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VOLUME 3: KINDRED AND RELATED

Assamites...................................................................................................................................................4
Ahmed.....................................................................................................................................................4
Al-Ashrad (Amr of Alamut).........................................................................................................................4
Coven, Montgomery (Once and Forever Prince).............................................................................................5
Djuhah (Seraph of the Black Hand) ............................................................................................................6
al-Faqadi, Fatima (Hand of Vengeance)........................................................................................................8
Izhim Ur-Baal (Seraph of the Black Hand) ...................................................................................................8
Osiris (Unbound Bodyguard).......................................................................................................................9
Solinda (Chicago Bishop and Dominion).......................................................................................................9
Tariq the Silent (1996 Onward, Dominion)..................................................................................................10
Ur-Shulgi (The Shepherd).........................................................................................................................11
Brujah.......................................................................................................................................................13
Bell, Theo (Archon of the Camarilla)...........................................................................................................13
Carlak (Usurper Prince of Prague)..............................................................................................................14
Corleone, Nicholas (Mob Enforcer).............................................................................................................16
Diamondback (Rebels Pack Member)..........................................................................................................16
Dreaded Ed (Saint Louis Archon)...............................................................................................................16
Foster, Danielle (Saint Louis Primogen)......................................................................................................16
Geoffry..................................................................................................................................................17
Homer (Rebels Pack Member) ..................................................................................................................19
Hooker, Jesse (Rebels Pack Leader)...........................................................................................................19
Long, Mark (Detective).............................................................................................................................19
McKenzie, Iain........................................................................................................................................19
McCaw, Duel...........................................................................................................................................20
Mae (Rebels Pack Member).......................................................................................................................20
Masta Killa (Saint Louis)...........................................................................................................................20
Pascek, Jaroslav (Brujah Justicar)..............................................................................................................21
Severen (Rebels Pack Member).................................................................................................................22
Di Sezratti, Niccolo (Troubleshooter)..........................................................................................................22
Simmons, Jill (Reporter)...........................................................................................................................23
Tara (Prince of San Diego)........................................................................................................................23
Caitiff........................................................................................................................................................25
Allen, Veronica (Saint Louis Novelist).........................................................................................................25
Bey, Mukhtar (Prince of Cairo)..................................................................................................................25
Dodd, Bobby (Insurance Investigator)........................................................................................................25
Harney, Madeleine (Vengeful Childe)..........................................................................................................25
MacEwen, Rowan (Musician).....................................................................................................................27
Mahatma (Monitor of Istanbul)..................................................................................................................27
Morgan, Alexander (Elder Protector of Toronto)...........................................................................................28
Stranger (Confessor)...............................................................................................................................30
Vincent, Peter (Saint Louis Sheriff)............................................................................................................31
Followers of Set..........................................................................................................................................33
Hesha (Clan Novel)..................................................................................................................................33
LaCroix, Lucien (Decadent Setite)..............................................................................................................33
Qufur Am-Heru (Champion of Set).............................................................................................................37
Gangrel.....................................................................................................................................................39
Adkins, Mari Susan (Sluts R Us)................................................................................................................39
Asid, Tom (Traveler)................................................................................................................................39
Clark, Samantha (Computer Junkie)..........................................................................................................40
Grey, Ladybird (Chan’s Consort)................................................................................................................40
Hudson, Jordon (Sire of Amelia Teater)......................................................................................................40
Jalan-Aajav (Seraph of the Black Hand)......................................................................................................40
Karsh (Warlord of the Camarilla)...............................................................................................................41
Keller, Chan (Former Prince / Primogen).....................................................................................................42
Kenton, Doug (Gangrel Inventor)..............................................................................................................42
Ramona (Clan Novel)...............................................................................................................................45
Teater, Amelia (Veterinarian)....................................................................................................................45
Xaviar (Gangrel Patriarch and Justicar).......................................................................................................46
Ghouls.......................................................................................................................................................48
Addams Family (Revenant Family).............................................................................................................48
Burns, Charles (Billionaire Industrialist)......................................................................................................53

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Colton, Caleb (Rebels Pack Ghoul).............................................................................................................57
Cult of Roses (Semi-Vampiric Sanguinarians)..............................................................................................57
Devon Family (Kentucky Revenants)..........................................................................................................57
Hargrove, Phinneas (Dark Knight / Hunter).................................................................................................59
Jamaranth (Willie's Ghoul Bodyguard)........................................................................................................59
Lamont, Vincent (Ghoul Investigator).........................................................................................................59
Patrano, Klyem (9,872 Year Old Ghoul)......................................................................................................59
Starling, Clarice (Ghoul Agent)..................................................................................................................59
Giovanni and Related...................................................................................................................................61
Giovanni, Ambrogino (Deuxphagus)...........................................................................................................61
Giovanni, Don Fernando (Sleeping Elder)....................................................................................................62
Giovanni, Isabel (Clan Novel)....................................................................................................................63
Giovanni, Marciana (Camarilla Investigator)................................................................................................63
Gray, Phillip (Cappadocian Mage)..............................................................................................................64
Lithrac (Aligned Independent)...................................................................................................................64
Unre (Keeper of Gologtha)........................................................................................................................65
Zodiac (Clan Infiltrator)............................................................................................................................66
Lasombra...................................................................................................................................................68
Black Wallace (The Righteous)..................................................................................................................68
Francis (Arch Bishop of Chicago)...............................................................................................................69
Giangaleazzo (Traitor Prince of Milan)........................................................................................................69
Lucita (Clan Novel)..................................................................................................................................70
Martin, Malaki (Seneschal of Saint Louis)....................................................................................................71
Monçada, Ambrosio Luis (Archbishop)........................................................................................................72
Monroe, Leila (Sabbat Crusader)...............................................................................................................73
Mullanphy, John (Prince of Saint Louis)......................................................................................................74
Oscar (Chicago Bishop - North Diocese).....................................................................................................76
De Polonia, Francisco Domingo (Cardinal)...................................................................................................76
Malkavian..................................................................................................................................................78
Anatole (Clan Novel)................................................................................................................................78
Banshee.................................................................................................................................................78
Elimelech (Seraph of the Black Hand)........................................................................................................79
The Harbinger.........................................................................................................................................80
Harkker, Jackson (Saint Louis)..................................................................................................................82
Holmes, Sherlock (Great Detective)...........................................................................................................83
Lecter, Hannibal (Cannibal and Diabolist)...................................................................................................83
Manson, Charlie (Prophet of the Black Spiral)..............................................................................................88
Metalstorm, Alexander (Assassin)..............................................................................................................91
Potts, Chester (Liar)................................................................................................................................91
Streck, Maris (Malkavian Justicar)..............................................................................................................91
Minor Kindred Bloodlines..............................................................................................................................94
Ravana, Khalil (Ravnos Clan Novel)...........................................................................................................94
Rocia (Renegade Gargoyle Leader)............................................................................................................94
Saint Louis Gargoyles..............................................................................................................................95
Sierra (Salubri Warrior)............................................................................................................................95
Nosferatu...................................................................................................................................................98
Bennie (Cabbie)......................................................................................................................................98
Calebros, Keeper of Secrets (Clan Novel)....................................................................................................98
Cock Robin (Nosferatu Justicar).................................................................................................................99
Daniels, John (Pissed Off Actor)...............................................................................................................100
Deeds, David (Security Guard)................................................................................................................100
Dondinni (Monitor of Genoa)...................................................................................................................100
Gooding, Nathaniel (Saint Louis)..............................................................................................................101
Jones, Bernie (Saint Louis).....................................................................................................................102
Lancaster, Janet (Beautiful Monster)........................................................................................................102
Lemp, Helen (Saint Louis).......................................................................................................................104
Noctem (Vengeful Nosferatu Supremacist)................................................................................................105
Di Padua, Federico (Camarilla’s Right Hand)..............................................................................................105
Watkins, Major Joel (Soldier)...................................................................................................................106
Xavier, Nicholas (Saint Louis Primogen)....................................................................................................107
Shi-Lung..................................................................................................................................................109
Kung-Fu-Tzu (Assassin)..........................................................................................................................109
Naga-Shi (Founder of the Shi Lung).........................................................................................................110
Raven, Jonathon (Rogue Assassin)...........................................................................................................110

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Toreador..................................................................................................................................................111
Ash, Victoria (Clan Novel).......................................................................................................................111
Bauer, Chastity (Saint Louis Harpy).........................................................................................................111
Bigalow, Yvette (Saint Louis)...................................................................................................................112
Brezing, Belle (Nightclub Owner).............................................................................................................112
Dartmoor, Elisa (Novelist and Pack Member).............................................................................................113
Jarbeuax, Vidal (Madam Guil’s Renard).....................................................................................................113
Madame Guil (Toreador Justicar).............................................................................................................114
Mathias (Saint Louis Primogen)...............................................................................................................116
Mercy (Sabbat Knight Inquisitor).............................................................................................................116
Starling, Amanda (Dilettante)..................................................................................................................117
Tyree, Marissa.......................................................................................................................................118
Tremere...................................................................................................................................................119
Brodure, Pierre Bon-Bon (Primogen)........................................................................................................119
Campbell, Claire (Saint Louis).................................................................................................................119
Haake, Lille (Amsterdam Primogen).........................................................................................................120
Modred (Willie's Apprentice)....................................................................................................................121
Pieter the Russian (Occultist)..................................................................................................................121
Scott, Willie (Rogue Wizard)....................................................................................................................121
Sturbridge, Aisling (Clan Novel)...............................................................................................................121
Trent, James (Occultist).........................................................................................................................123
Watson, Liza (Saint Louis Alastor)............................................................................................................123
Di Zagreb, Anastasz (Tremere Justicar)....................................................................................................123
Zaren, Delos (Prince of Washington DC)...................................................................................................125
Tzimiche..................................................................................................................................................126
Cassidy, Velya and Elaine (Cardinals).......................................................................................................126
Dracula, Vlad (Son of the Dragon)...........................................................................................................127
Morganna (Chicago Bishop - South Diocese).............................................................................................135
Van Zant, Hugo (Pack Priest)..................................................................................................................135
Vykos, Sascha (Caine’s Angel).................................................................................................................135
Venture....................................................................................................................................................137
Hill, Prudence (Socialite).........................................................................................................................137
Huxley, Penelope (Prince of Savannah).....................................................................................................137
Krans, Arthur (Saint Louis Anarch)...........................................................................................................138
Lodin (Olaf Holte, Reborn Prince).............................................................................................................139
Lucinde (Ventrue, Justicar and Alastor).....................................................................................................139
Markham, Richard (Osirian Seneschal).....................................................................................................140
Mason, Kyle (Saint Louis Businessman)....................................................................................................140
Moore, Rígan (Public Official)...................................................................................................................141
O'Brien, Eamon (Pack Leader).................................................................................................................141
Pieterzoon, Jan (Clan Novel)...................................................................................................................141
Rebekah (Monitor of Chicago).................................................................................................................141
Strathcona, Kyle (Cardinal of Canada)......................................................................................................143
Valare, Luc (Fanatic Euro Terrorist)..........................................................................................................144
Index.......................................................................................................................................................145

