
Rumors of Affairs
Fertility Clinic
Meeting The Family
The Gathering
Days before
Embrace
Awakening
Addressing Another
Third wife
Standing in Baltimore
Continuation of standing in Baltimore
Eva's Birth
-
Missy's Birth
-
Cedar Morris
Overview
Overview
An Avid Party Goer during the roaring 20's with the misfortune of being at the wrong place at the wrong time.
Now a practitioner of Infernalist Blood Sorcery teaching Latin at John Hopkin's University.
Now a practitioner of Infernalist Blood Sorcery teaching Latin at John Hopkin's University.
Basics
Basics
Name
Cedar Morris
Player
Mitzu
Chronicle
Baltimore After Dark
Nature
Enigma
Demeanor
Director
Concept
Gatsby the Latin Professor
Clan
Tremere
Generation
10th
Sire
Claude Radcliff
Attributes
Attributes
Physical
T
Strength
10000
Dexterity
11100
Stamina
11100
Social
P
Charisma
11100
Manipulation
Cunning
11110
Appearance
Style
11110
Mental
S
Perception
11100
Intelligence
Scholar
1111
Wits
11000
Abilities
Abilities
Talents
T
Alertness
10000
Athletics
00000
Awareness
10000
Brawl
00000
Empathy
00000
Expression
00000
Intimidation
11100
Leadership
11100
Streetwise
00000
Subterfuge
00000
00000
Skills
s
Animal Ken
00000
Crafts
11100
Drive
10000
Etiquette
10000
Firearms
11100
Larceny
00000
Melee
11100
Performance
10000
Stealth
00000
Survival
00000
00000
Knowledge
P
Academics
Linguistics
11110
Computers
00000
Finance
00000
Investigation
Forensics
11110
Law
10000
Medicine
11100
Occult
11100
Politics
00000
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
Auspex
10000
Dominate
11000
Thaumaturgy
11110
00000
00000
00000
Backgrounds
Domain
11100
Generation
11100
Influence
11000
Resources
11100
Retainer
10000
Allies
11000
Mentor
11100
00000
Virtues
Conscience/Conviction
11100
Self-Control/Instinct
11110
Courage
11100
Humanity/Path
11111 11000
Path
Caine
Bearing
Willpower
11110 00000
00000 00000
Blood Pool
11111 11111
11100 00000
Blood/Turn
1/turn
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Unmarked Antitribu
Clan
5
Demonic Patron
Supernatural
5
Language
Mental
1
Natural Linguist
Mental
2
Flaw
Type
Bonus
Arcane Curse [Strange Eyes]
Clan
1
Devil's Mark [Back Mark - Intelligence]
Supernatural
3
Demon Hounded
Supernatural
5
Dark Secret
Social
1
Infamous Sire
Social
1
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
Mastery of the Mortal Shell
11110
Phobos [Infernalist]
11100
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
75
Spent
50
Notes
Freebee Points: 15/15
Disciplines:
Dominate: 0>2 +14
Backgrounds:
Influence: 0>1 +1
Flaw Points: 7/7
Abilities:
Firearms: 2>3 +2
Melee: 2>3 +2
Investigation: 3>4 +2
Background:
Influence: 1>2 +1
Demonic Patron : 0
Background:
Allies: 0>2
Mentor: 0>3
Starter EXP: 75/75
Abilities:0
Academics: 3>4 +6
Awareness: 0>1 +3
Alertness: 0>1 +3
Willpower:
Willpower: 3>4 +3
Background:18
Resources: 0>3 +15
Retainer: 0>1 +3
Disciplines:10
Auspex: 0>1 +10
Merits:13
Clan +5
Mental + 3
Supernatural +5
Path:19
Phobos: 0>3 +19
Earned EXP: 0/0
Disciplines:
Dominate: 0>2 +14
Backgrounds:
Influence: 0>1 +1
Flaw Points: 7/7
Abilities:
Firearms: 2>3 +2
Melee: 2>3 +2
Investigation: 3>4 +2
Background:
Influence: 1>2 +1
Demonic Patron : 0
Background:
Allies: 0>2
Mentor: 0>3
Starter EXP: 75/75
Abilities:0
Academics: 3>4 +6
Awareness: 0>1 +3
Alertness: 0>1 +3
Willpower:
Willpower: 3>4 +3
Background:18
Resources: 0>3 +15
Retainer: 0>1 +3
Disciplines:10
Auspex: 0>1 +10
Merits:13
Clan +5
Mental + 3
Supernatural +5
Path:19
Phobos: 0>3 +19
Earned EXP: 0/0
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Demon Retainer*
Contacts
N/A
Fame
N/A
Herd
N/A
Influence
Known for the black-markets that run through illicit substances starting during the prohibition period within Baltimore though having dwindled in recent times in struggles to keep up with the newest thing.
Mentor
Demon Retainer*
Resources
Owns Multiple Shops on his domain's block and a speakeasy
Retainers
John Doe: His drug runner and ghoul [the man he sends to do all his dirty business]
Status
N/A
Other
Domain:
Central Park Heights within North Baltimore*
Languages:Latin, English, Italian,
Central Park Heights within North Baltimore*
Languages:Latin, English, Italian,
Rights & Possessions
Rights & Possessions
Gear (Carried)
Flip phone, Wallet, Swiss Knife
Feeding Grounds
Central Park Heights* & John Hopkins
Havens
Central Park Heights*
Equipment (Owned)
TBA [brain not workie]
Vehicles
TBA [brain not workie]
Other
TBA [brain not workie]
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Beginning
Childhood
Like Father Like Son
Start of the Great Depression
Prohibition
Black Market
Ars Goetia
Invitation of Demons/Embrace
Eternal Damnation
UHHHHHHHHHHHHHHHHHHH
Childhood
Like Father Like Son
Start of the Great Depression
Prohibition
Black Market
Ars Goetia
Invitation of Demons/Embrace
Eternal Damnation
UHHHHHHHHHHHHHHHHHHH
Edwin Mills
Overview
Overview
When a man finally takes his own destiny in his hands. What will he do?
What will he make? What will he destroy?
When the town he spent his life to govern is burnt to a crisp.
Reasonable men will do unreasonable things.
What will he make? What will he destroy?
When the town he spent his life to govern is burnt to a crisp.
Reasonable men will do unreasonable things.
Basics
Basics
Name
Edwin Mills
Player
Meat
Chronicle
Baltimore After Dark
Nature
Capitalist
Demeanor
Bravo
Concept
Cowboy Vampire
Clan
Ventrue
Generation
9th Generation
Sire
Jim Halloway (Deceased)
Attributes
Attributes
Physical
T
Strength
11000
Dexterity
11110
Stamina
11000
Social
s
Charisma
11100
Manipulation
11100
Appearance
11100
Mental
P
Perception
11100
Intelligence
Specialization
11110
Wits
Specialization
11110
Abilities
Abilities
Talents
T
Alertness
11000
Athletics
00000
Awareness
10000
Brawl
11000
Empathy
00000
Expression
00000
Intimidation
10000
Leadership
11000
Streetwise
00000
Subterfuge
11100
00000
Skills
s
Animal Ken
11000
Crafts
11100
Drive
00000
Etiquette
11000
Firearms
Specialization
11111
Larceny
00000
Melee
00000
Performance
00000
Stealth
11000
Survival
00000
00000
Knowledge
P
Academics
Specialization
11110
Computers
00000
Finance
Specialization
11110
Investigation
10000
Law
11100
Medicine
00000
Occult
00000
Politics
11100
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
Dominate
10000
Fortitude
10000
Presence
11000
00000
00000
00000
Backgrounds
Generation
11110
Resources
11100
Herd
10000
00000
00000
00000
Virtues
Conscience/Conviction
11100
Self-Control/Instinct
11100
Courage
11110
Humanity/Path
11111 10000
Path
Bearing
Willpower
11111 00000
00000 00000
Blood Pool
11111 11111
11110 00000
Blood/Turn
2
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Acute Sense
Physical
1
Ambidextrous
Physical
1
Eat Food
Physical
1
Blush of Health
Physical
2
Crackshot
Physical
3
Concentration
Mental
1
Flaw
Type
Bonus
Deep Sleeper
Mental
1
Impatient
Mental
1
Nightmares
Mental
1
Vengeful
Mental
2
Vulgar
Social
1
Can't Cross Running Water
Supernatural
3
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
110
Spent
34
Notes
16 - Dexterity 12 - Subterfuge 4 - Investigation
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
A few butlers that take care of his new home
Influence
Mentor
Resources
Owns many furniture stores across the States he can leach money from, but these stores are owned by his ghouls and have to use their profit for the store first before he can call upon it.
Retainers
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Havens
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Being raised on a ranch was probably the best thing to happen to a family during the westward expansion. Good income because everyone needed food. Especially all the different towns sprouting up. And young Edwin Mills aspired to be a mayor and watch his town prosper.
Being apart of the many people who flocked to the town of Ashcroft following its discovery by the founders Charles B. Culver and W. F. Coxhead. Shortly after being bitten by the kindred known as Jim Halloway. It was explained that the town would act as a sort of staging ground for new kindred in the area, and the two of them were going to be at the head, Jim as the Sheriff and Edwin as the Mayor. Of course, the election was rigged, and Edwin won. After the first few months of stabilizing the town and welcoming the new miners who came to dig up the silver veins to get rich quick. Jim Halloway got in contact with other Camarilla towns and began to welcome new Kindred who were more than happy to take part in the feeding on exhausted miners. New Kindred. New Miners. New businesses. Times were amazing.