3
ASSAMITES
Ahmed
Ahmed was in training at the Assamites hidden monastery since the age of 13. His everyday life consisted of
practice, meditation, and dedication. He was also taught of his future clan, and the curse that had been placed on it.
He didn't like the sounds of the curse, and when he heard tales of a separate group of Assamites free from the curse,
decided to search them out.
His search would have ended before he left the monastery if not for the aid of an ancient Brujah named Verro
who came to his aid in Istanbul. Ahmed was cornered by 3 Assamite hunters, and they were about to strike when
Verro revealed himself and chased away the assassins. Verro took Ahmed to the New World, and it didn't take long
before he had dug up an Assamite from the Sabbat to Embrace Ahmed. Ahmed remained in the Sabbat for years,
serving his sect, yet also doing Verro's bidding when necessary. When Verro put him in contact with a young vampire
named Maria, Ahmed gladly showed her down the path of Caine. He rose high in the Black Hand, and was possibly
about to attain Seraph status when Verro surfaced, and demanded that he accompany Maria and her twin Miranda,
who was also a Sabbat member, to Atlanta. Owing his life and unlife to Verro, Ahmed complied.
In Atlanta, Ahmed serves as Miranda's enforcer and bodyguard. He also tries to make first contact with any
new Kindred in the area. By serving as Miranda's liaison, he attempts to either convince or scare new Kindred into
presenting themselves and swearing loyalty to Miranda.
Ahmed knows about the sleeping Methuselah, too, he doesn't know of the location, either. Were he to find
out, it is possible he may even leave Miranda's service to hunt him, with intent to find his sire's location, and then kill
them both. Ahmed takes the existence of Caine very seriously. He knows most of the Book of Nod by heart, and has
read a fairly complete copy before.
When the Kindred calling himself Caine appeared, Ahmed was shocked. Could this be THE Caine? He had his
doubts, but, nevertheless, made attempts to contact him. When Ahmed's haven was destroyed in Caine's bombing
spree, however, Ahmed was almost killed himself. Unable to comprehend Caine attempting to destroy a devoted
follower such as himself, Ahmed came to the conclusion that this man was not Caine, but just another madman.
Miranda's stance on Caine is the same, and Ahmed now works to locate and destroy the "pretender".
The most noticeable thing about Ahmed is the darkness of his skin, which is almost totally black. His eyes are
dark and his hair, which is about mid-back length, is black as well (and usually in a ponytail.) Ahmed dresses in
normal clothing styles, although he usually wears a trench coat over his normal attire.
8th Generation Assamite Antitribu; Nature: Judge; Demeanor: Cavalier; Sire: unknown; Embrace: 1750 (born
1728); Apparent Age: 22; Strength 5, Dexterity 5, Stamina 5, Charisma 3, Manipulation 2, Appearance 2, Perception
2, Intelligence 2, Wits 3; Talents: Brawl 5, Dodge 5, Intimidation 5, Subterfuge 4; Skills: Firearms 3, Melee 5,
Security 3, Stealth 4; Knowledges: Lore (Black Hand 5, Sabbat 3), Occult 5; Disciplines: Celerity 5, Fortitude 2,
Potence 3, Quietus 5; Backgrounds: Contacts 1, Generation 5, Status 2; Virtues: Conviction 3, Instincts 4, Courage
5, Caine 7, Willpower 8
Al-Ashrad (Amr of Alamut)
All honor to al-Ashrad, he who watched the breaking of the Curse that the devil-
touched Tremere laid upon the Blood. He who performed the Ritual of Creation, which kept
the Children of Haqim strong through the many nights of their disgrace. He who forged the
Fang of Kali and strung the Bow of the Sun. He who chains the storms and strikes down
devils with his hand of iron. All honor to al- Ashrad, the greatest magician in the world!
Lost to the mists of time is the mortal life of al-Ashrad, he who walked out of the
long mountain nights with leashed lightning in his hand and the world in his eye, offering his
magics to Haqim. Wise was Haqim to accept the service of al-Ashrad, for the Ancestor and
the man who would be Amr both knew of the centuries of disgrace that awaited the Children.
Both foresaw that the Children's honor would not be cleansed without the might of the
greatest magician in the world.
It came to pass that some of the Children of Haqim resented the acceptance of a mortal man into their ranks,
and they plotted the downfall of al-Ashrad. But the Amr's eyes and ears were many in those nights, and he prepared
well for the treacherous Children. When the conspirators came for him, al-Ashrad was ready.
He slew the foremost with a blazing arrow from the Bow of the Sun. He fell upon the rest with sword and spells.
Demons fought at his side. He tore through the would-be murderers as would a whirlwind set against a spider's web.
When the dust had settled, 10 of Haqim's finest sons lay on the ground, yet al-Ashrad had suffered no wounds.
The greatest magician in the world went to the chambers of the Ancestor and spoke of what had happened.
What transpired there none can say for certain, but the stories tell of a mighty argument, of al Ashrad's accusations
that the Ancestor had sought to bind his power to the service of the Children, thoughtless of the sorcerer's freedom.
Haqim's anger was no less, for the first of those al-Ashrad had slain was his favorite and most trusted son. The
Ancestor's belief was that the magician had sought to usurp that childe's position as his right hand.
Both mighty creatures' spines stiffened with pride, and they might have come to blows had not ur Shulgi,
Haqim's second son, intervened. Facing the wrath of the disputants, he told them that he had gazed into their souls
and found them both in error. The conspirators had acted of their own volition, ur-Shulgi told them, and al-Ashrad
had not sought to supplant Haqim's children.

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Haqim's face grew dark, for he was not accustomed to hearing his words questioned, even by those of his own blood.
Wisdom stayed his hand, however, for he knew that ur-Shulgi spoke true. He could not stand by without taking
action, however, for al-Ashrad was not of Haqim's Blood and he had slain a double handful of Haqim's favored.
"So be it," spoke Haqim. "You have slain those who were my hands and eyes, those who were counted
among the strongest arms and swiftest minds of my Blood. By rights, I should have your life as forfeit for theirs, but
your counsel has been wise, and your magics have been mighty. This will not end here, for those who attacked you
were not alone among my children. A man not of the Blood will never be fully accepted in Alamut, no matter how
faithful his service to me. Thus, I must first take from you that which you took from me."
Having spoken, Haqim severed al-Ashrad's arm with one blow from his scimitar and plucked out alAshrad's
eye with a second blurring motion. The sorcerer never flinched, never cried out, but accepted Haqim's justice with
grace and dignity, as was his duty as a prince of men.
Then Haqim turned to ur-Shulgi, his second son, cousin to the djinni and keeper of the lore of Alamut,
saying, "I cannot take this man into the Blood, my son, for too many would see such an act as proof that I favor him
over all others, and Alamut would be torn apart from inside. Bring him to the Blood that he may walk forever among
my sons." Ur-Shulgi nodded, for he saw the wisdom in Haqim's proclamation. He took alAshrad into his arms,
intending to give unto him the Blood.
And then it was that al-Ashrad failed; the only time in his long life. He spoke to Haqim, "Ancestor, I have
served faithfully and borne your punishment. Why do you curse me further by poisoning me with the Blood?" To
which, Haqim answered, "As a man, you would ever be less than the Children," and al-Ashrad had no argument.
Al-Ashrad has served the Children of Haqim ever since, leading the line of the wizards from his chambers in
Alamut. When the Children were hard-pressed by the armies of the munafiqun, his sorcerers took the field alongside
the warriors of the Blood, striking down the mightiest knights with their lightnings and sending hordes of djinni
against the invaders. In the darkest hours of the wars, al-Ashrad took up his enchanted blade and joined the battle
himself, turning the tides single-handedly and rending the greatest warlocks of the accursed Tremere with his
magics. When the Curse was laid upon the Children, al-Ashrad retreated to his laboratories and magic circles,
devoting the entirety of his being to redeeming the honor of the Blood. Now, through ur-Shulgi, his centuries of labor
have finally met with success.
All honor to the Ancestor, whose wisdom preserved the man who would deliver the Children of Haqim from
the Curse. All honor to Ur-Shulgi, from whom the mightiest mages in the world descend. All honor to alAshrad, the
greatest magician in the world!
There is an aura of power to al-Ashrad that is less seen than felt, a slight stirring in the air around him, an
invisible force that seems barely contained within his being, dormant only because he wishes it to be so. His skin is
pale like ivory, unmarred by a thousand duels with demons and demon-touched Tremere. His appearance is an
anomaly among the dark-skinned Assamites. A diamond replacement rumored to give the Amr sight beyond sight
occupies the empty socket of his left eye. His right eye is a cool-burning blue, the color of the daylight desert skies
that he has not gazed upon for centuries. AI-Ashrad's hair and beard were iron-gray before his Embrace, though he
now shaves them nightly. He prefers to garb himself in simple white robes, loose and flowing and sewn with myriad
pockets that contain innumerable components for his spells. The left arm of these robes remains pinned back, a
continual reminder of Haqim's justice. Al Ashrad’s voice is deep and resonant, instantly commanding yet always calm
and understated. The Amr moves with the ease of youth, and he has grown accustomed to compensating for the lack
of his arm by using his magics to perform common tasks, an act that distresses many visitors to his laboratories who
are unused to flasks leaping from tables to pour themselves.
Clan: Children of Haqim (Assamite); Sire: ur-Shulgi; Nature: Perfectionist; Demeanor: Visionary;
Generation: 5th; Embrace: first century AD; al-Ashrad was between 500 and 1000 years old at that time; Apparent
Age: ageless Strength 4, Dexterity 4, Stamina 7, Charisma 3, Manipulation 7, Appearance 3, Perception 7,
Intelligence 8, Wits 8 Talents: Alertness 6, Athletics 4, Brawl 4, Dodge 6, Empathy 5, Expression 7, Instruction 7,
Intimidation 8, Intuition 8, Leadership 6, Subterfuge 8; Skills: Archery 8, Crafts (blacksmith) 8, Etiquette 8,
Herbalism 8, Meditation 8, Melee 8, Ride 5, Stealth 7, Survival 6; Knowledges: Academics (history) 8, Demon Lore 8,
Investigation 6, Linguistics (a long list of magical, spoken and dead languages, including Enochian) 8, Medicine 6,
Occult 8, Philosophy 6, Politics 6, Science 5 Disciplines: Auspex 7, Celerity 4, Chimerstry 3, Dominate 3, Fortitude 5,
Obeah 3, Obfuscate 7, Quietus 8, Thaumaturgy 8 (Lure of Flames 5, Movement of the Mind 5, Neptune's Might 3,
Path of Blood 5, Path of Conjuring 4, Path of Warding 5, Rego Manes 5, Rego Mentem 5, Way of the Levinbolt 5,
Weather Control 5, Countermagic 5); Backgrounds: Allies 8, Clan Prestige 8, Contacts 8, Herd 5, Influence 5,
Resources 6, Retainers (bound demons) 8; Virtues: Conscience 1, Self-Control 5, Courage 5, Humanity 2, Willpower
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Coven, Montgomery (Once and Forever Prince)
Growing up isn’t easy for anyone in London’s Hammersmith ghetto. Born there by chance or brought there by
fate, the residents survive by whatever means necessary. Montgomery Coven was one such unfortunate, an heir to a
life of poverty and crime.
Life on the streets agreed with Monty’s temperament if not his inclination. As a child, Monty desired an
affluent lifestyle for which his disposition was most certainly not suited. He grew to resent anyone who possessed the
life he wanted to live but could not have. Far beyond simple envy, Monty blamed everyone around him for his station