Until the mines dried up.
Leaving in droves Edwin could only watch as their only source of food left to the next boom town, and everyone looked to him for guidance. Being the mayor had its perks. A dead eye Sheriff to let everyone know who's in charge. And an intellect that could get you out of any situation. And Kindred know to trust in their prince. But hungry Kindred are foolish Kindred.
It didn't take long for Fledgling and Neonate Kindred to ignore their sires and go out into the night, feeding on caravans and taking hostages that would be shackled under the homes of their sires for food. But of course, people disappearing in the middle of the night in the middle of nowhere causes questions to be asked. And the ones asking those questions? Hunters.
It happened early in the morning. One of the Fledglings disappeared. Assumedly run off. At the end of the day a box of ashes was found in front of the mayor's office and Edwin ordered Jim to start getting everyone ready to evacuate for they have been found. But it was too late.
The Fledgling had revealed everything. Every one of the kindred in the town and as the sun set only then could Jim Halloway try and protect his town, ordering Edwin to stay inside and be prepared to get everyone out of there.
Gun fire erupted as Hunters rode into the town on horseback, shooting through windows, specifically targeting key houses, keeping the vampires within suppressed while they barricaded the doors and lit the homes on fire. A coordinated assault on each of the homes of the kindred. The only one able to get outside was Jim Halloway who made his last stand shooting down the street to the approaching hunters while Edwin retreated down into the mines that used to run the town.
And eventually the gunfire ended. The sound of fire crackling and the smell of smoke was all Edwin could sense. He lost everything. Eventually he had to go back up. Slowly walking through the smoldering remains of both wood and kindred alike before finding a set of revolvers in front of where the town hall used to be. His Sire was dead. And those who didn't run from the town were dead too. And soon Edwin would be as well. Picking up the revolvers as well as gathering ammunition to put into a belt he steadily walked after the men who killed his town. Silent. The thudding of his boots was all he could focus on, pushing away thoughts of guilt and sadness for those he had lost. It took a day of traveling until he found the Hunters camped on the side of a wooded path.
He could hear them laughing. Thud thud. Laughing about how easy it was. Thud thud. Laughing about how the only one who put up a fight was lit up before he could get more than two shots in. Edwins's shadow was casted along the trees as he stood before the exhausted men who were settling for a long night's rest. Each one silent as they stared at the one they missed. The one who got away. They thought an angry vampire was a foolish vampire. They were wrong.
Drawing his weapons first Edwin fired two shots into two prone hunters. Aiming up at the other 5 he got two more shots off injuring one of the hunters before feeling a stinging pain in his shoulder that sent him retreating into the dark woods. Ducking behind a tree he shot off the left side and ran from the right. The hunters crowded around the campfire firing blindly at where they thought the vampire was. But he was everywhere they weren't. The night was full of fear, men fighting for their lives while Edwin was fighting for vengeance. Once out of ammo he was quick to reload, following every bit of instruction that his Sire had given to him about guns. Remembering every time, he practiced shooting.
Eventually the shots came to a close. One final hunter was slowly bleeding out where he stood. Too weak to pull the hammer back on his revolver. Edwin showed himself and approached him. His many wounds slowly healing in front of the frightened man. "What are you...?" ... "Hungry." And sank his teeth into the dying man. Draining him in his entirety for every pint of blood and plasma he had before taking their money and leaving their bodies out in the open for the animals to devour.
He returned to his town one more time to empty out the money that he had stashed in the smoldering remains of the town hall and left to the city. Founding a business called "Mills Furniture." and making deals with lumber companies to build furniture that helped make homes not so empty. Eventually he had to 'pass away' and leave his business to the new CEO of the company, a ghoul. When war broke out across Europe, Mills made sure those in war-torn Europe had beds to lay on. Publicity never hurt after all. When prohibition took its hold on America, Edwin started smuggling through the fluffy seats of his sofas and loveseats. And took advantage of World War 2 to help spread his company across America and parts of Europe,
Of course, one can only stay in a coffin for so long. Now in Baltimore setting up a new shop he wonders about the Camarilla. Always wanting to get back into politics. If not. It would be nice to at least have some friends his age.
Heleen Kleine voorhees
Overview
Overview
Basics
Basics
Name
Heleen Kleine voorhees
Player
I0bin
Chronicle
Baltimore After Dark
Nature
Demeanor
Caregiver
Concept
Lost occultist
Clan
Malkavian
Generation
11th
Sire
Johnathan
Attributes
Attributes
Physical
p
Strength
Specialization
11000
Dexterity
11000
Stamina
11000
Social
s
Charisma
Specialization
11000
Manipulation
11100
Appearance
11100
Mental
t
Perception
Specialization
11110
Intelligence
11100
Wits
11100
Abilities
Abilities
Talents
p
Alertness
Specialization
00000
Athletics
00000
Awareness
11000
Brawl
00000
Empathy
10000
Expression
00000
Intimidation
00000
Leadership
00000
Streetwise
00000
Subterfuge
11000
Malkavian time
11000
Skills
s
Animal Ken
Specialization
10000
Crafts
11000
Drive
00000
Etiquette
11000
Firearms
10000
Larceny
00000
Melee
10000
Performance
00000
Stealth
10000
Survival
10000
00000
Knowledge
t
Academics
Specialization
11000
Computers
00000
Finance
11100
Investigation
11000
Law
10000
Medicine
11000
Occult
Mythical
11100
Politics
10000
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
Obfescate
10000
Denemtation
11000
Auspex
10000
00000
00000
00000
Backgrounds
Generation
11110
Resources
00000
Retainer
10000
00000
00000
00000
Virtues
Conscience/Conviction
11100
Self-Control/Instinct
11100
Courage
11110
Humanity/Path
11111 10000
Path
HUMANITY
Bearing
Willpower
11111 10000
00000 00000
Blood Pool
00000 00000
00000 00000
Blood/Turn
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Harmless
Social
1
Profetic dreams
Clan
2
Lucky
Supernatural
3
Flaw
Type
Bonus
New arrival
Social
1
Deep sleeper
Mental
2
Dead inside
Clan
4
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
Spent
Notes
Derangements
Borderline - Vampires with borderline personality suffer from mood instability and low self—image. Constant, sudden mood swings and bouts of anger characterize sufferers of this disability, particularly when frustrated. Borderline victims
sometimes takeout their anger on themselves, masochistically inflicting injury or even trying to kill themselves. They think in very blackvandhite terms and often form intense, conflict ridden relationships.
Borderline Cainites might succumb to the Manic-Depression or Hysteria derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
Influence
Mentor
Resources
Retainers
A cat she found in a alley way
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Havens
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Born in the recently made colony of New Amsterdam Heleen Kleine voorhees would be raised among the high society as her artisan family were new money during the tulips mania and Holland's golden age. A privilege woman with a eye for the bizarre and mysterious has for the abnormalities that is the Occult surrounding philosophy of Robert fluud and and Arthur dee in university...when she meet the man of her life Williams foen. They would find eachother fond of eachother company speaking on the topics of life and death, hermetic writings and even astrology, but really gain her ear was the talk of mysticism amd it's ceremonies of old. This fond would turn to something romantic as thier nights of conversations and debates turn into dates and hypothetical wedding plans...then those hypothetical turns to reality and even a little one with them by the name Anneliese.
Malachi
Overview
Overview
A True Faith Rabbi Malkavian, ex-Camarilla believer in the word of God. Due to Noddism accusations he fled, seeking safety, if relative, in Baltimore. He truly seeks to better Kindred kind, Cainites, and to show that we are all still human. Surviving so far out of providence, visions or sheer luck.
Basics
Basics
Name
Malachi
Player
Hands
Chronicle
Baltimore After Dark
Nature
Idealist
Demeanor
Idealist
Concept
True Faith Believer
Clan
Malkavian
Generation
13th
Sire
???
Attributes
Attributes
Physical
T
Strength
10000
Dexterity
11100
Stamina
11000
Social
s
Charisma
11100
Manipulation
Persuasive
11110
Appearance
10000
Mental
P
Perception
Insightful
11110
Intelligence
Book knowledge
11110
Wits
11000
Abilities
Abilities
Talents
S
Alertness
00000
Athletics
00000
Awareness
11100
Brawl
00000
Empathy
Emotions
11110
Expression
00000
Intimidation
00000
Leadership
10000
Streetwise
00000
Subterfuge
11000
00000
Skills
s
Animal Ken
00000
Crafts
00000
Drive
00000
Etiquette
11000
Firearms
00000
Larceny
00000
Melee
10000
Performance
00000
Stealth
11000
Survival
00000
00000
Knowledge
P
Academics
Theology
11110
Computers
00000
Finance
00000
Investigation
00000
Law
Jewish Law
11100
Medicine
11000
Occult
Kindred Lore, Noddist Lore
11110
Politics
00000
Science
00000
Technology
00000
Archaeology
11000
Advantages
Advantages
Disciplines
Dementation
11100
00000
00000
00000
00000
00000
Backgrounds
Allies
11110
Resources
11000
00000
00000
00000
00000
Virtues
Conscience
11111
Self-Control
11110
Courage
11100
Humanity/Path
11111 11110
Path
Humanity
Bearing
- 1 difficulty
Willpower
11111 11111
11111 11111
Blood Pool
11111 11111
00000 00000
Blood/Turn
1
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
True Faith
Supernatural
7
Language (Aramaic)
Mental
1
Language (Greek)
Mental
1
Lucky
Mental
3
Flaw
Type
Bonus
Dark Secret (Believer in Cain and Enoch)
Social
1
Vanilla
Mental
1
New Arrival
Social
1
Infectious
Malkavian
3
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
35
Spent
2 on Courage 2, 4 on Courage 3, 6 on Empathy 4, 6 on Occult 4, 3 on specialty Noddist Lore, 6 on Academics 4
Notes
6 FB from Flaws, spent 12 on Merits, spent 8 FB - 9 WP,
Derangements
Schizophrenia - the world is filled with demons, from Setites, to Lilin, to outright Baali. The Seer sees them. Knows them. And they haunt him still.