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in life. His perception drove him to acts of rebellion and crime. He took those things he craved by force, usually
leaving the original owner crippled or even dead.
Despite a mediocre education, he quickly asserted himself over his peers with his keen intellect and sharp
wit. A natural leader, Monty called all the shots for his gang of friends. Although still not satisfied, he was at least in
charge of his life, until fate stepped in. His outstanding leadership qualities, along with his penchant for miscreant
behavior, made him a prime candidate for indoctrination into the Sabbat.
After the Embrace, Monty once again became a cog in the machine. Despite the promises of
immortal freedom, he found himself at the end of a leash tighter than his childhood poverty. No
longer master of his own destiny, Monty resented for the Sabbat leaders more each time they
pulled his reins. While effective as a pack member, he bore his leaders no love and patiently
waited the proper time to throw off their yoke. Fate again intervened to assure Monty’s
freedom just as it assured his further damnation. He happened across the Methuselah Mithras,
who was slaughtering a pack of werewolves but was in turn laid low by them. As Monty
approached the notorious ancient’s broken form, Mithras could only stare in horror. Laughing at
his luck, Monty realized he’d found the opportunity to beat his Sabbat masters at their own
game by outstripping their potency tenfold. In his weakened state, Mithras could not prevent
the act of diablerie, and his body died the Final Death. Yet, unbeknownst to Monty, something of Mithras survived the
encounter — something that would prove far too powerful for the opportunistic neonate.
The bounds of the Vaulderie shattered in an instant as Mithras’ potent vitae flowed through Monty’s veins.
The combined pain and ecstasy drove Monty into a fit of rage that lasted for three nights. After the third night, he
arose from the London sewers where he had found himself and gazed upon the city with a whole new outlook — an
outlook that was not entirely Montgomery Coven’s. While the old Monty could think only of revenging himself on his
Sabbat masters, the new Monty began to calculate the steps necessary to topple the Camarilla in London and seize
power for himself.
Under the sway of Mithras’ blood, Monty once again sought out his Sabbat comrades. Almost immediately, he
challenged the leader — his sire, Garson — to a duel. Monty won easily, and he assumed leadership even as he
consumed the last drop of Garson’s blood. The evening’s Vaulderie assured Monty of his pack’s continued loyalty as
Mithras’ vitae, even diluted, overpowered the simple neonates. Monty hasn’t been himself lately. He finds his own
lifestyle growing more alien by the night. He has abandoned his pack mates and severed all ties with his past. His
personal tastes have changed, including his preference for sharp clothing and London whores. Monty stares
incredulously in the mirror at the man he no longer recognizes. He even doubts his own thoughts at times. Within
Monty’s mind, hazy memories of Roman campaigns clash with those of gang fights on the streets of modern London.
It is only a matter of time until Mithras again rises to prominence in the body of Monty Coven. Soon, every
remnant of the young vampire’s psyche will be erased and the old prince will walk again. Monty’s light-brown skin
has grown darker since the diablerie. Although embraced in his early 20s, his eyes betray an ancient, haunted mind.
He has given up his polished shoes and expensive wardrobe for simple, loose-fitting garments. Never one to bend to
the will of another, you find yourself in a bizarre predicament. Does another soul control your actions and even your
very mind? Mithras’ vitae has cleansed your body of any loyalty to the Sabbat, but have you exchanged one pair of
shackles for another? Although you have gained power and knowledge from the ancient vampire, you are beginning
to worry about the changes the diablerie has wrought.
Clan: Assamite antitribu; Sire: Garson the Knife; Nature: Conniver (Autocrat); Demeanor: Rebel;
Generation: Monty was Embraced as 11th generation. After the diablerie of Mithras, he has effectively become 6th
generation. Monty can barely control the Methuselah’s powerful vitae, however, leading to wild fluctuations in ability
for the nascent elder.; Embrace: 1990; Apparent Age: early 20s; Strength 5, Dexterity 5, Stamina 5, Charisma 4,
Manipulation 6, Appearance 4, Perception 4, Intelligence 4, Wits 6; Talents: Alertness 4, Brawl 5, Dodge 5,
Intimidation 6, Leadership 4, Streetwise 4, Subterfuge 4; Skills: Drive 1, Etiquette 2, Firearms 5, Melee 6, Security 3,
Stealth 4; Knowledges: Academics 1, Area Knowledge (London) 7, Expert Knowledge: Military Science 6, Finance 4,
Linguistics 4, Politics 2; Disciplines: Dominate 4, Celerity 5, Fortitude 4, Obfuscate 5, Potence 4, Presence 4, Quietus
4; Backgrounds: Contacts 4, Herd 2, Resources 3, Retainers 3; Virtues: Conviction 3, Instinct 3, Morale 4, Morality:
Path of Power and the Inner Voice 4, Willpower 6
Djuhah (Seraph of the Black Hand)
In the turmoil of the Seljuk Turks' revolution, the fortunes of individual soldiers fell with their screaming,
dying war bands. For Djuhah, a young patriot enlisted in the uprising against the Byzantine oppressors, death came
from the fortunes of war, though not at the point of a blade.
In 1042, the Seljuk Turks rose against the Byzantine Empire, which endured for some time, though scattered
groups slowly tore pieces from it for the next several decades. Thus, little distinguished one uprising, one battle, the
fall of one 17-year-old man with a broken sword.
As the ebbing tides of battle carried away the conflict, Djuhah continued to breathe out his life, his body
slashed and scarred with knife wounds. The late afternoon brought out scavengers, who circled among the dead in
search of valuables, but the still-breathing survivor evaded them in a charnel ditch by pulling the corpses of fallen
comrades over his body. The setting sun brought a different sort of predator, one that did not overlook the unusually
resilient young warrior.

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Intrigued by a mortal who survived terrible injuries and fought to live even amid a pit of
corpses, Kashan watched the mauled man from a safe distance, simply squatting and testing
Djuhah's responses. At first, Djuhah cursed at the old man and ordered him away; soon though
his fading vitality left him able to gesture only feebly. Kashan inched ever closer, nimbly stepping
back whenever Djuhah lashed out, and finally he came within arms' reach, grabbing Djuhah's
wrist as the dying boy stabbed again with his ruined blade and suffering the thrust of a weapon
in Djuhah's other hand. Startled but not terribly injured, Kashan took it upon himself to save this
curious fighter with the unquenchable soul. A few drops of vitae ensured Djuhah's survival, and a
hurried escape to a more sheltered locale guaranteed his recovery - and damnation.
At first, Djuhah obviously did not understand the nature of his miraculous transformation.
Faith forbade the drinking of blood, yet this stranger had restored him to health and vigor with it. Indeed, with the
incredible strength lent by his mentor's vitae, Djuhah found his nascent skills rapidly exceeding any expertise he had
previously thought possible. Enthralled and burning with a desire for vengeance, he became Kashan's servitor,
making routine arrangements by day and honing his ghoulish prowess in the evenings.
As the Byzantine empire crumbled, Djuhah watched his former foes and oppressors die, either from age or
from violence. Still, his skills at war, combined with careful training by his mentor, led him to test himself often in
battle. Indeed, as his years in service grew long, he found that only by challenging other warriors could he satisfy his
lust for risk, violence and excitement. Encouraged by Kashan, he mastered the use of many weapons and forms of
warfare, along with skills in hunting, survival and traps.
A 14-year apprenticeship as a ghoul to Kashan brought Djuhah to the necessary edge of ability. After a
journey to Alamut, he found himself accepted and Embraced into the clan of assassins.
Once released from his duty as a mere avlia, Djuhah turned his attention back to warfare. Disdaining the political
gamesmanship of other Cainites, he instead sought out areas of conflict, there to meet enemies directly on the fields
of battle when ambushes and sieges brought conflict at night.
Even this rapacity served to slake his thirst only for a short time, and at length, he turned his depredations in
the direction most common for his clan - at other vampires. As a stalker, Djuhah was nonpareil; he personally hunted
and dispatched at least a dozen Cainites within the period of a century. Like most of his clan, though, he did not
foresee the coming Camarilla. By the late 1800s, Djuhah had sent several powerful Mediterranean elders to their final
graves and turned on the most thrilling game of all - his own c1anmates. This disloyal act happened only once, as he
was soundly defeated and thrashed by Izhim ur-Baal.
The elder Assamite saw too much potential to waste, though, and instead of killing Djuhah, he disciplined
him and brought him to heel.
Of course, the fledgling Camarilla of the late 1400s destroyed Djuhah's Assamite career. When the Camarilla
Warlocks enacted their kafir ritual, Djuhah and his mentor both separately turned their backs and joined the anarchs
who would become the nascent Sabbat. Djuhah relished the opportunity to hunt and kill an entire sect of opponents,
especially the Tremere who'd cursed his brethren, and over the coming centuries, he was not disappointed: He
dispatched thaumaturgists with startling abandon, rising in the Sabbat because of his combat skills, tactical
experience and the loyalty and discipline imparted to him by Izhim ur-Baal.
With the formation of the Sabbat as a formal organization, Djuhah found himself in a position to manipulate
and control entire packs of howling warriors ready to engage the Camarilla. At first, he unleashed his terrible temper
in personal combat. As the centuries of wearing conflict passed between Camarilla and Sabbat, however, Djuhah's
blood cooled to the vagaries of personal combat, and he began to appreciate the more cerebral pleasures of directing
a strategic offensive. Eventually, his leadership ability and prowess brought him to the top of the Black Hand, where
he took a position at last as the newest of the current Seraphim.
Somewhere in his past, though, Djuhah stumbled across an opponent who must have cursed him for in the
past few decades, he has discovered that his once-incredible physical prowess has begun to waver at unexpected
moments. Once robust and powerful, he finds his form inexplicably suffering a strange withering unlike that common
to some elders. His skin dries and cracks, and when he awakens in the evening his muscles are tight with
contortions. Wounds heal poorly, leaving him with crisscrossed scars until he rises the next night. Now, Djuhah finds
that he must become a scholar as well as a warrior, but his patience is thin, and his knowledge limited. Without the
help of Thaumaturgy or more obscure magics, the bloodthirsty warrior may find himself falling to an invisible foe.
Dark-skinned, heavy-boned and stalwart, Djuhah is the image of an immovable mountain. His features are
youthful, but he has a sparse black mustache and beard, which complement his flashing brown eyes. Age has
hollowed his once-full face, making him appear gaunt and undernourished, though his taut muscles remain powerful,
even with skin drawn tightly over them. He keeps his hair pulled back in a braided ponytail and dresses in functional,
uninspired clothing. More recently, his strange degeneration has caused some parts of his flesh to dry and crack,
though this change is most evident on his hands. You live for conflict. Eternity bores you, and only through
challenges can you feel the fiery spark of ecstasy in your blood once more. You have fought and killed legions of
men, contested with the Tremere and even disputed with your own clan. You've used the Black Hand to develop your
own armies, playing on the chessboard of Sabbat warfare for your own pleasure. Now, though, you face an enemy
that you can't fight directly, which perplexes you. When settled and engaged in strategy, you are calm and
sometimes even pleased. When your attention is drawn to other matters, though, especially your "disease," you
become agitated and easily enraged.

7
8th Generation Assamite Antitribu; Clan: Assamite antitribu; Sire: Kashan; Nature: Bravo; Demeanor:
Survivor; Embrace: 1056; Apparent Age: early 20s Strength 4, Dexterity 4, Stamina 5, Charisma 3, Manipulation 3,
Appearance 2, Perception 3, Intelligence 4, Wits 4; Talents: Alertness 5, Athletics 4, Brawl 3, Dodge 4, Expression 1,
Interrogation 4, Intimidation 4, Leadership 4, Subterfuge 3; Skills: Animal Ken 2, Etiquette 2, Firearms 2, Melee 5,
Security 3, Stealth 4, Survival 5; Knowledges: Academics 2, Investigation 3, Linguistics (English, Arabic, Greek,
Latin) 3, Medicine 1, Occult 3, Politics 4; Disciplines: Auspex 4, Celerity 5, Dominate 1, Fortitude 2, Obfuscate 5,
Potence 2, Presence 3, Protean 2, Quietus 5; Backgrounds: Black Hand Membership 5, Contacts 3, Generation 5,
Influence 1, Resources 3, Sabbat Status 4; Other: Conviction 3, Instinct 2, Courage 5, Path of Caine 6, Willpower 8;
Derangements: Berserk, Blood sweats; Merits/ Flaws: Ambidextrous
al-Faqadi, Fatima (Hand of Vengeance)
Fatima al-Faqadi was born into a family of devoted Almohad Moorish warriors. When the
barbaric Christians invaded her homeland, she struck back any way she could. First, she
assassinated drunken knights in the guise of a young camp girl. Later, as the First Crusade drew to
a close, she fought openly alongside the defenders of Allah. Her passion and skill drew the
attention of the Assamites. After much debate, the clan agreed to break its ages-old precept of not
Embracing women and brought her to Alamut. There, she trained to become the ultimate assassin.
A devout Muslim, she fought against the invaders in the subsequent Crusades. Eventually,
she helped regain her people1s holy lands. It was upon those battlefields she met the vampire who
would influence much of her destiny: the Lasombra Lucita. Fatima and Lucita fought a night-long
battle that left them both severely wounded and huddling together in a shallow cave to avoid the
coming dawn. Out of respect for the only worthy opponent she had ever faced, Fatima spared Lucita as a matter of
honor. The two became friends and eventually lovers.
As the Crusades came to a close, Lucita returned to Europe. Through the years, the Assamite's goals have
conflicted with the Lasombra's, and Fatima and Lucita have fought on both the same and opposite sides of various
conflicts. They have also worked together, namely when the Lasombra set about destroying their own elders in the
Anarch Revolt. Their relationship has become a torrid love/ hate affair that always stops short of sending them both
to Final Death. Fatima has appeared from nowhere just in time to save Lucita on several occasions.
The Assamite elders once gave Fatima a contract for the assassination of Lucita. Torn by mixed loyalties, she
vowed to fulfill her duty to her clan. Fatima leaked news of the contract to Lucita through various mortal agents,
however; when Fatima showed up, Lucita was ready and sent the Assamite into torpor. Upon awakening, she
reported her failure to Alamut. It is the only contract Fatima has ever failed to complete. Throughout the centuries,
Fatima has become one of the Assamites' star operatives. She has killed numerous elders, troublemakers and even
entire Sabbat packs. Fatima is fanatical in her support of the Assamite cause. She goes to any lengths to fulfill a
contract or impress a clan elder, and her work has not gone unnoticed. After the lifting of the clan1s curse, Fatima
has taken every opportunity to commit diablerie. Her power has increased greatly, and she now stands as one of the
Assamites' most powerful members. Her challenges of her clan mates suggest that she wants to become the clan's
first female caliph, which the conservative Assassins are unlikely to permit.
With her lush form and large, almond-shaped eyes, Fatima is the definition of beauty. A graceful five feet, six
inches in height, she possesses a lean, muscular build and the dusky complexion ubiquitous among her clan. She
adapts her looks and clothing as required by the current contract she is pursuing. When left to her own devices, she
dresses in traditional Arab garb and carries an ancient damascene scimitar.
The world sees you as a heartless killer; make the most of it. Change your demeanor to fit the current
situation, and to get close to your victim. Inside, you are a deeply obsessive creature. Your love for Lucita, your
Muslim faith and your belief in your clan sometimes vie for your loyalties and attentions. Inner turmoil drives you,
but you use it as a fuel instead of letting it paralyze you. Always remember that the goals of the Assamite clan are
ultimately the most important and must be accomplished at all costs.
6th Generation Assamite; Sire: Thetmes; Nature: Fanatic; Demeanor: Loner; Embrace: 1102; Apparent Age:
mid-20s; Strength 4, Dexterity 5, Stamina 4, Charisma 3, Manipulation 4, Appearance 4, Perception 4, Intelligence 3,
Wits 4; Talents: Acrobatics 3, Alertness 3, Athletics 2, Brawl 5, Dodge 3, Leadership 1, Masquerade 3, Streetwise 2,
Subterfuge 4; Skills: Drive 1, Etiquette 2, Firearms 4, Melee 5, Performance 3, Repair 1, Ride 2, Security 3, Stealth
4, Survival 3, Vamp 3; Knowledges: Academics 3, Camarilla Lore 2, Clan Knowledge (Assamite) 3, Investigation 3,
Linguistics (a plethora) 5, Medicine 3, Occult 2, Politics 2, Sabbat Lore 3, Science 1; Disciplines: Auspex 1, Celerity 4,
Fortitude 2, Obfuscate 4, Potence 3, Quietus 5; Backgrounds: Alternate Identity 3, Contacts 4, Resources 4, Status
2; Virtues: Conviction 4, Self-Control 2, Courage 5, Path of Blood 7, Willpower 6
Izhim Ur-Baal (Seraph of the Black Hand)
Where does one begin the chronicle of a creature who has survived entire civilizations? Izhim was born
seventh son of a Babylonian sorcerer king - prince over a fertile province in a time when empires had neither names
nor boundaries. The monsters of that era still walked openly among men; the boy-prince was groomed for divinity
from an early age by the Old Ones and kept alive well beyond any mortal span by nightly infusions of godhead.
Riches and finery of every sort imaginable, tutelage in the mundane and mystical disciplines, sovereignty over a
people who venerated him as heir to an inviolate power - all these things and more contributed to the fulfillment of
Izhim Thrice-Beloved's every earthly desire. It was a tumultuous time, however, fraught with reminders of the
savagery inherent to the fledgling world. Without warning, barbarian hordes came from the north one night. Brutal

8
and bloodthirsty, they swept over the plains like a merciless scourge, leaving only ashes to mark their passage.
Thrust into sudden eternity by his masters in the desperate hope that some part of their legacy might survive, Izhim
heeded his father and fled into the night, the flames of his former paradise lighting the way.
Izhim has since lived the lives of an Akkadian prophet, a Sufi poet, a Coptic blood-god, a Persian
demonologist and a hundred others. Ultimately, ceasing his worldly wanderings, he returned to his homeland, where
he rejoined his distant brethren for a time at the black citadel of Alamut until the exodus of the Unfettered. He rode
with the greatest of their companies to the forgotten city of Chorazin; in time, strengthened by forbidden tutelage
and the passage of centuries, he rose to rule them.
Tonight, Izhim ur-Baal ("Izhim abd'Azrael" to all but a select few) presides over the Black Hand as shakari
First Seraph from the shattered ruins of Enoch. He rarely voices an outright opinion, as he prefers to keep his own
counsel; when he does speak, however, even mad Elimelech and boisterous Jalan-Aajav stop in mid-sentence to hear
his words. His exchange across the Table of Tyre with Hardestadt the Elder has become Assamite legend. Once
goaded by the diplomat's deliberate provocations, the then-castellan quietly proffered, "There comes a time, Ventrue,
when the game plays its players." Recently, Izhim has ordered contingents of the Hand to action without consent or
dispensation from the other Seraphim; this practice is fast proving cause for division (ranging from general distrust
to overt preparations for civil war by his onetime-protégé Djuhah). His motivations in this matter and others remain a
mystery - common accusations range from simple lust for power to subversive agendas to otherworldly alliances
forged in his youth. But Izhim waif abd'Azrael ur-Baal pays his accusers no mind. He simply looks up into the night
sky and lets his timeless gaze play upon the cold, lightless void separating the stars.
Leave your contemporaries to their carefully couched conspiracies and petty pursuits of
power; blatancy and bravado are not what have maintained your existence throughout the
millennia. Yours is an intricate game of studied supremacy. Any alliances you make are temporary
at best, and they last no longer than necessary for you to obtain that which you seek. When you
truly require something of importance, you do it yourself, entrusting only minor roles to your
overzealous associates. The comforts of immortality are cold indeed, but you have proved colder
still. Indeed, though you have never voiced your fears to anyone, you have begun to feel
something stirring deep within yourself - a sinister suspicion that, piece by piece, through either
the erosion of eons or otherworldly obligations long since overdue, you are changing somehow,
ceding control, losing what you once were. To date, however, you have kept this struggle for
control completely internalized. Neither anger nor any other emotion ever crosses your visage,
only your customary thin-lipped smile.
5th Generation Assamite Antitribu; Sire: Unknown; Nature: Director; Demeanor: Autocrat; Generation: 5th;
Embrace: 4800 B.C. (7); Apparent Age: mid-40s Strength 6, Dexterity 7, Stamina 6, Charisma 5, Manipulation 6,
Appearance 2, Perception 7, Intelligence 7, Wits 8; Talents: Alertness 7, Athletics 5, Brawl 4, Dodge 5, Expression 4,
Instruction 3, Intimidation 3, Intuition 5, Leadership 4, Streetwise 2, Subterfuge 4; Skills: Archery 3, Disguise 4,
Etiquette 5, Firearms 3, Meditation 6, Melee 5, Performance (Acting) 4, Stealth 6, Survival 3; Knowledges: Black
Hand Lore 5, Camarilla Lore 4, Clan Knowledge (Assamite) 5, Enigmas 6, Investigation 6, Linguistics (more than
space permits) 8, Medicine 3, Occult 6, Research 5, Sabbat Lore 5, Science (alchemy) 4, Science (chemistry) 4,
Science (mathematics) 4; Disciplines: Auspex 2, Celerity 5, Dominate 2, Fortitude 4, Obfuscate 7, Obtenebration 2,
Potence 3, Presence 2, Quietus 7, Thaumaturgy 4 (Path of Blood 4, Spirit Thaumaturgy 3); Backgrounds: Allies 8,
Black Hand Membership 5, Resources 5, Retainers 5, Sabbat Status 6; Other: Conviction 3, Self-Control 4, Courage
4, Path of Blood 3, Willpower 9
Osiris (Unbound Bodyguard)
Player: Billy Rowlette; 7th Generation Assamite Antitribu; Str 4, Dex 6, Sta 5, Cha 2, Man 3, App 2, Per 3,
Int 3, Wit 5; Talents: Athletics 1, Alertness 3, Brawl 6, Dodge 4, Streetwise 3 Skills: Archery 4, Blowgun 4, Clan
Impersonation (Brujah, Ventrue) 5, Drive 2, Etiquette 3, Firearms 5, Melee 6, Pilot 3, Security 4, Stealth 5;
Knowledges: Computers 3, Finance 3, Investigation 5, Linguistics 2, Occult 3; Disciplines: Celerity 4, Fortitude 4,
Obfuscate 5, Obtenebration 3, Potence 4, Quietus 6, Thaumaturgy 3; Backgrounds: Allies 2, Contacts 3, Resources 3,
Status (Camarilla 2, Sabbat 3); Merits: Acute Senses (All), Code of Honor, Eat Food, Holdings (6), Iron Will, and
Luck; Flaws: Extreme Paranoia, Prestation Debt, Vengeful Childe Virtues: Callousness 3, Courage 4, Self-Control 5,
Path of Blood 8, Willpower 7
Solinda (Chicago Bishop and Dominion)
The Assamite assassins speak of Solinda in awe and wonderment; she has risen far and quickly in the path to
become closer to the true Caine. In her short time since being brought across to undeath, she has filled an
impressive number of contracts, and has become the Dominion of the Chicago Sect's Black Hand. She is
mathematical in her planning of assassination techniques, and conducts the Chicago Sabbat’s black Ops with true
skill and commitment.
Solinda was brought across in 1836, after being watched by the Assamite Antitribu for 10 years. She has
advanced, and was chosen by the Black Hand for completing several covert ops against Camarilla holdings. She is the
Dominion of the Chicago Black Hand Sect, and has hopes of advancing her status and power to the point of
establishing a Black Hand column Chicago.
8th Assamite Antitribu; Strength 4, Dexterity 5, Stamina 4, Charisma 3, Manipulation 3, Appearance 4,
Perception 4, Intelligence 4, Wits 5; Talents: Alertness 3, Athletics 3, Brawl (Marital Arts) 4, Dodge 4, Intimidation 3,