Expanded Backgrounds
Expanded Backgrounds
Allies
The blood bank
Contacts
Fame
Herd
Influence
Mentor
Resources
Past life income, attained enough to get by
Retainers
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Bible, Psalms, Star of David
Feeding Grounds
None
Havens
None
Equipment (Owned)
Assorted religious paraphernalia, robe
Vehicles
None
Other
None
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Malachi is from a religious jewish family in Jerusalem. Born in 1930 to an orthodox family of 10 children, studying in Yeshiva Malachi was never a staunch believer, but he enjoyed reading and poring over the biblical text and its interpretations. He studied in the Hebrew University, becoming a Bibliologist. He never married as he knew he be under scrutiny by of his community once he is settled down and has a wife and children. His family tolerated it due to his study of the Bible, which is considered a virtue. He was contacted by a person to meet in an ancient cemetery in the valley of Hinnom, who showed interest in certain texts and seemed to have had knowledge of ancient scrolls. Trusting that person, Malachi arrived there late at night. He was ambushed, Embraced and abandoned by his Sire. His Embrace made him a True Believer, firmly believing the words of the Bible he has studied, and finding explanations for his new condition in the mark of Cain. Luckily, the Camarilla took him in, believing him to be a seer of some kind, and presenting his disappearance as an accident that befall his mortal self.
Unliving in Jerusalem for two decades while tending to religious matters and being a guide to Kindred Jews. Sent to the United States to help his kin, he faced accusations of Noddism which prompted him to flee across the USA, not by plane, eventually reaching Baltimore.
Unliving in Jerusalem for two decades while tending to religious matters and being a guide to Kindred Jews. Sent to the United States to help his kin, he faced accusations of Noddism which prompted him to flee across the USA, not by plane, eventually reaching Baltimore.
Malk In Progress
Overview
Overview
Basics
Basics
Name
Player
Chronicle
Baltimore After Dark
Nature
Scientist
Demeanor
Creep Show
Concept
More Than Mad
Clan
Malkavian
Generation
10th
Sire
Attributes
Attributes
Physical
S
Strength
Specialization
11000
Dexterity
Rapid Reflex
11110
Stamina
11000
Social
T
Charisma
Specialization
10000
Manipulation
11100
Appearance
11100
Mental
P
Perception
Specialization
11111
Intelligence
Compulsive Researcher
11110
Wits
11100
Abilities
Abilities
Talents
T
Alertness
The little details
11110
Athletics
00000
Awareness
11100
Brawl
00000
Empathy
10000
Expression
00000
Intimidation
00000
Leadership
00000
Streetwise
11000
Subterfuge
00000
00000
Skills
s
Animal Ken
Specialization
00000
Crafts
11100
Drive
10000
Etiquette
00000
Firearms
10000
Larceny
11100
Melee
00000
Performance
00000
Stealth
11100
Survival
00000
00000
Knowledge
P
Academics
Linguistics
11111
Computers
Database Administration
11110
Finance
00000
Investigation
11100
Law
00000
Medicine
00000
Occult
11100
Politics
00000
Science
11100
Technology
11100
00000
Advantages
Advantages
Disciplines
Dementation
11100
Auspex
11000
Obfuscation
11000
00000
00000
00000
Backgrounds
Resources
11100
Domain
11000
Generation
11100
Alternate Identity
11000
00000
00000
Virtues
Conscience/Conviction
11100
Self-Control/Instinct
11000
Courage
11111
Humanity/Path
11111 00000
Path
Humanity
Bearing
Willpower
11111 10000
00000 00000
Blood Pool
11111 11111
11100 00000
Blood/Turn
1
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Cold Read
Clan
3
Medium
Supernatural
2
Grand Library (Aca, Occ, Comp, Sci, Tech, Inv)
Mental
4
Acute Senses
Physcal
1
Flaw
Type
Bonus
Infectious
Clan
3
Lame
Physical
3
Botched Presentation
Social
1
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
75
Spent
75
Notes
2 Freebies for 2 dots in Generation
2 Freebies for 1 dots in Computers
4 Freebies for Grand Library
5 Freebies for 1 dot in Intelligence
2 Freebies for 1 dot in Academics
1 Freebies for 1 dots in Will
1 Freebies for Acute Senses
3 Freebies for Cold Read
2 Freebies for Medium
5 xp for 1 dot in Dementation
3 xp for 1 dot in empathy
2 xp for 1 dot in Alternate Identity
3 for Occult
4 for 2 dots in Occult
10 xp for Obfuscation
5 for 1 dot in Obfuscation
6 xp for 2 dots in Awareness
4 for 1 dot in Larceny
4 for 1 dot in Science
4 xp for 1 dot in Investigation
12 xp for 1 dot in Intelligence
2xp for Streetwise
2 Freebies for 1 dots in Computers
4 Freebies for Grand Library
5 Freebies for 1 dot in Intelligence
2 Freebies for 1 dot in Academics
1 Freebies for 1 dots in Will
1 Freebies for Acute Senses
3 Freebies for Cold Read
2 Freebies for Medium
5 xp for 1 dot in Dementation
3 xp for 1 dot in empathy
2 xp for 1 dot in Alternate Identity
3 for Occult
4 for 2 dots in Occult
10 xp for Obfuscation
5 for 1 dot in Obfuscation
6 xp for 2 dots in Awareness
4 for 1 dot in Larceny
4 for 1 dot in Science
4 xp for 1 dot in Investigation
12 xp for 1 dot in Intelligence
2xp for Streetwise
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
Influence
Mentor
Resources
Retainers
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Havens
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
River Jacks
Overview
Overview
Basics
Basics
Name
River Jacks
Player
Kali White
Chronicle
Baltimore After Dark
Nature
Soldier
Demeanor
Competitor
Concept
Girl that liked Werewolves but became a Vampire
Clan
Gangrel
Generation
13
Sire
Attributes
Attributes
Physical
p
Strength
Specialization
11000
Dexterity
Feline Grace
11110
Stamina
Determined
11111
Social
s
Charisma
Specialization
10000
Manipulation
11100
Appearance
11000
Mental
t
Perception
Careful
11110
Intelligence
11000
Wits
11100
Abilities
Abilities
Talents
p
Alertness
Specialization
10000
Athletics
11100
Awareness
10000
Brawl
11100
Empathy
10000
Expression
10000
Intimidation
10000
Leadership
10000
Streetwise
11000
Subterfuge
00000
00000
Skills
s
Animal Ken
Dogs
11110
Crafts
00000
Drive
00000
Etiquette
00000
Firearms
10000
Larceny
00000
Melee
00000
Performance
00000
Stealth
-4
11000
Survival
Hunting
10000
00000
Knowledge
t
Academics
Specialization
00000
Computers
00000
Finance
11000
Investigation
11100
Law
00000
Medicine
00000
Occult
00000
Politics
00000
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
Animalism
10000
Fortitude
10000
Protean
11000
Obfuscate
10000
00000
00000
Backgrounds
Retainer
11110
Resources
11000
Haven
10000
00000
00000
00000
Virtues
Conscience/Conviction
11000
Self-Control/Instinct
11111
Courage
11110
Humanity/Path
11111 11000
Path
Bearing
Willpower
1111111000
00000 00000
Blood Pool
11111 11111
00000 00000
Blood/Turn
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Silence
Physical
1
Without a Trace
Supernatural
2
Ability Aptitude (Stealth)?