9
Leadership 4, Streetwise 1, Throw 2; Skills: Drive 2, Firearms 2, Melee 4, Stealth 5, Survival 4; Knowledges:
Investigation 3, Linguistics 3, Lore (Black Hand 4, Sabbat 4), Medicine 3, Politics (Sabbat) 4, Occult 3; Disciplines:
Auspex 2, Celerity 5, Fortitude 5, Obfuscate 4, Potence 5, Protean 3, Quietus 5; Backgrounds: Black Hand
Membership 4, Contacts 4, Mentor 4, Resources 5, Status (Black Hand 4, Assamite Antitribu 4, Sabbat 5); Virtues:
Callousness 4, Instincts 5, Courage 5, Power and the Inner Voice 6, Willpower 7
Tariq the Silent (1996 Onward, Dominion)
Tariq was a soldier of Ali during the seventh Christian invasion of their homeland. He fought valiantly during
the siege of Mansourah but was eventually wounded, captured and tortured. He taunted his captors until, enraged,
they tore out his tongue “to silence the paynim.” Bound, beaten and on the verge of death, Tariq cast his eyes
skyward for what he thought would be the last time and saw that a Bedouin stood over him. The Christian soldiers
seemed not to notice the man as he explained that Tariq would now be rewarded for his devotion and valor. Tariq’s
Embrace by the Bedouin shakar was quick and reverent, and by the time his frenzy abated, the Christians lay in
tatters at his feet.
Tariq soon became as devoted to his clan as he had been to the teachings of Ali. He developed a fearsome
reputation as a diablerist, and committed the “Amaranth” at every turn, even if it did nothing for the potency of his
own Blood. There seemed to be no stopping Tariq until the Camarilla vampires finally reigned in the Anarch Revolt to
crush the anarchs and Assamites beneath their assembled heels.
With the location of their most sacred haven in jeopardy, the Assamites grudgingly negotiated a peace with
the Camarilla. Because he had been the most notorious member of the clan, Tariq was chosen to be a symbolic
scapegoat for the crimes of the Assamites. He was cast out to be hunted, but before he left, the Assamites secretly
bound a spirit to Tariq to warn him when danger was near. Over time Tariq learned to trust this “Outer Spirit”
implicitly, and it became virtually impossible to surprise him.
After his exile, Tariq became the veriest scavenger. He was hunted by the Camarilla for his head and by the
Sabbat as a potential prized recruit. The Assamites also “hunted” him but were notoriously unsuccessful. Throughout
it all, Tariq remained loyal to his clan, and he bore the weight of their “crimes” without resentment. Unaffected by
the Tremere’s curse, he continued to hunt Kindred vitae and grow in skill, power and reputation.
In 1995 — after a half-millennium as a wanted vampire — Tariq ran out of luck. The Tremere antitribu finally
captured him. Their plan was to improve their clan’s standing in the Sabbat by recruiting him. After years of research
and the loss of several members, they had discovered the existence of Tariq’s guardian spirit. With this knowledge
and the use of Spirit Manipulation they were able to neutralize the Outer Spirit. Even so, the battle was ferocious, but
in the end Tariq was taken.
Tariq was soundlessly defiant. After months of trying to convert him with the most aggressive methods
imaginable, the Tremere antitribu gave up in disgust. Instead of killing him or taking his vitae, they subjected Tariq
to the ritual Quenching the Lambent Flame, which effectively reduced him to 13th generation. With the strength of a
neonate and a world full of enemies, he was unceremoniously dumped in Camarilla territory. The Cainite who would
not bend finally broke.
Although incredibly weakened, Tariq had five centuries of unlife experience to draw upon. He walked into the
first Camarilla haven he could find and attacked the resident Kindred with suicidal abandon. The Camarilla licks
recognized the Red List demon right away. Three of them fled and the fourth froze and went down without a fight.
Tariq shredded his victim but did not attempt to diablerize her.
News of this and similar attacks began to spread. It was rumored that the Red Lister had gone mad and that
facing his rabid assault was madness as well. The Kindred that he sought death from scattered like leaves before
him. Reputation or not, it was only a matter of time before he confronted a worthy opponent, and he might have
soon found the release he sought if the Assamite antitribu had not learned of his suffering at the hands of their sect-
mates. When Djuhah, the Black Hand seraph, heard of Tariq’s plight, he sensed an opportunity.
Djuhah assigned a pack of Black Hand elite to recruit Tariq at all costs. This Black Hand pack was told to refer
to Tariq as their dominion — and because his loss of generation was not common knowledge, this charade led to the
impression that Tariq commanded a permanent Black Hand column. Tariq’s reputation was sufficient to give pause to
most Sabbat critics of the Black Hand. This hesitation gave Djuhah the opportunity to establish other permanent
Black Hand columns and gain a political foothold that may prove to be unshakable.
Until such time as the columns go unquestioned, Djuhah is prepared to take any lengths to keep Tariq
undead. Djuhah is acutely aware, however, that Tariq could turn on him at any moment. For his part, Tariq is aware
that his Outer Spirit has been figuratively replaced by a column of Assamite antitribu. If he should ever realize the bit
of political maneuvering that centers on him, the consequences are sure to be devastating
Assamite skin grows darker with age, and Tariq is dark indeed. His light eyes stand out dramatically against
his charcoal skin, but now stare vacantly — like those of a broken-backed tiger resigned to its fate. Tariq’s face,
which remained unchanged for 500 years, has aged significantly since his encounter with the Tremere antitribu. Lines
now trail from his mouth and eyes. His temples have spotted with gray, and the cumulative weight of his burden is
now evident on his brow. Many Cainites regard these changes as curious, as such signs of aging are distinctly mortal
traits.
You have tired of the pointless, endless struggle. You intend to continue challenging other Kindred until you
are killed in righteous battle. Although you do not openly acknowledge the Black Hand column that trails you, deep

10
down you feel a centuries-old void being filled. The company of your brothers heartens you, even from afar, and
secretly you are beginning to question the wisdom of your self-destructive rampage.
13th Generation Assamite; Sire: Bakr; Nature: Visionary; Demeanor: Bravo; Embrace: 1250; Apparent Age:
early 40s; Strength 5, Dexterity 5, Stamina 5, Charisma 5, Manipulation 5, Appearance 5, Perception 5, Intelligence
5, Wits 5; Talents: Alertness 5, Athletics 5, Brawl 5, Dodge 5, Empathy 2, Intimidation 4, Mimicry 3; Skills:
Acrobatics 3, Demolitions 3, Disguise 5, Drive 2, Firearms 5, Meditation 5, Melee 5, Security 5, Stealth 5, Survival 3;
Knowledges: Academics 5, Cryptography 2, Law 2, Linguistics 2, Occult 5; Disciplines: Auspex 4, Celerity 3, Fortitude
4, Obfuscate 5, Potence 3, Quietus 5, Visceratika 3; Backgrounds: Allies 5, Black Hand Membership 3; Virtues:
Conviction 2, Self-Control 3, Courage 5, Path of Blood 1, Willpower 3
NOTE: For Tariq’s statistics pre-1996, refer to Kindred’s Most Wanted.
Ur-Shulgi (The Shepherd)
In certain fragments of the Book of Nod, primarily those recovered in the Middle East, passages appear that
speak of the old gods — those worshipped by the mortals who dwelt in the Second City. Some of these names are
familiar to the Cainite scholar of the modern nights: Ashur, Kel-nach, Enkidu, Rashadii. Some have no direct
correlation to any other record of Kindred history: Mancheaka, Nar-Sheptha, Sha’hiri and ur-Shulgi. This last name
appears in four separate passages, and Setite scholars infer from its context that it is an avatar of one of the Second
City’s war-gods. The war-god Haqim.
In a valley in the Zagros Mountains, on the border of modern-day Iran and Iraq, an
intrepid explorer with substantial powers of supernatural perception might find a small
cave, recently opened by an Iraqi infantry squad. The squad’s truck is still parked there, in
fact. The squad’s commander assumes that his men went AWOL, and he has made no
particular effort to find them — which is probably best for him, as the soldiers are in no
condition to defend their reputations or anything else.
Should the intrepid explorer enter the cave, however, he would find those soldiers’
bodies arrayed on the ground, unmarked save for flecks of blood on their lips and
expressions of… surprise… on their faces. Their weapons still lie by their sides, except for
the handful of grenades they expended in opening the cave. An autopsy — if the
hypothetical explorer had the skill and inclination to perform one — would reveal that their
internal organs ruptured from fluid pressure. The corpses would be well-preserved for such an exploration, for no
blood whatsoever remains within them.
Further exploration into the cave would reveal five simple stone crypts of the approximate size of bank
vaults. Three are closed, their heavy lids secured in place by gravity and stronger forces. One gapes half-open, as if
awaiting the deposit of whatever precious item it was intended to contain. The last is shattered beyond repair,
presumably from the inside, judging from the half-dozen fist-sized stone shards scattered on the slabs before it.
In Petra, Jordan, there is a much larger cave complex in the desert sandstone. An individual who knows the
proper routes might make his way to a large unlit chamber half a mile beneath the surface of the earth. Thousands of
niches — most of which are empty — have been carved into the walls of this chamber. A few contain wax-sealed
earthen jars bearing freshly-inscribed words in a language that has not been uttered by any living tongue for
millennia. Were the observer capable of translating this language, the words on the jars would be resolved into
names. A scholar of the Children of Haqim would recognize many of them. The company is quite distinguished:
Jamal, Talaq, Ismail. The jars, if they were to be opened by one with sufficient magical power, would be found to
contain the heart’s blood of those whose names the vessels bear.
A flurry of rumors sweeps through the rafiq, who awoke to find that the Curse laid by the demon-touched
Tremere has been shattered like a dropped crystal goblet, that their Blood once more ran pure and burning in their
veins. Al-Ashrad and his brood have attained success in their attempts to cleanse the Blood, they whisper, all honor
to the magi. The Sorcerer and his followers have been destroyed, they murmur, and with his death the ritual was
broken. The power of the Blood has washed away all impurities, they smile behind their masks.
As stories proliferate throughout the Assamite ranks, the eldest of the rafiq feel a call from the caves beneath
Petra. Jamal was the first to heed it. The amr, when asked what has become of the Master, merely shakes his head.
He alone of the unliving elders of Alamut understands the truth — for though it was his hand that broke the Curse, it
was not his will, nor his knowledge, nor his power. He was merely the tool of a master artisan, whose skill tore the
bonds of the Curse asunder as if they were spiderwebs before a scimitar.
Al-Ashrad alone knows the fate of Jamal — there is no more need for a false Master to hold the Mountain in
Haqim’s place. The true master of Alamut has sent his herald, ur-Shulgi, his second childe, to announce his return in
fire and blood and stone. Ur-Shulgi, who shattered the terrible Curse; ur-Shulgi, who rent the rogue Talaq in half
with but a thought; ur-Shulgi, who threatened to destroy the flaccid “Assamites” to the last if they chose not to heed
their sire’s call.
Time has not been kind to Ur-Shulgi, nor have the ravages of the beast within it or the numerous enemies it
has challenged. It looks like nothing so much as a scarred, burnt child, a young god born from fire and violence. Its
skin, obsidian-black with age, displays a lattice of scars, some of which weep blood when the Methuselah becomes
agitated. Here and there, bits of bone and sinew protrude from beneath its skin, as if its body has been flayed.
Additionally, Ur-Shulgi’s eyes have been either gouged or burnt away, though it claims to be able to see without
hindrance. When it deigns to clothe itself, Ur-Shulgi wears unadorned, light-colored caftans and robes, often with a

11
bone or amber necklace. Its voice seems to billow up from the depths of a dry desert well (surprisingly to some, Ur-
Shulgi is perfectly fluent in any modern language in which it is addressed). Ur-Shulgi normally remains motionless
when conversing with its childer or other “Kindred,” unless it wishes to make a rhetorical point through a cat-like
flash of violence. If it absolutely has to shift position to do anything other than kill, it does not move so much as
flicker from point to point.
As the second childe of Haqim, you were the first of the Assamite magi. Now, you act as your sire’s herald
and lore master. You are the most efficient war-mage on the face of the planet, though you do not think of yourself
in such simplistic. In fact, most of your thought processes are completely incomprehensible to anyone not of your
age and power stratum. To outside observers, you are violence given a physical body, the vengeance of Haqim upon
all those who would oppose his will. You remember the glory of the Second City and the old gods who walked there.
This “Allah” is an upstart whose faith has corrupted the line of Haqim, and you must either show all those who
worship him the error of their ways, or purge them from among the rafiq. Casually shattering the “curse” that the
Usurpers laid upon the Assamites was the first step on this road, and those presumptuous meddlers will be the first
to fall before the whirlwind that the Camarilla attempted to chain.
Clan: Children of Haqim (Assamite); Sire: Haqim; Nature: Traditionalist; Demeanor: Fanatic; Generation: 4th;
Embrace: A translation of the Parables of Blood relates ur-Shulgi’s Embrace to “the night when the stones spoke and
the skies cried a blood rain.”; Apparent Age: indeterminate, though ur-Shulgi’s small body suggests a young
Embrace; Physical: unknown; Social: Charisma and Manipulation unknown, Appearance 0, as Ur-Shulgi does not
bother to conceal its form unless it is preparing to strike; Mental: unknown; Talents: unknown; Skills: unknown;
Knowledges: Academics (history) 9, Linguistics 9, Occult 9, others unknown; Disciplines: Auspex 8, Obfuscate 9,
Quietus 9, Thaumaturgy 9; others unknown; Thaumaturgical Paths: unknown; presumably godlike proficiency in the
ancient practices; Backgrounds: unknown; Virtues: unknown; do such trappings matter to a god?, Path of Blood
(ancient form) 10, Willpower 10
Unknown: There are multiple reasons that most of Ur-Shulgi’s Traits aren’t given numerical values. First, the
Assamite Methuselah is still shaking off the dust of centuries, and it’s not at full operating capacity yet. Second, it
doesn’t matter what those Traits are — ur-Shulgi is powerful enough to crush any aggressor, except another
Methuselah, without apparent effort. “Any aggressor” includes any coterie of players’ characters unlucky enough to
meet it and foolish enough to challenge its might. Third and finally, Ur-Shulgi doesn’t want anyone knowing the
extent of its capabilities — what’s listed here is simply what it has demonstrated to surviving witnesses thus far.
However, consider this: Less than a week after being awakened by its sire, ur-Shulgi had enough power to casually
shred a ritual cast by the combined might of the Tremere Inner Circle without more than the faintest exertion. That
should be a good indicator of what this creature can accomplish should it choose (or be forced) to go all-out.

12
BRUJAH
Bell, Theo (Archon of the Camarilla)
As the Camarilla's first line of defense in times of crisis, those Kindred appointed to the post of archon have a
deserved reputation for cruelty and mercilessness. And among the currently active archons, few inspire such dread in
foes as does Theo Bell, childe of the mighty Don Cerro. In his tenure as archon, Bell has won the Inner Circle's
personal accolades no fewer than seven times, an unprecedented feat in the sect's history. Even the war packs walk
warily when Bell is near, and the anarchs of a hundred cities curse the name of the "Killa-B." Ironic, then, that this
avenging demon should arise from such humble origins, and that the Camarilla's master gaoler should be so intimate
with shackles. Born into a family of slaves on an antebellum plantation in the nascent state of Mississippi, young
Theophilus (as a slave, he had no last name) worked with his father, mother and many siblings in the cotton fields.
Although the work was grueling and the overseer brutal, Theophilus had as happy a childhood as could be expected
under the circumstances. His father, in particular a huge and gentle man whose laughter was like distant thunder -
saw to it that evenings in their tiny shack were peaceable and provided what sparse amenities he could.
Thus, it was a cruel blow to Theophilus when, soon after his fifth birthday, the family was split up. About half
the clan, including his father, remained with the original master, while the remainder, including Theo and his mother,
were sold to the distant Bell plantation. Theo was already strong for his age, and it took a grown man to pry the child
from around his father's legs. It was, Theo believes, the last time he ever cried, and the first time his father wept.
That tear-stained image is his last memory of his father.
Theo's mother was still a handsome woman in spite of her many hardships and his remaining sisters grew up
strong and tall. Their appearance did not go unnoticed by Master Bell, who occasionally descended by night upon the
slave quarters, that he might "better the line by pumping some white blood" into as many of Theo's female relatives
as he could. The separation from his father and his impotence in the face of his family's violation killed something in
Theo. He also grew up strong and tall, and soon enough gained his father's height and impressive build, but never
found his father's laugh or smile. A sullen field hand, young Theo often tasted the overseer's whip, and his fingers
sometimes twitched atop his pallet as he strangled Master Bell in his dreams.
Theo had an even stronger dream than murder, though, and upon his mother's untimely death from illness
(given to her, Theo believed, by the master), he implemented it. His sisters had been bent into docile house slaves;
he was sorry for them, but they would hinder him. "Following the drinking gourd" of the Big Dipper, Theo slipped
from the Bell plantation by night, striking down an overseer who sought to stop him, and ran for the North. The way
was long and perilous, but Theo was crafty and strong enough to strangle, single-handed, one of the bloodhounds
sent after him. Some months later, Theo found himself in Ohio and a member of the Underground Railroad. During
the next several years, Theo made many trips into the Deep South to rescue such slaves as he deemed worth saving,
and posters throughout Dixie trumpeted a reward for the renegade's death or capture.
Theo never found his father, but was otherwise very successful in his endeavors. However, his caution waned
as his zeal increased. One night, Theo lay panting in a pine forest. He was wounded and facing capture after a failed
mission. As the dogs howled in the distance, Theo bent to drink from a stream - and, when he looked up, saw a
grinning stranger not three feet from him. Seeing that the stranger was white, and obviously composed, Theo made
a desperate lunge at the man. To Theo's dismay, the stranger sidestepped his attack, and then plucked him from the
air in a grasp that proved inescapable.
Holding Theo immobile, the stranger bade him be at peace. He was not one of Theo's hunters, nor was he
there to enslave him once more - at least not to any master Theo might recognize, the stranger added. His name, he
said, was Don Cerro, and he had been watching Theo's exploits for years. Theo had impressed him as a man, and
now, Cerro continued, he wished to make Theo into something more.
Theo felt the stranger's icy flesh against his own, and half-remembered snatches of old slave tales pierced his
brain like freezing talons. But these tales were dispersed by a vision, an image of his family's violator bent and
broken at Theo's hands. Theo relaxed, Cerro smiled, and a bargain was made. One condition only did Theo ask - that
he be allowed to return to the Bell plantation.
So Theo gave up the sun and learned of the gifts of his kind, and of the great thirst. This thirst drove him
inexorably toward the Bell estate. One moonless night, he crept into the master's house, a strange excitement upon
him and a great blacksnake whip in his hand. He stood over the bed where fat old Bell lay, and he brought the whip
up and down, up and down, harder than any mortal could crack it, and then there was only Bell's screaming, and his
bulging eyes, and a pounding in Theo's skull that grew louder and louder and....
There was red everywhere, and then he realized that the master's house was aflame, and he was in a ruin
that had been the slave quarters. Bodies - some white, most black - lay scattered across the grounds, limbs
contorted like storm tossed willows. Familiar faces - including his younger brother's and three of his sisters' - were
among the corpses. Theo sank to his knees, but he was dead and could not weep. But, as he ran from that place, he
determined that he would take the surname of his erstwhile master, to remind himself that though he now had the
power of the overseer, the yoke of the slave would forever burn in his lifeless heart.
During the following years and through the Civil War, Don Cerro took it upon himself to educate his progeny,
instructing the newly dubbed Theo Bell in letters, history and philosophy, as well as matters exclusive to the Kindred.
Theo proved an apt pupil - the embodiment of the warrior scholar the old Idealist wanted - but additionally honed his
Kindred gifts through emancipatory missions and, later, raids on Confederate supply depots, all in frantic efforts to
erase the memory of his murdered family.
13
After the wars end, sire and childe embarked on a tour of Europe, during which an entire nocturnal world
opened itself to the fledgling/s eyes. The princes and primogen, for their part, enjoyed a patronizing titillation at the
idea of "Cerro/s colored progeny" - precious few black Kindred existed among the Camarilla vampires of those
generations still active in politicking, and nearly none had been Embraced from the New World slave populace.
Indeed, Bell was a prodigy. Status-conscious harpies tripped over themselves to invite the taciturn Brujah to soirees,
and several attempted to entice Bell into illicit blood-drinking liaisons ("Is it true what they say about a Negro's
vitae?'). Bell, for his part, quickly grew disgusted with the decadence and debauchery of Europe/s Elysiums - all too
similar to Master Bell's indolent parties - but he soaked in the culture and customs of the mortals around him. He and
Cerro became close - as close as father and son and as Cerro's sway in the sect rose, Bell was reluctantly carried
along with it, shouldering burdensome responsibilities for his sire's sake.
The 20th century was as turbulent for the Kindred as it was for the kine. Back in America, Bell was dismayed
at Reconstruction's failure, though his mortal cares grew increasingly distant to him. In Harlem during the Jazz Age,
Bell found himself and his mortal kin at the center of a Sabbat riptide; additionally, he made frequent trips to his old
Southern haunts, doing what (little) he could to stem the tide of Jim Crow. In the '50s, seeing a useful pawn to
infiltrate civil rights circles and confront anarchs on their own turf, the Inner Circle appointed Cerro Justicar, knowing
that Bell would become archon. Bell, for his part, was well aware, and resentful, of the politics behind his
appointment; as well, he harbored no small amount of sympathy for the anarchs. His feelings did not stop him from
performing his duties to the letter, and by the '90s Bell was the most respected - and feared - archon in the United
States. Such was his renown that the newly appointed Justicar, Jaroslav Pascek, retained Bell in his subordinate post,
even though the two Kindred despised each other.
In these nights, Theo Bell may well prove to be a cornerstone of the besieged Camarilla. He has traveled
much more extensively than most Kindred; even werewolves give him little pause, and he knows most cities in North
America and many in Europe. Over the years, Bell has painstakingly tracked down what members of his father's
family he could; he watches his kin from afar or occasionally intervenes in their behalf. As such, he has more contact
with the sunlit world than most Kindred his age, a trait that serves him well in his duties. The Inner Circle believes
that Bell's knowledge of New York City, particularly the Harlem Washington Heights area, can prove vital in scourging
the Manhattan Sabbat.
Tall, dark and, yeah, handsome, Bell cuts a dashing, albeit forbidding, figure. Scars across his shoulders and
back, souvenirs from the overseer's lash, are the only legacies of his slave days. Typically sporting a neatly trimmed
mustache (and sometimes a bit of beard)1 Bell dresses well when at peace and efficiently when doing battle. A New
York Yankees baseball cap, reflective police-style sunglasses and a Dragonsbreath-Ioaded shotgun are Bells
trademarks; anarchs and Sabbat alike know his visage and fear it. As an ironic mockery of his unliving condition, Bell
occasionally plasters a Breathe-Rite~ strip across his nose, particularly when engaged on a mission of war.
On the surface, you are the stoic, emotionless authority figure, efficiently polite to all
and close to none. This is, of course, a mask for the indecision that grips you nightly. You
watch the masters of the Camarilla administer their mortal plantation, cracking the whip of
government and media to make the kine go this way and that, and the sight makes you
shake with fury. Yet you can/t condone the capricious short-sightedness of the anarchs,
and you've seen the Sabbat too up-close and personal to harbor any romantic illusions
about its agenda. Nor can you go autarkis without bringing shame on the head of the only
father you've truly known; the Embrace is a hard thing, but Cerro gave you a way out of
your helplessness, and for that you are bound to him with your unlife. Perhaps, then,
despite all your power and all your years, you are a slave still and forever. That being the
case, you reckon, you might as well be a "good" one for now, until you can decide how to get free once and for all.
9th Generation Brujah; Sire: Don Cerro; Nature: Rebel; Demeanor: Judge; Embrace: 1857; Apparent Age:
early 30s Strength 51 Dexterity 5, Stamina 5, Charisma 4, Manipulation 4, Appearance 4, Perception 41 Intelligence
4, Wits 5; Talents: Alertness 5, Brawl 5, Dodge 5, Empathy 1, Expression 2, Intimidation 5, Leadership 4, Streetwise
4; Skills: Crafts (mechanics) 1, Demolitions 3, Drive 3, Etiquette 3, Firearms (shotguns) 5, Melee 5, Performance 2,
Stealth 5, Survival 4; Knowledges: Academics 2, Finance 1, Investigation 4, Law 3, Linguistics 2, Occult 3, Politics 3,
Science 1; Disciplines: Auspex 2, Celerity 4, Dominate 3, Fortitude 2, Obfuscate 2, Potence 4, Presence 4;
Backgrounds: Allies 5 (mortal family), Contacts 5, Mentor 4, Resources 3, Status 4; Derangements: Berserk; Other:
Conscience 3, Self-Control 5, Courage 5, Humanity 6, Willpower 10
Carlak (Usurper Prince of Prague)
In his mortal days, Carlak was the third son of a Bohemian count. Knowing he would not inherit the title and
uninterested in a life in the Church, he chose (against the wishes of his father) to enter Charles University to study
history, philosophy and science. He would have been forcibly returned to his father’s estates before finishing his first
year had it not been for the intervention of Dmitra Ilyanova, a Ukrainian noblewoman who patronized the university.
Dmitra saw potential in Carlak. She often invited him (and other students) to her estate to meet with foreign visitors
and engage in philosophical debate throughout the night. Often, he returned to his humble apartments only after the
sun had cleared the horizon, yet his enthusiasm never waned. These weekly events sharpened his intellect and
performance at the university, even as he fought the strange exhaustion that overtook him after the discourses.
Shortly after his graduation, Dmitra invited Carlak and others from his class for a special celebration. The
high point of the evening would be a debate, Dmitra said, on the relativity of good and evil. She also said that he