Mental
1
Berserker
Physical
3
Flaw
Type
Bonus
Infertile Vitae
Supernatural
3
Rivalry
Social
1
Paramour, Jilted
Social
1
Lunacy
Supernatural
2
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
15 Freebies, 15 Initial XP
Spent
Notes
Freebies: 15
7 - Obfuscate
2 - abilities
1 - backgrounds
3 - willpower
Initial XP: 15
8 xp - attributes
5 xp - protean
2 xp - resources
7 - Obfuscate
2 - abilities
1 - backgrounds
3 - willpower
Initial XP: 15
8 xp - attributes
5 xp - protean
2 xp - resources
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
Influence
Mentor
Resources
Retainers
Sherlock and Watson, hounds, ghouled
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Shortbow and arrows
Glock-19
Bowie knife
Essentials
Feeding Grounds
Baltimore Woods
Havens
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Serpent Of Light Don't Delete
Overview
Overview
Basics
Basics
Name
Player
Chronicle
Baltimore After Dark
Nature
Eye Of The Storm
Demeanor
Caregiver
Concept
Community leader serpent
Clan
Ventrue Antitribu
Generation
10th
Sire
Rafael Francisco de Castillo
Attributes
Attributes
Physical
T
Strength
Specialization
11000
Dexterity
11000
Stamina
11100
Social
P
Charisma
Smooth Talker
11110
Manipulation
Fake
11110
Appearance
11100
Mental
S
Perception
Specialization
11110
Intelligence
11000
Wits
11100
Abilities
Abilities
Talents
p
Alertness
Specialization
11000
Athletics
00000
Awareness
11000
Brawl
00000
Empathy
11100
Expression
00000
Intimidation
11100
Leadership
11000
Streetwise
Local gangs
11110
Subterfuge
11100
00000
Skills
s
Animal Ken
Specialization
00000
Crafts
00000
Drive
10000
Etiquette
11100
Firearms
11000
Larceny
11000
Melee
00000
Performance
10000
Stealth
10000
Survival
00000
00000
Knowledge
t
Academics
Specialization
00000
Computers
00000
Finance
10000
Investigation
00000
Law
00000
Medicine
00000
Occult
00000
Politics
11000
Science
10000
Technology
11000
00000
Advantages
Advantages
Disciplines
Presence
11100
Dominate
11100
Auspex
11100
Fortitude
11000
00000
00000
Backgrounds
Resources
11000
Generation
11100
Domain
11000
Allies
11000
Fame
10000
00000
Virtues
Conscience/Conviction
11100
Self-Control/Instinct
11100
Courage
11110
Humanity/Path
11111 10000
Path
Ecstasy
Bearing
Willpower
11111 00000
00000 00000
Blood Pool
11111 11111
11100 00000
Blood/Turn
1
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Setite Initiate
Clan?
5
Blessed by Saint Gustav
Clan
4
Flaw
Type
Bonus
Beacon of Unholy
Supernatural
2
Demon Hounded
Supernatural
3
Uncommon Vitae Preference
Clan
2
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
110
Spent
Notes
Freebies:
Setite Initiate -5
Blessed by St Gustav -4
+1 Domain -1
+1 Street Wise -2
+1 Presence -7
+1 WP -1
+1 Empathy
XP
+2 Dominate -15
+1 Auspex -5
Fortitude -10
Denial Of Aphrodite's Kiss -18
Divine Aura -15
+1 Allies -2
+1 Empathy -4
+2 intimidate -6
+1 Fortitude -5
+1 Auspex -10
Telepathic Command -15
Fame -3
+1 Allies -2
Setite Initiate -5
Blessed by St Gustav -4
+1 Domain -1
+1 Street Wise -2
+1 Presence -7
+1 WP -1
+1 Empathy
XP
+2 Dominate -15
+1 Auspex -5
Fortitude -10
Denial Of Aphrodite's Kiss -18
Divine Aura -15
+1 Allies -2
+1 Empathy -4
+2 intimidate -6
+1 Fortitude -5
+1 Auspex -10
Telepathic Command -15
Fame -3
+1 Allies -2
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
Influence
Mentor
Resources
Retainers
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Havens
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
(ignore) Viorel Ginter
Overview
Overview
Viorel is a blunt and grumpy Ancilla from Romania. Being an Abyss Mystic he is deeply entwined with darkness mostly because he internally feels the need to drag himself deeper into it. His experiences and thoughts he puts to pen by writing Lovecraftian, psychological and gothic horror stories. He is quite travelled going from his home country to Spain and the UK and now to the USA. Viorel does this somewhat out of his own whims as seeing new places and meeting new people assists in his writing.
He tends to always have a black cat nearby whom he calls Fawn.
He tends to always have a black cat nearby whom he calls Fawn.
Basics
Basics
Name
Viorel Ginter
Player
KitsuneFire
Chronicle
Baltimore After Dark
Nature
Survivor
Demeanor
Curmudgeon
Concept
Abyss Mystic Author
Clan
Lasombra
Generation
11th
Sire
Graçia Baltierra
Attributes
Attributes
Physical
p
Strength
Vicious
11100
Dexterity
11000
Stamina
Determined
11110
Social
s
Charisma
Eloqient
11100
Manipulation
Misdirection
11110
Appearance
11000
Mental
t
Perception
Attentive
11111
Intelligence
Analytical
11100
Wits
Changes in Strategy
11100
Abilities
Abilities
Talents
p
Alertness
Fine Details
11110
Athletics
10000
Awareness
11000
Brawl
10000
Empathy
00000
Expression
Writing
11111
Intimidation
Interrogation
11100
Leadership
00000
Streetwise
11000
Subterfuge
Lying
11100
00000
Skills
s
Animal Ken
Cats
11100
Crafts
11000
Drive
00000
Etiquette
00000
Firearms
00000
Larceny
00000
Melee
00000
Performance
00000
Stealth
11000
Survival
10000
00000
Knowledge
t
Academics
11000
Computers
00000
Finance
10000
Investigation
11000
Law
00000
Medicine
00000
Occult
Abyss
11100
Politics
10000
Science
10000
Technology
00000
00000
Advantages
Advantages
Disciplines
Dominate
11100
Potence
10000
Obtenebration
11110
00000
00000
00000
Backgrounds
Generation
11000
Fame
11000
Resources
11000
Domain
10000
Haven
11000
Oubliette
11000
Rituals
11000
Virtues
Conviction
11100
Instinct
11000
Courage
11000
Humanity/Path
11111 00000
Path
Road of the Abyss
Bearing
Willpower
11000 00000
11000 00000
Blood Pool
11111 11111
11000 00000
Blood/Turn
1
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Early Riser
Physical
1
Eat Food
Physical
1
Concentration
Mental
1
Controllable Night Sight
Clan
2
Eyes of Shadow
Clan
2
Linguistics (Romanian, Spanish)
Mental
0
Flaw
Type
Bonus
Addiction (Alcohol)
Physical
3
Prey Exclusion (Cats)
Mental
1
Short Fuse
Mental
2
Unlucky
Supernatural
1
Rituals & Paths
Rituals & Paths
Ritual
Level
Comforting Darkness
2
Feed the Darkness
2
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
75
Spent
75
Notes
Freebie Spending:
2 in Crafts
4 in Expression
2 in Alertness
2 in Athletics
5 in Manipulation
EXP Spending:
4 in Charisma dot 2
25 in Obtenibration dots 3+4
15 in Dominate dots 2+3
4 in Courage dot 3
4 in Animal Ken
5 in Haven
5 in Oubliette
5 in Rituals
2 in Streetwise dot 2
6 in Subterfuge dots 2+3
2 in Crafts
4 in Expression
2 in Alertness
2 in Athletics
5 in Manipulation
EXP Spending:
4 in Charisma dot 2
25 in Obtenibration dots 3+4
15 in Dominate dots 2+3
4 in Courage dot 3
4 in Animal Ken
5 in Haven
5 in Oubliette
5 in Rituals
2 in Streetwise dot 2
6 in Subterfuge dots 2+3
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Viorel is an author with many books under his name. He specialises in writing Lovecraftian, psychological and gothic horror. Instead of publishing his books as Viorel Ginter, he publishes them under the pen name Dimitru Cornuta.
Herd
Influence
Mentor
Resources
He gets a sizable income from being an author.
Retainers
Status
Other
Generation- He got lucky with who sired himOubliette- There is a small room in his house that is pitch black.
Rituals- He is a follower of Abyss Mysticism.
Rituals- He is a follower of Abyss Mysticism.
Rights & Possessions
Rights & Possessions
Gear (Carried)
Pen
Notebook
Recording Device
Gloves
Wallet
Sunglasses
Facemask
Pen knife
Silver Cross Necklace
Notebook
Recording Device
Gloves
Wallet
Sunglasses
Facemask
Pen knife
Silver Cross Necklace
Feeding Grounds
His domain is a corner bookstore called Inkblot and Quill. Its crowded inside but has a good selection which lures people in.
Havens
Equipment (Owned)
Bible
Mahogany Desk
Library of notes and hard to find books.
Mahogany Desk
Library of notes and hard to find books.
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Zenobia Blythe
Overview
Overview
She's the Black Sheep of the Blythe family, their hunting dog when someone draws the family's ire, or alternatively that of her employer, as she does mercenary work. Often working under an old Ventrue friend in a rather shady business.
While she may appear aloof, and vulgar, she possesses a sharp insight into people, and loves the good thril of unlife. And, amidst it all, her devotion to family (some of them) remains unwavering, even as she finds herself ostracized by the majority of them.
While she may appear aloof, and vulgar, she possesses a sharp insight into people, and loves the good thril of unlife. And, amidst it all, her devotion to family (some of them) remains unwavering, even as she finds herself ostracized by the majority of them.