14
who argued his position most eloquently would be handsomely rewarded. Through the night, they discussed the
issues and debated with ferocity inspired only by Dmitra’s urging to excel. When the debate ended, Dmitra declared
Carlak the victor for his sharp wit, his informed arguments and his apparent conviction in his support for moral
absolutism. His “reward” was the Embrace, his first meal his classmates.
In truth, Dmitra had expected Carlak to succeed, and she’d had no particular use for the others. After giving
him time to adjust to his new state, she took him on a tour of Europe, introduced him to other elders of the Brujah
clan and indoctrinated him in its ways. She taught him to now think only for himself. Instructors, family, Church and
king no longer ruled him. He had to give heed only to his intellect, thirst for knowledge and blood now and forever.
He needed also to answer to Dmitra, who demanded that he hone his mind, expand his experiences and acknowledge
no limits. One night she would take him to a gathering of Brujah to debate the nature of God; the next, they’d hunt
the kine and drain them unto death. Dmitra saw unlife as an adventure of epic proportions. Within 10 short years,
Dmitra began stalking another young man, and time between her liaisons with Carlak stretched from a few nights, to
weeks, to months. Carlak spent several decades in Prague, finding his own way between increasingly infrequent visits
from his sire.
He visited America during the 19th century but found that the Brujah there were too uncouth and
uneducated for his taste. He returned a few years before the Russian Revolution and the formation of the Brujah
Council. He assisted in the revolution, only to see the council fall to the same hubris as the Czars. He left, disgusted
with the Brujah (again). During a brief stop in Prague, he received a letter from Dmitra inviting him to join her at the
Grand Conclave. She confessed that she had missed his conversation and desired his company once again. At the
conclave, Dmitra was appointed as justicar and given the duty to monitor unrest in Europe. She asked Carlak to
serve as one of her archons. Dmitra asked that he monitor the situation in the newly evolving Soviet Union. She
specifically wanted him to watch the council’s actions. The Inner Circle feared that they would foolishly attempt to re-
create Carthage and reveal themselves to mortals.
The Brujah Council was distrustful of Carlak’s return to Moscow, given the
circumstances of his earlier departure. Even so, he managed to find a few within its ranks
who would speak with him. He worked his way into their operations only to find an
organization hamstrung by personal vendettas. In 1946, Petrodon offered Carlak a position
among his archons, which the Brujah accepted. He spent the next two decades in America,
where he worked with Petrodon to bring anarchs back under the Camarilla’s aegis. Carlak
worked as an infiltrator of sorts — he wormed his way into the confidence of a group of
anarchs, learned all he could about them and reported back to Petrodon any planned
attempts to break the Traditions, or actual breaches in some cases. Carlak’s time in Russia
served him well, as his participation in the revolution and with the council gave him a
certain cachet. In 1972, Petrodon recommended that the Inner Circle accept Carlak as the
next Brujah justicar. Dmitra’s removal from the office opened a rift between sire and childe that persists to this night.
Carlak spent the following 26 years coordinating with Petrodon to curtail the anarch threat to the Camarilla.
Despite all efforts, they made little progress. Petrodon called Carlak for assistance late in 1997. He suspected the
anarchs were about to make a major strike against several Camarilla domains. Carlak was en route to America when
Petrodon’s assassins struck.
When the Inner Circle met in 1998, Carlak resigned. He returned to his old home to re-establish a permanent
haven. The Toreador Vasily, Prince of Prague, strongly suspicious of all Brujah thanks to the repeated revolutions and
uprisings of the past five decades, demanded that Carlak depart and never return. He accused Carlak of seeking his
position and possibly even his destruction.
Carlak, still frustrated over his failure with Petrodon, flew into a rage and, barehanded, beat Vasily into
torpor. He then summoned the primogen to extract promises of support from them. Relations remain tense and
probably will for some time due to the sudden nature of this praxis seizure. Carlak keeps Vasily locked in the tightest,
most secure casket he could find, chained multiple times and bricked up in the lower levels of Castle Prague. With his
position as prince somewhat secure, Carlak now seeks to solidify his influence within the mortal world. He uses his
contacts across Eastern Europe to gain access to governmental and diplomatic functions, to meet influential mortals
and to establish relationships with them.
Carlak is relatively short for the 20th century, standing just over five feet in height. However, his slender
frame radiates power and authority out of proportion with his size. He keeps his shoulder-length blond hair tied back
in a ponytail and is well groomed at all times. Carlak prefers to wear perfectly tailored outfits reminiscent of his
mortal days but still somewhat modern.
You must not show any sign of weakness for the primogen to exploit. You regret the loss of Petrodon, who
was a valued teacher and comrade. Brook no threat or insult to your position; the right of princes to rule extends
only as far as they may defend themselves from any who might challenge them. Thus, you have proven superior to
the fool Vasily, and you maintain an anachronistic joy in being the modern enlightened despot.
8th Generation Brujah; Nature: Competitor; Demeanor: Director; Embrace: 1730, Apparent Age: late 20s;
Strength 3, Dexterity 4, Stamina 3, Charisma 4, Manipulation 3, Appearance 3, Perception 3, Intelligence 4, Wits 5;
Talents: Alertness 4, Athletics 2, Brawl 3, Dodge 3, Intimidation 4, Leadership 5, Style 2, Subterfuge 3; Skills:
Animal Ken 3, Debate 4, Drive 2, Etiquette 5, Firearms 3, Melee 4, Performance 2, Stealth 3; Knowledges: Academics
4, Bureaucracy 3, Camarilla Lore 4, Investigation 6, Law 3, Linguistics 4, Occult 2, Politics 4, Science 3; Disciplines:
Celerity 3, Dominate 3, Fortitude 2, Potence 3, Presence 5; Backgrounds: Contacts 5, Herd 3, Influence 4, Mentor 4,