Basics
Basics
Name
Zenobia Blythe
Player
Kali White
Chronicle
Baltimore After Dark
Nature
Eye of the Storm
Demeanor
Curmudgeon
Concept
Hunting Dog of the Family/An Oracle
Clan
Officially Malkavian
Generation
15
Sire
Unknown
Attributes
Attributes
Physical
p
Strength
11000
Dexterity
Precise
11111
Stamina
Tough as Nails
11110
Social
s
Charisma
11100
Manipulation
10000
Appearance
1100
Mental
t
Perception
Oracle
11110
Intelligence
11100
Wits
Nobody's a Fool
11110
Abilities
Abilities
Talents
p
Alertness
10000
Athletics
10000
Awareness
11100
Brawl
00000
Empathy
People Reader
11110
Expression
10000
Intimidation
11000
Leadership
00000
Streetwise
10000
Subterfuge
00000
Dodge
10000
Skills
s
Animal Ken
Specialization
00000
Crafts
Carpentry
10000
Drive
10000
Etiquette
00000
Firearms
10000
Larceny
00000
Melee
00000
Performance
00000
Stealth
Shadowing
11110
Survival
00000
00000
Knowledge
t
Academics
Esoteric Studies
10000
Computers
10000
Finance
00000
Investigation
11100
Law
Police Procedure
10000
Medicine
10000
Occult
11000
Politics
00000
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
Celerity
10000
Fortitude
10000
Auspex
10000
Potence
00000
00000
00000
Backgrounds
Resources
11100
Haven
11100
Allies
11000
Contacts
11000
00000
00000
Virtues
Conscience
11000
Self-Control
11111
Courage
11100
Humanity/Path
11111 11000
Path
Bearing
Willpower
11111 11100
00000 00000
Blood Pool
11111 11111
00000 00000
Blood/Turn
1
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Languages (Polish, English, Russian)
Mental
0
Oracular Ability
Supernatural
3
Medium
Supernatural
2
Eat food
Physical
1
Deceptive Aura
Supernatural
1
Flaw
Type
Bonus
Devil's Mark
Flaws
3
Fifteenth Generation
Physical
4
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
22 Freebies, Initial XP: 15
Spent
22 Freebies, Initial XP: 15
Notes
7 - Merits
2 - stealth
2 - crafts
Perception - 5
Empathy - 2
Background - 4
Initial XP:
4 xp - int 2
8 xp - int 3
4 xp - str 2
2 - stealth
2 - crafts
Perception - 5
Empathy - 2
Background - 4
Initial XP:
4 xp - int 2
8 xp - int 3
4 xp - str 2
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
An old friend in Police force
A rather knowledgeable family member
A rather knowledgeable family member
Contacts
Frank - a friendly nosferatu, who likes to joke, and tease people. You'd find him often in his favorite bar "Vicky's Echo" or underground - usually riding the train's last tramcar. Besides seemingly random words of advice, he's your guy in case of needing a place to lay low or making friends.
Mr. Watson - An alias, for a guy who knows things (or will find them out for you) for a price. Don't ask about (or for the love of god mention) Sherlock Holmes. He'll want you to pay double. Some say he's never liked Doyle’s works, while others guess it's just a tactic of his to get paid more. Who knows what's the deal with it.
Mr. Watson - An alias, for a guy who knows things (or will find them out for you) for a price. Don't ask about (or for the love of god mention) Sherlock Holmes. He'll want you to pay double. Some say he's never liked Doyle’s works, while others guess it's just a tactic of his to get paid more. Who knows what's the deal with it.
Fame
-
Herd
-
Influence
-
Mentor
Resources
TBD
Retainers
Status
I know that technically status isn't something you can buy, but I think she might have a nickname among the kin that know her, and that would be "Canis Infernalis"
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Victorinox Huntsman
Glock 19
Feeding Grounds
Havens
Rather than having one place to crash, she prefers to have two - both modest either way. One's a small building co-owned with a friend in the city, while the other is more akin to a hunter's lodge near the Indian Springs, as it was her favorite place for hunting once. Nowadays... not so much, but she's been thinking of upgrading that lodge.
Equipment (Owned)
Ruger M77 MII
Vehicles
2022 Yamaha TW200
Other
Tarrot cards, old coins
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Zenobia entered the world into a small, tight-knit family, her parents being Elizabeth Blythe, who had taken her husband's surname after marriage, and Pawel Zwoliński. Despite their small size, their home was filled with warmth and love. Zenobia longed for siblings, but unfortunately, she was an only child.
Her parents, Elizabeth and Pawel, were not only caring but also pragmatic individuals who imparted invaluable lessons to their daughter. Aside from a bit of carpentry, and the classic lessons of life, they taught her that even in life's darkest moments, there's always something worth fighting for. Whether it is standing up for family or defending the bullied kid on the street.
Her parents, Elizabeth and Pawel, were not only caring but also pragmatic individuals who imparted invaluable lessons to their daughter. Aside from a bit of carpentry, and the classic lessons of life, they taught her that even in life's darkest moments, there's always something worth fighting for. Whether it is standing up for family or defending the bullied kid on the street.
However, it was Zenobia's peculiar uncle Joe who left the most indelible mark on her. A detective by profession, his night owl habits, while troublesome at time, gave him an air of mystery that she couldn't help being drawn in to. Every visit was entertaining thanks to his stories, ranging from the silly to the insane, with a sprinkle of normalcy thrown in. Although her mother always felt uneasy around him. Zenobia would figure out the reason why years later.
[WIP] Burian Volkov
Overview
Overview
A seemingly young man who holds the titles Burian the Wolf and the Russian Wolf from his achievements in war and underground activity. Burian holds much tenacity although few would realise it behind his jovial attitude and youthful appearance even by the standards of Kindred.
Basics
Basics
Name
Burian Volkov
Player
KitsuneFire
Chronicle
Baltimore After Dark
Nature
Soldier
Demeanor
Director
Concept
Young Russian Mafia Boss
Clan
Ventrue
Generation
10th
Sire
Stepan Arakcheyev
Attributes
Attributes
Physical
p
Strength
Vicious
11110
Dexterity
11100
Stamina
11100
Social
s
Charisma
Smooth-talker
11110
Manipulation
Well-reasoned
11110
Appearance
11100
Mental
t
Perception
11000
Intelligence
11100
Wits
11100
Abilities
Abilities
Talents
p
Alertness
11100
Athletics
11100
Awareness
00000
Brawl
11000
Empathy
11000
Expression
00000
Intimidation
Pulling Rank
11110
Leadership
Military
11110
Streetwise
11100
Subterfuge
11100
00000
Skills
s
Animal Ken
00000
Crafts
00000
Drive
11000
Etiquette
11000
Firearms
Revolvers
11110
Larceny
11100
Melee
Knives
11111
Performance
00000
Stealth
11100
Survival
00000
00000
Knowledge
t
Academics
10000
Computers
10000
Finance
11000
Investigation
10000
Law
00000
Medicine
00000
Occult
10000
Politics
10000
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
Dominate*
11100
Fortitude*
11000
Presence*
11000
Potence*
11100
Celerity
11100
00000
Backgrounds
Generation
11100
Resources
11100
Domain
11110
Armory
11000
Allies
10000
Herd
10000
Virtues
Conscience/Conviction
11100
Self-Control/Instinct
11000
Courage
11111
Humanity/Path
11111 00000
Path
Power and Inner Voice
Bearing
Command
Willpower
11111 11000
00000 00000
Blood Pool
11111 11111 11100 00000
Blood/Turn
1
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Natural Leader
Social
1
Additional Discipline (Potence)
Supernatural
5
Languages (Russian, Ukrainian, Polish, German, Mandarin, Morse Code)
Mental
0
Eat Food
Physical
1
Blush of Health
Physical
2
Flaw
Type
Bonus
Vulnerability to Silver
Physical
2
Special Responsibility (Maintains shipyard)
Social
1
Youthful Appearance
Physical
1
Dark Secret (has killed Kindred in the Cold War)
Social
1
Enemy
Social
1
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
160
Spent
158
Notes
Freebie Points (12)
Domain 2,3,4 - 4
Armory 1,2 - 2
Willpower 6,7 - 2
Leadership 4 - 2
Allies 1 - 1
Experience
Dominate 2, 3- 15
Potence 2, 3- 15
Presence 2- 5
Fortitude 2 - 5
Learning Celerity - 10
Celerity 2 - 7
Intimidation 3,4 - 10
Subterfuge 2,3 - 6
Etiquette 2 - 2
Firearms 4 - 6
Melee 3,4,5- 20
Drive 2 - 2
Larceny 2, 3 - 6
Streetwise 2 - 2
Herd 1- 3
Finance 2- 2
Streetwise 3 - 4
Stamina 3- 8
Alertness 3- 4
Celerity 3- 14
Stealth 3 - 4
Empathy 1, 2- 5
Intelligence 3 - 8
Domain 2,3,4 - 4
Armory 1,2 - 2
Willpower 6,7 - 2
Leadership 4 - 2
Allies 1 - 1
Experience
Dominate 2, 3- 15
Potence 2, 3- 15
Presence 2- 5
Fortitude 2 - 5
Learning Celerity - 10
Celerity 2 - 7
Intimidation 3,4 - 10
Subterfuge 2,3 - 6
Etiquette 2 - 2
Firearms 4 - 6
Melee 3,4,5- 20
Drive 2 - 2
Larceny 2, 3 - 6
Streetwise 2 - 2
Herd 1- 3
Finance 2- 2
Streetwise 3 - 4
Stamina 3- 8
Alertness 3- 4
Celerity 3- 14
Stealth 3 - 4
Empathy 1, 2- 5
Intelligence 3 - 8
Derangements
Clan Weakness- Drinks smoked blood (smokers, people who have been near fires or smoke)
Expanded Backgrounds
Expanded Backgrounds
Allies
Burian's ally are the higher ups that manage the shipyard during the day.
Contacts
Fame
Herd
The workers in the shipyard make up his herd.
Influence
Mentor
Resources
Burian has gained resources from the work he has done over the years from military to criminal. He has smuggled weapons, drugs and goods in addition to lurking and maintaining a shipyard.
Retainers
Status
Other
Generation- He's been around for a bit and has gotten lucky.
Armory- Burian has a stash of guns and armour from his days involved in the KBG, wars and gang activity.
Domain- Burian's Domain consists of the shipyards located around Baltimore's Southeast District.
Armory- Burian has a stash of guns and armour from his days involved in the KBG, wars and gang activity.
Domain- Burian's Domain consists of the shipyards located around Baltimore's Southeast District.
Rights & Possessions
Rights & Possessions
Gear (Carried)
Silver Knife
Pistol, Hvy
Cigarettes
Deck of cards
Wallet with cash and fake ID
Reinforced Clothing (hidden under his coat and vest)
Wooden Stake
Matches
Silver Lighter
Blackberry
Pistol, Hvy
Cigarettes
Deck of cards
Wallet with cash and fake ID
Reinforced Clothing (hidden under his coat and vest)
Wooden Stake
Matches
Silver Lighter
Blackberry
Feeding Grounds
Southeast Baltimore shipyards.
Havens
A collection of shipping containers stacked together and luxuriously outfitted with everything he needs.
Equipment (Owned)
An assortment of weapons, armour, drugs and alcohol from Russia.
Vehicles
Motorcycle
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Born into a lower ranking noble family in Kiev, Burian was fortunate in his upbringing. He received an education, had reasonable access to food and shelter and generally was happy. In his mid-teens he joined the Russian army and was specifically put in regiments that protected nobility. His first big battle was the Decembrist Revolt where he took charge and was among the first of the soldiers to follow orders to fire grape shot rounds without question into the crowd of revolutionists. History of his duty, willingness to take action and patience when observing the best course of action caught the attention of Stepan Arakcheyev, a Ventrue also within the Russian Army. After the day's executions for the Decembrist Revolt occurred on the 15th of January 1826, Burian was Embraced and taken under Stepan's wing. From learning about his new condition to the supernatural aspects of warfare and subjected to Ventrue agoge. Burian was let free of Stepan towards the end of the Crimean War and fully accepted into Ventrue society when he successfully lead a squadron of soldiers in the Baltic states.
Loyal to war and upholding regiment, Burian continued to participate in following conflicts even when a lot of Ventrue were ousted from Russian territory. He went to Poland for the January Uprising then was stationed in Manchuria to observe the construction of the Trans-Siberian Railway. For both WW1 and a decent amount of WW2, he remained stationed around the railway and Siberia until a call from help came from Moscow. Along with others stationed in Siberia, Burian raced to Moscow to assist with the battle there before moving south to participate in Stalingrad. After WW2 ended, he joined the NKVD which then became the MVD then the KGB. For most of his time he worked in East Germany and Poland where he manned the boarder whilst occasionally smuggling in media, weapons, drugs and food for information. Also during this time he teamed up with the Hunters who weaselled their way into the KGB, pretending to be one of them. Together they fought the supernatural where Burian actively killed Garou and Kindred idiotic enough to be spotted.
His time in the USSR ended when it dissolved. Overtime personal thoughts had been building about Russia and how it acted over history. From being underprepared to being walked over in the later half of the Cold War, loyalties were slipping. So, he moved to good ol' USA and found himself in Baltimore. He carved out a section of territory for himself in the southeast shipyards and went relatively unbothered due to the work he was doing running it for both mortals and Kindred. Due to a combination of Dignitas earnt during the wars he participated in and work in the shipyard, he was granted the Ventrue title of Aediles along with the pressure to keep maintaining it.
In 2012 when the Camarilla charged on in to take control of Baltimore, Burian swiftly sided with the Camarilla. As a Fledgling and as a Neonate, the Camarilla had been his faction. With time, it fluctuated but he always valued the order and structure it aimed for over the other factions. Once the war was fought, he kept maintaining the shipyard like always.
Currently, he continues participating in his duties. With William gone and the Anarch Julien in charge, Burian observes and waits to see if the former Herald is truly fit to run the city whilst keeping ties with what little Camarilla remain.
In 2012 when the Camarilla charged on in to take control of Baltimore, Burian swiftly sided with the Camarilla. As a Fledgling and as a Neonate, the Camarilla had been his faction. With time, it fluctuated but he always valued the order and structure it aimed for over the other factions. Once the war was fought, he kept maintaining the shipyard like always.
Currently, he continues participating in his duties. With William gone and the Anarch Julien in charge, Burian observes and waits to see if the former Herald is truly fit to run the city whilst keeping ties with what little Camarilla remain.
Fun Facts:
- He loves dogs despite dogs not loving him.
- He used to have a ghouled a black Kabarda horse named Kirill. Said horse was his companion up until WW1 where she got caught in barbed wire and machine gunned down. he hasn't had a horse since due to realising modern technology would outpace cavalry.
- He has fought bears and Nazi aligned Get of Fenris
- His lineage is the following: Ventru -> Erik Eigermann -> Hardestadt the Elder -> Rosenkrantz the Elder -> Veronika Kovaleva -> Gervasii Ivanova ->Tatyana Kuzmina -> Stepan Arakcheyev
Alessandro Giovanni
Overview
Overview
Alessandro Giovanni is often known to be quite distant with other members of his clan. This is because he is often seen as unapproachable, and typically Ruthless in the manner of dealing with problems. But while being quite distant from his clan, he is often very protective of it. And will go to any lengths to make sure that his clan is safe.
Basics
Basics
Name
Alessandro Giovanni
Player
ShinningDiamond10
Chronicle
Baltimore After Dark
Nature
Ruthless
Demeanor
Menacing
Concept
The Last Whisper
Clan
Giovanni
Generation
10th
Sire
Attributes
Attributes
Physical
t
Strength
Specialization
10000
Dexterity
11000
Stamina
11100
Social
s
Charisma
Specialization
11100
Manipulation
Leadership
11110
Appearance
10000
Mental
p
Perception
Spotting Weakness
11111
Intelligence
Occult
11110
Wits
11000
Abilities
Abilities
Talents
s
Alertness
Specialization
00000
Athletics
00000
Awareness
10000
Brawl
00000
Empathy
11000
Expression
00000
Intimidation
11100
Leadership
00000
Streetwise
00000
Subterfuge
11100
00000
Skills
t
Animal Ken
Specialization
00000
Crafts
00000
Drive
00000
Etiquette
11100
Firearms
00000
Larceny
00000
Melee
00000
Performance
00000
Stealth
11000
Survival
00000
00000
Knowledge
p
Academics
Specialization
11100
Computers
00000
Finance
10000
Investigation
11100
Law
10000
Medicine
10000
Occult
11100
Politics
11000
Science
00000
Technology
00000
00000
Advantages
Advantages
Disciplines
*Necromancy
11100
*Dominate
10000
Potence
00000
00000
00000
00000
Backgrounds
Generation
11111
Resources
11000
Domain
10000
00000
00000
00000
Virtues
Conviction
11100
Instinct
11000
Courage
11000
Humanity/Path
11111 00000
Path
Path of The Beast
Bearing
Willpower
11100 00000
00000 00000
Blood Pool
11111 11111
11100 00000
Blood/Turn
4
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Master of Red tape
Social
4
Iron Will
Mental
3
Language: Italian and English
Flaw
Type
Bonus
Overconfident
Mental
1
Rivalry
Social
3
Enemy
Social
3
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
35
Spent
0
Notes
Freebie Points
2 Academic - 1
5 Necromancy - 1
2 Generations - 2
5 Perceptions - 1
1 Willpower- 1
Experience
2 Academic - 1
5 Necromancy - 1
2 Generations - 2
5 Perceptions - 1
1 Willpower- 1
Experience
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
Influence
Mentor
Resources
Moderately Wealthy
Retainers
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Domian of Giovanni
Havens
Often kept secret unless he Trust you.
Equipment (Owned)
Vehicles
1960's cadillac
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Earl "Thorne" Bratovich
Overview
Overview
“I was wondering what would break first — your spirit…or your body.”
- Bane, The Dark Knight Rises.
A hulking individual of muscle and reserved menace. At 7' 7" and 350 lbs., he is a walking mountain. Having a nearly complete disregard for humans, seeing them as little more that cattle to experiment on, he delights at instilling abject terror in his prey.
- Bane, The Dark Knight Rises.
A hulking individual of muscle and reserved menace. At 7' 7" and 350 lbs., he is a walking mountain. Having a nearly complete disregard for humans, seeing them as little more that cattle to experiment on, he delights at instilling abject terror in his prey.
Basics
Basics
Name
Earl "Thorne" Bratovich
Player
Otaku
Chronicle
Baltimore After Dark
Nature
Monster (Terrifying)
Demeanor
Soldier
Concept
Monstrous Redneck
Clan
Tzimisce
Generation
12th
Sire
Unknown
Attributes
Attributes
Physical
p
Strength
Vicious
11110
Dexterity
Lightning Reflexes
11110
Stamina
Enduring
11110
Social
t
Charisma
10000
Manipulation
Imposing
11111
Appearance
10000
Mental
s
Perception
11000
Intelligence
Creative
11111
Wits
11000
Abilities
Abilities
Talents
p
Alertness
11000
Athletics
11100
Awareness
00000
Brawl
Pankration
11110
Empathy
00000
Expression
00000
Intimidation
11100
Leadership
00000
Streetwise
10000
Subterfuge
11000
00000
Skills
t
Animal Ken
10000
Crafts
00000
Drive
10000
Etiquette
00000
Firearms
00000
Larceny
00000
Melee
Body Weaponry
11110
Performance
00000
Stealth
10000
Survival
10000
00000
Knowledge
s
Academics
10000
Computers
00000
Finance
00000
Investigation
00000
Law
00000
Medicine
Body Crafts
11110
Occult
11100
Politics
00000
Science
00000
Technology
00000
Expert: Sabbat Lore
11100
Advantages
Advantages
Disciplines
Animalism*
10000
Fortitude*
11000
Vicissitude*
11111
Potence
11000
Obfuscate
11110
00000
Backgrounds
Generation
10000
Domain
11000
Retainer
11000
Retainer
11000
00000
00000
Virtues
Conscience/Conviction
11100
Self-Control/Instinct
11000
Courage
11111
Humanity/Path
11111 00000
Path
Metamorphosis
Bearing
Inhumanity
Willpower
11111 11100
00000 00000
Blood Pool
00000 00000
01111 11111
Blood/Turn
1
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Pain Tolerance
Clan
2
Revenant Disciplines (Bratovich)
Clan
3
Promethean Clay
Clan
5
Huge Size
Physical
4
Bruiser
Physical
1
Flaw
Type
Bonus
Revenant Weakness (Bratovich)
Clan
-3
Touch of Frost
Supernatural
-1
Beacon of the Unholy
Supernatural
-2
Cast no Reflection
Supernatural
-1
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
160
Spent
159
Notes
Freebie Points: 15 (+7 from Flaws)
Starting Experience: 160 (Ancilla)
- Fortitude 2 = 5
- Vicissitude 4 = 15
- Vicissitude 5 = 20
- Potence 1 = 10
- Potence 2 = 7
- Obfuscate 1 = 10
- Obfuscate 2 = 7
- Dexterity 4 = 12
- Animalism 1 = 10
- Animal Ken 1 = 3
- Obfuscate 3 = 14
- Obfuscate 4 = 21
- Flaying Flesh (Combo Power) = 12
- Willpower 7 = 6
- Willpower 8 = 7
Unspent Experience: 1
Starting Experience: 160 (Ancilla)
- Fortitude 2 = 5
- Vicissitude 4 = 15
- Vicissitude 5 = 20
- Potence 1 = 10
- Potence 2 = 7
- Obfuscate 1 = 10
- Obfuscate 2 = 7
- Dexterity 4 = 12
- Animalism 1 = 10
- Animal Ken 1 = 3
- Obfuscate 3 = 14
- Obfuscate 4 = 21
- Flaying Flesh (Combo Power) = 12
- Willpower 7 = 6
- Willpower 8 = 7
Unspent Experience: 1
Combination disciplines
Flaying Flesh (Potence 2, Vicissitude 2)
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
Influence
Mentor
Resources
Retainers
Two Bratovich Hellhounds (Named: Gator & Dixie)
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
A bone machete made from his his own femur, and stored in a flesh crafted pocket on his back.
A Zippo Lighter.
A Zippo Lighter.
Feeding Grounds
Trailor parks and the homeless
Havens
An old, run down, but still populated Trailor park
Equipment (Owned)
Vehicles
1987 Ford F-Series Ranger Bigfoot Cruiser Pickup Truck, the body if not maintained with dints, scratches and rust spots.
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
Secluded deep within an old forest that would be known in the modern nights as the Monongahela National Forest of the Appalachian Mountains, West Virginia, stood the Bratovich Homestead. The family had chosen to leave their ancestral homes in Europe due to prejudice and financial hardship, they’d crossed the Atlantic to the new world and settled there during the 1700s.
In 1782, during the tail end of the Revolutionary War, Earl’s birth was a cursed affair. Whether due to the Revenant family’s supernatural practices or inbreeding, the infant’s birth bore many complications as the baby was malformed and ghoulishly strong. To save his mother’s life the family had to use their Vicissitude arts to extract the child from his mother or they both would have perished. As he grew with his deformities, Earl’s childhood was marred with more than his fair share of hardships. The family refused to use their crafts to fix the boy’s body, whether out of cruelty or wanting to see the child strive to overcome their weaknesses, who can say. Although Earl’s body was twisted and misshapen, he bore a sharp mind and as he grew, he observed his environment and learnt all he could. By the age of twelve he had picked up the rudimentary understanding of Flesh Crafting, beginning his first steps upon a road that would do more than just fix his body.
Through his adolescence, the family witnessed Earl shift from a hapless, deformed wretch of a person to a young man of surprising stature. At 18 years old, the young man stood six foot, seven inches and was nearly 250 pounds, Earl had more than adapted, his body was like clay to his will. The young Bratovich was gaining favor within the family, and over time he joined the family’s hunting parties, not just to hunt game to feed them, but also to hunt and push back the werewolves that stalked the Appalachians. Since the family settled those mountains, the Bratovich and the local Garou packs had developed a deep bitter enmity. Likely due to the supernatural nature of both factions, the nearby Cherokee tribes thankfully stayed away from their conflicts. This did not help much as over the following years Earl ranged further afield from the homestead, hunting for more and more material for his foul Flesh Crafting experiments. He did not care where the flesh came from, it was all ‘Meat’ to him, animals, newly proclaimed Americans or natives, they were all the same in his eyes, but he did particularly prize Garou flesh.
The years went by and in 1846, at the age of 64, Earl had sculpted his physique to the hulking size of 7’ 7” and 350 lbs. and having now hunted the Garou for decades he had proven how much he was a thorn in their sides, earning the man his nickname. But during this time a shadow from the family’s past patiently observed him. In the Americas the Bratovich had the chance to reestablish themselves, and after a while they reconnected and renewed their ties with their supernatural origins, the Kindred of Clan Tzimisce. One if them had heard of Earl and his proclivities, particularly his new interest in causing terror, reveling at instilling fear in those he preys upon. In Thorne’s minds he never truly viewed himself as human, this piqued the interest of a visiting Tzimisce, who chose to gift Thorne with the Curse of Caine and Embraced him. Thorne only recalls encountering a pool of blood that moved before he passed out, rising hours later as Kindred. Left and abandoned by his Sire, Thorne was helped by his family, who praised him for receiving such an honor.
During the American Civil War, a number of Bratovich family members were conscripted into the Union Army, war offered Thorne new opportunities and although he didn’t enlist, he found nearby battlefields to be too tantalizing an occasion to test his menagerie of Flesh Crafted Abominations. A few camping stories arose from Thorne’s homemade horrors causing chaos or stalking troop encampments in the night. By the time the US introduced the Draft in the early 20th century, most of the Bratovich family that still remained on their homestead didn’t appear on any census, so were never called up to fight in either world wars. But it was during this time that Thorne was actively recruited into the wider activities of the Sabbat. He was requested to help with Sabbat actions in Detroit where he not just helped but proved to be such a monster amongst both Kindred and Kine, that he was awarded the title of Templar by the Archbishop, then politely asked to leave.
With the advent of technology and the invention of films, during the mid to late 20th century, Thorne found a genuine interest in Horror movies, in particular, Slasher, Gore and Body Horror genres. Seeing how these forms of media had worked their way into the zeitgeist, Thorne went as far as to fashion a mask he Bone Crafted to his own skull, and fanged mouths in his palms to still be able to feed, all to better incite fear.
Since the ‘40s, Thorne has served the Sabbat where needed, a tool to be used when conventional methods fail. Recently the Sabbat hierarchy of the East Coast have grown tired of the loss of Baltimore, some ten years prior. And with Archbishop Warin of DC not having done anything of worth in trying to retake Baltimore, the diocese has sent Thorne in to stir the proverbial pot.
In 1782, during the tail end of the Revolutionary War, Earl’s birth was a cursed affair. Whether due to the Revenant family’s supernatural practices or inbreeding, the infant’s birth bore many complications as the baby was malformed and ghoulishly strong. To save his mother’s life the family had to use their Vicissitude arts to extract the child from his mother or they both would have perished. As he grew with his deformities, Earl’s childhood was marred with more than his fair share of hardships. The family refused to use their crafts to fix the boy’s body, whether out of cruelty or wanting to see the child strive to overcome their weaknesses, who can say. Although Earl’s body was twisted and misshapen, he bore a sharp mind and as he grew, he observed his environment and learnt all he could. By the age of twelve he had picked up the rudimentary understanding of Flesh Crafting, beginning his first steps upon a road that would do more than just fix his body.
Through his adolescence, the family witnessed Earl shift from a hapless, deformed wretch of a person to a young man of surprising stature. At 18 years old, the young man stood six foot, seven inches and was nearly 250 pounds, Earl had more than adapted, his body was like clay to his will. The young Bratovich was gaining favor within the family, and over time he joined the family’s hunting parties, not just to hunt game to feed them, but also to hunt and push back the werewolves that stalked the Appalachians. Since the family settled those mountains, the Bratovich and the local Garou packs had developed a deep bitter enmity. Likely due to the supernatural nature of both factions, the nearby Cherokee tribes thankfully stayed away from their conflicts. This did not help much as over the following years Earl ranged further afield from the homestead, hunting for more and more material for his foul Flesh Crafting experiments. He did not care where the flesh came from, it was all ‘Meat’ to him, animals, newly proclaimed Americans or natives, they were all the same in his eyes, but he did particularly prize Garou flesh.
The years went by and in 1846, at the age of 64, Earl had sculpted his physique to the hulking size of 7’ 7” and 350 lbs. and having now hunted the Garou for decades he had proven how much he was a thorn in their sides, earning the man his nickname. But during this time a shadow from the family’s past patiently observed him. In the Americas the Bratovich had the chance to reestablish themselves, and after a while they reconnected and renewed their ties with their supernatural origins, the Kindred of Clan Tzimisce. One if them had heard of Earl and his proclivities, particularly his new interest in causing terror, reveling at instilling fear in those he preys upon. In Thorne’s minds he never truly viewed himself as human, this piqued the interest of a visiting Tzimisce, who chose to gift Thorne with the Curse of Caine and Embraced him. Thorne only recalls encountering a pool of blood that moved before he passed out, rising hours later as Kindred. Left and abandoned by his Sire, Thorne was helped by his family, who praised him for receiving such an honor.
During the American Civil War, a number of Bratovich family members were conscripted into the Union Army, war offered Thorne new opportunities and although he didn’t enlist, he found nearby battlefields to be too tantalizing an occasion to test his menagerie of Flesh Crafted Abominations. A few camping stories arose from Thorne’s homemade horrors causing chaos or stalking troop encampments in the night. By the time the US introduced the Draft in the early 20th century, most of the Bratovich family that still remained on their homestead didn’t appear on any census, so were never called up to fight in either world wars. But it was during this time that Thorne was actively recruited into the wider activities of the Sabbat. He was requested to help with Sabbat actions in Detroit where he not just helped but proved to be such a monster amongst both Kindred and Kine, that he was awarded the title of Templar by the Archbishop, then politely asked to leave.
With the advent of technology and the invention of films, during the mid to late 20th century, Thorne found a genuine interest in Horror movies, in particular, Slasher, Gore and Body Horror genres. Seeing how these forms of media had worked their way into the zeitgeist, Thorne went as far as to fashion a mask he Bone Crafted to his own skull, and fanged mouths in his palms to still be able to feed, all to better incite fear.
Since the ‘40s, Thorne has served the Sabbat where needed, a tool to be used when conventional methods fail. Recently the Sabbat hierarchy of the East Coast have grown tired of the loss of Baltimore, some ten years prior. And with Archbishop Warin of DC not having done anything of worth in trying to retake Baltimore, the diocese has sent Thorne in to stir the proverbial pot.
[WIP] Maisie Gray
Overview
Overview
Basics
Basics
Name
Maisie Gray
Player
KitsuneFire
Chronicle
Baltimore After Dark
Nature
Demeanor
Concept
Clan
Mortal
Generation
N/A
Sire
N/A
Attributes
Attributes
Physical
p
Strength
10000
Dexterity
11100
Stamina
11000
Social
s
Charisma
11100
Manipulation
11000
Appearance
Innocent
11110
Mental
t
Perception
11100
Intelligence
11100
Wits
10000
Abilities
Abilities
Talents
p
Alertness
11100
Athletics
10000
Awareness
11100
Brawl
00000
Empathy
11000
Expression
11100
Intimidation
00000
Leadership
00000
Streetwise
11000
Subterfuge
00000
00000
Skills
s
Animal Ken
10000
Crafts
Painting
11111
Drive
10000
Etiquette
00000
Firearms
00000
Larceny
00000
Melee
00000
Performance
10000
Stealth
10000
Survival
00000
00000
Knowledge
t
Academics
10000
Computers
10000
Finance
00000
Investigation
10000
Law
00000
Medicine
00000
Occult
00000
Politics
00000
Science
10000
Technology
00000
00000
Advantages
Advantages
Disciplines
00000
00000
00000
00000
00000
00000
Backgrounds
Resources
10000
Fame
11100
Haven (Domain?)
10000
Contacts
10000
00000
00000
Virtues
Conscience/Conviction
11111
Self-Control/Instinct
11110
Courage
11110
Humanity/Path
11111 11000
Path
Humanity
Bearing
Normalcy
Willpower
11111 00000
00000 00000
Blood Pool
00000 00000
00000 00000
Blood/Turn
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Acute Sense (hearing)
Physical
1
Concentration
Mental
1
Precocious
Mental
3
Harmless
Social
1
Flaw
Type
Bonus
Short
Physical
1
Tic/Twitch (fiddling with hair)
Physical
1
Impatient
Mental
1
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
00000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
0
Spent
0
Notes
Freebie (21)
Merits - 3
Alertness 3-2
Awareness 1- 2
Craft 4,5 - 4
Empathy 2- 2
Conscience 5-2
Self-control 4- 2
Courage 4- 2
Willpower 4, 5- 2
Merits - 3
Alertness 3-2
Awareness 1- 2
Craft 4,5 - 4
Empathy 2- 2
Conscience 5-2
Self-control 4- 2
Courage 4- 2
Willpower 4, 5- 2
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Knows the local police sheriff
Fame
Maisie is known as a painter who loiters on the streets of Baltimore attempting to sell her wares.
Herd
Influence
Mentor
Resources
Impoverished artist
Retainers
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Havens
Maisie lives in a small, rundown apartment
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History
[WIP] Nurse
Overview
Overview
Basics
Basics
Name
Player
KitsuneFire01
Chronicle
Baltimore After Dark
Nature
Demeanor
Concept
Creepy Nurse
Clan
Assamite Sorcerer
Generation
10th (diablarised)
Sire
Attributes
Attributes
Physical
p
Strength
Specialization
11000
Dexterity
11110
Stamina
11110
Social
s
Charisma
Specialization
11000
Manipulation
11100
Appearance
11000
Mental
t
Perception
Specialization
11000
Intelligence
11110
Wits
11000
Abilities
Abilities
Talents
p
Alertness
Specialization
11000
Athletics
10000
Awareness
11000
Brawl
00000
Empathy
00000
Expression
00000
Intimidation
00000
Leadership
00000
Streetwise
11100
Subterfuge
11000
00000
Skills
s
Animal Ken
Specialization
00000
Crafts
00000
Drive
00000
Etiquette
00000
Firearms
00000
Larceny
00000
Melee
11000
Performance
00000
Stealth
11100
Survival
00000
00000
Knowledge
t
Academics
Specialization
11000
Computers
10000
Finance
00000
Investigation
00000
Law
00000
Medicine
11100
Occult
11100
Politics
00000
Science
11100
Technology
10000
00000
Advantages
Advantages
Disciplines
Quietus*
11000
Obfuscate*
11000
Assamite Sorcery*
11000
Celerity*
11000
00000
00000
Backgrounds
Generation
11100
Resources
11000
Contacts
10000
00000
00000
00000
Virtues
Conscience/Conviction
11110
Self-Control/Instinct
11110
Courage
11110
Humanity/Path
11111 10000
Path
Path of Caine
Bearing
Faith
Willpower
11111 1111100
00000 00000
Blood Pool
00000 00000
00000 00000
Blood/Turn
Merits & Flaws
Merits & Flaws
Merit
Type
Cost
Iron Will
Mental
3
Harmless
Social
1
Flaw
Type
Bonus
Multiple Curses
Clan
3
Tic/twitch (fiddling with object)
Physical
1
Unholy Stain
Supernatural
3
Rituals & Paths
Rituals & Paths
Ritual
Level
Path
Blood
11000
00000
00000
00000
00000
00000
00000
00000
Experience & Derangements
Experience
Total
35
Spent
29
Notes
Freebies (15+3)
Willpower - 6
Celerity 1 - 7
Contacts 1- 1
Instinct 3,4 - 4
EXP (35)
Quietus 2- 4
Obfuscate 2- 4
Assamite Sorcery - 4
Manipulation 3 - 8
Celerity - 7
Alertness 2 - 2
Willpower - 6
Celerity 1 - 7
Contacts 1- 1
Instinct 3,4 - 4
EXP (35)
Quietus 2- 4
Obfuscate 2- 4
Assamite Sorcery - 4
Manipulation 3 - 8
Celerity - 7
Alertness 2 - 2
Derangements
Expanded Backgrounds
Expanded Backgrounds
Allies
Contacts
Fame
Herd
Influence
Mentor
Resources
Retainers
Status
Other
Rights & Possessions
Rights & Possessions
Gear (Carried)
Feeding Grounds
Havens
Equipment (Owned)
Vehicles
Other
Blood Bonds/Vinculi
Blood Bonds/Vinculi
Bound To
Rating
Bound To
Rating
Description
Description
History
History