15
Resources 5, Retainers 2, Status 4; Derangements: Paranoia; Virtues: Conscience 2, Self-Control 4, Courage 3,
Humanity 6, Willpower 7
Corleone, Nicholas (Mob Enforcer)
Player: Mark Wash; 11th Generation; Brujah; Str 4, Dex 3, Sta 3, Cha 1, Man 1, App 4,
Per 3, Int 2, Wits 3; Talents: Alertness 3, Brawl 3, Dodge 3, Intimidation 2, Streetwise 2; Skills:
Drive 1, Firearms 3, Melee 3, Stealth 2; Knowledges: Investigation 2, Occult 3; Disciplines:
Celerity 2, Obfuscate 1, Potence 1, Presence 1; Backgrounds: Generation 2, Resources 1, Status
3; Virtues: Conscience 1, Self Control 5, Courage 4; Humanity 6; Willpower 4
Diamondback (Rebels Pack Member)
Nature: Caregiver, Clan: Brujah Antitribu, Demeanor: Bon Vivant,
Generation: 10th; Strength 3, Dexterity 4, Stamina 3, Charisma 2, Manipulation 4, Appearance 3,
Perception 3, Intelligence 3, Wits 2; Talents: Alertness 1, Athletics 3, Brawl 2, Dodge 3, Empathy 2;
Skills: Drive 2, Firearms 2, Melee 4, Stealth 4, Survival 3; Knowledges: None; Disciplines: Celerity
1, Potence 3, Presence 1, Fortitude 4; Backgrounds: Pack Recognition 2; Virtues: Callousness 5,
Instincts 2, Morale 3; Willpower: 5; Path of Cathari 7
Dreaded Ed (Saint Louis Archon)
D.E. was known up and down the west coast for his stylistic hell raising. Originally from Houston the Dreaded
Ed left for the open road shortly after a valued advisor to that city's prince died in a fire bomb. Ed's name was
mentioned in the same breath as many other modern heroic anarch stories. He felt he could have continued onand
on forever. Forever until he and his gang decided to kill Madame Guil herself. Ed was the only survivor of the attack.
The Justicar gave him a choice, become a narc or become dead.
Easy choice except it wasn't. D.E. has turned traitor on his every ideal. Now he travels the world aware that
he has been branded with a mystic rune. A rune that allows Guil to see and hear everything that the Dreaded Ed
does. The Anarch world believes that his brush with death has calmed his fire. Ed knows that he is a narc and there is
nothing he can do about it. Countless dangerous anarchs have disappeared with no trace shortly after trying to enlist
Ed's help. Only Ed knows the truth of the Justicar's movements and how much of a pawn he has become. If the other
anarchs find out what the truth is, they will see no choice but to destroy him. If he tries to defy the Justicar there is
no where he can hide, no where he can run and his punishment would be worse than death.
The Dreaded Ed has almost been robbed of all hope; he recently has begun to dream of a way to use his
situation to his advantage. If he can somehow find elders worthy of destruction he can turn the Justicar on them as
well as the anarchs.
D.E. usually dresses in leather and as his name implies has dreadlocks in ample supply. His muscular build
hints the reason for his embrace as a thug. He is taller than most and can be quite be quite intimidating. He has a
relaxed carefree attitude that pushes its way through his exterior. Always hidden is the branded rune over his heart.
You serve that which you hate. Worse if anyone finds out what is going on you are dead. It's not like you can
hide from Guil either. Put on a social face; make them believe you are everyone's friend. Don't let them catch on. If
you likethe person who you are dealing with push them away. At least you know that you are not the one pulling the
trigger. Yah, you gotta believe that. You are forced into this situation if you could only find a way out.
A reluctant archon who fits the biker image. He is an excellent way to bring in some heavy hitters. He is
tragic and it may take the players to release him or expose him. The Justicar is patent and will wait to gather all the
evidence before she comes in. The brand allows Madame Guil to see and experience everything that D.E. does when
she so wills it. Guil will not lift a finger to save D.E unless he is really close to finding something big.
Dreaded Ed rests in an anarch safe house for those just traveling through. It is hard to rank Ed's influence as
he could cause much to happen simply by being witness to events.
11th Generation Brujah; Secrets: C; Sire: Dan the "man"; Nature: Pedagogue; Demeanor: Bravo; Embraced:
1959; Apparent Age: mid-20's; Strength 3, Dexterity 2, Stamina 5, Charisma 3, Manipulation 2, Appearance 2,
Perception 3, Intelligence 2, Wits 2; Talents: Alertness 2, Brawl 2, Dodge 2, Expression 1, Intimidation 2, Leadership
1, Streetwise 3, Subterfuge 2; Skills: Drive 1, Firearms 1, Melee 2, Performance 2 Stealth 2, Survival 2; Knowledges:
Investigation 2, Law 3, Linguistics 1, Occult 1; Disciplines: Celerity 2, Fortitude 2, Presence 3, Potence 2;
Backgrounds: Allies 1, Contacts 2, Generation 2, Resources 1, Reputation 4, Retainers 2; Virtues: Conscience 3, Self-
Control 3, Courage 4, Humanity 6, Willpower 5
Foster, Danielle (Saint Louis Primogen)
Daniel Foster was born to a world of inequality where the rights of man were not the rights of women. Like
others of her day, she fought for her own rights and for the rights of women everywhere. She educated herself and
then worked to educate others. She set up secret clinics that taught sex education and birth control, she was
sometimes jailed, sometimes threatened, but she used this to become a powerful underground political figure. During
one of her classes in which she was teaching some young women to read, an angry mob busted down the door, beat
her, stabbed her and left her for dead. As she lay bleeding, she heard a voice ask her, if she had another chance
what would she change with her life? With her dying breath she screamed nothing! This was the answer that the
Prince was looking for and he embraced her that very moment.

16
Gerrard was inspired by her fiery spirit. Though he knew she would hate him because he was
a man, he also knew that she would make a great addition to his clan and his brood. The
Prince was always fair to his childe even if she was disrespectful. He took great pains to make
her well educated on the nuances of Kindred politics. To Daniel, her sire was nothing more
than a rapist, she did not ask for eternal life. She hated him and his constant kindness, his
constant fathering. She always remained distant from him, no matter how pleased he was with
her. It was that distance which saved her, when the lupines attacked. On the very last night
that she saw her sire, Gerrard and Daniel had an argument, after which Daniel left for New
Orleans and swore that she would never come back. That same night the Lupines attacked St.
Louis. When she heard of her sire's death she was left with a sense of emptiness.
In the decades to follow she realized that perhaps her sire was not as bad as he seemed to her. When St.
Louis was once again captured by the Camarilla she returned to find her sire's city a mockery. The Ventrue had come
and ripped the free spirit from the city. Watching Prince after Prince fall, she has worked her way into the halls of
power, and onto the Primogen. Someday she will have a chance to build the city into what she wants of it and all who
stand in her way should beware.
Daniel has a beauty that many would kill for but she sees such beauty as a hindrance. She never wears
cosmetics as she believes that doing so robs a woman of her dignity. Her auburn hair is left unattended every
evening that she rises. She wears only the most practical clothes. Her blue eyes have a determined look, that only
softens when her compassion for women is aroused.
Men are beneath you, you have great contempt for all of them. They are ignorant and bestial, and you let
them know as much. Most Women are ignorant of the troubles that you and others went through to get them their
rights which they waste on a nightly basis. Still it is your job to educate them, and show them the proper way. When
you speak it is with a strong voice, a strength which they can never take from you. Nothing will make you frenzy
quicker than a man beating a woman, and that's what scares everyone including yourself.
Daniel is an old school feminist. Throw out your thoughts of bra burning, man hating, we don't need men
types. Instead she strives to make an equal playing field where everyone is equally protected and secure. As the
leader of the Brujah, she has great responsibility to insure that the rebellion that they inspire does not endanger the
more radical members. Daniel will clash with any "I was a prostitute and was getting a beating before my embrace"
types. She will attempt to become prince if she can get the players support.
Danielle Foster maintains a battered woman's shelter, where she also helps the victims cope with their
trauma and change their lives for the better. Foster's Influence comes from the large amount of woman she has
helped throughout the years. She has helped scores of women get back on their feet and they relish the opportunity
to repay her. Her Contracts are all woman who she has met through the organization she has started. She has many
friends in RAVEN (rape and violence end now) and two of her ghouls come from their ranks. She also has a third
ghoul, Benjamin, that once belonged to her sire.
9th Generation Brujah; Sire: Gerrard Dubois; Nature: Pedagogue; Demeanor: Visionary; Embraced: 1911;
Apparent Age: mid-20's; Strength 2, Dexterity 4, Stamina 2, Charisma 4, Manipulation 3, Appearance 3, Perception
2, Intelligence 4, Wits 3; Talents: Alertness 1, Brawl 2, Dodge 2, Empathy 2, Expression 4, Leadership 2, Streetwise
2, Subterfuge 2; Skills: Drive 1, Etiquette 1, Instruction 4, Melee 3, Performance 2; Knowledges: Academics 3,
Finance 1, Law 3, Linguistics 2, Politics 4; Disciplines: Celerity 3, Dominate 2, Presence 4, Potence 3; Backgrounds:
Contacts 4, Generation 4, Herd 2, Influence 2, Resources 3, Retainers 3, Status 3; Virtues: Conscience 3, Self-control
3, Courage 4, Humanity 7, Willpower 7
Geoffry
Geoffry grew up on a small farm by the Vermont-New Hampshire border. He never really had any interest in
school, and at the age of 16, he left the farm and joined the Marine Corps, planning to live for a time and see the
world, then eventually, he would return to the farm and continue life there. He left with his parent's blessing, and
they wished him the best of luck.
Geoffry found the discipline of the Marines refreshing, and he bought into the Marine attitude. Never being
particularly bright, he fit in well, and hoped to make sergeant major before mustering out. He suspected that he
wouldn't, as he didn't have the leadership mentality, and a bit of a brutal nature, but he hoped that that might
change after a few years. In basic he distinguished himself by his superlative skill in killing people up close and
personal. He never acquired much in the way of the gunnery skills that Marines are famed for, and had he been alive
50 years later, he would have been selected for a Delta Force infiltrator's role. But times being what they were, he
was assigned to a rifle company on board the U.S.S. Arizona, where he was indoctrinated more completely into the
way of the Corps.
When the First World War broke out, Geoffry had reached the rank of corporal, and he was posted at Camp
Lejune as an assistant instructor for unarmed combat, having reached a certain type of maturity. When the American
troops went over, in 1917, he had risen to the rank of sergeant, was posted as a squad leader. He survived the
Belleau woods, and was a part of the famed 5th regiment that was honored by the French for their actions. He
excelled at the close, dirty parts of the war, and when he was promoted and assigned to the trenches, it was a blow
for him. He felt that somehow he had failed.
Then, with the announcement of the Armistice, his life changed forever. A visiting officer was conducting a
surprise inspection when the word of the end of the war came over the radio. This visiting officer was a high ranking

17
German intelligence officer, and more importantly, a intellectual member of clan Brujah. Upon hearing of the loss, the
officer frenzied and killed the entire unit. After coming out of it and seeing the bodies, he felt detached from
humanity. In a fit of both fear and remorse, he tried to undo what he had done, and embraced Geoffry, since he
seemed to be the most intellectual and sophisticated of the marines there. Geoffry awoke to see his Sire, and
thinking he was dead, assumed he had gone to Hell, since he was still in the trenches. After his Sire explained what
had happened, Geoffry bore a confused expression, one which he has carried often in the following days and years as
he moved through the world of Kindred politics.
His Sire discovered that, despite Geoffries' apparent sophistication, he was very naive in the ways of the
world outside of the military. In his element, he understood how things worked, and why they did, lending him an
intelligence and air of knowledge, which had impressed his Sire, by repetition, rather than actual ability. In fact,
Geoffry was really only good at following, and had no real conception of how to lead others. Of course, since his Sire
met him in that role, he seemed quite able, which he was. His skills were just a bit narrower than appearance
suggested. This disappointed his Sire, one the Brujah intellectuals of Europe, to no end as he prided himself on his
sophistication and ability.
Disgusted with Geoffry, he considered slaying him before this young Childe of his could fully understand the
intricacies. Unfortunately, he failed to consider Geoffries gift. Combat. When his Sire tried to slay him, both frenzied.
While Geoffry was not unskilled in the intricacies of killing people, his Sire knew the strengths of the Vampire to a
much greater effect. To an observer, the fight might have looked like two cats on speed tied together into a paper
bag. In the end, Geoffry left frenzy standing over the mauled body of his Sire. Not knowing how well Kindred heal, he
left him and fled back to the United States. Since then he has had cause to learn about how well he can heal, having
tangled with Garou in Indiana.
His Sire ended up going into torpor, and his fate is unknown at this time. The only fact is that should Geoffry
ever meet him again, there will be trouble. So, in 1920 Geoffry returned to the farm where he grew up. He never
went to his parents again, but only watched them for a time, seeing what he had left. At that point though, he
realized that he had left it, and there was lost one of his ties with humanity.
He moved to Boston, where he took a job on the waterfront. He was a sort of handyman. He served as a
stevedore, persuader, and leg breaker, as it suited his boss. When Prohibition came around, he served in the roles
that that new laws made available: Smuggler, bouncer, and bartender. The last was not his most popular role, but he
did keep things quiet. And the patrons at the bar hadn't come to talk about their troubles and drown their sorrows in
alcohol, so there wasn't much concern there.
Finally, he came to the attention of the local Sabbat. They were interested in recruiting him, but
unfortunately, their recruiting party was not quite prepared to face what Geoffry had become. Some sixth sense
alerted him and he was able to get away. Of course, he left Boston with a pack of Sabbat on his tail, and nearly died
when the sun rose the morning after his attempted recruitment. He went next to the city of New York, but didn't
manage to stay for a long time, as the Sabbat there had been alerted to his presence. Again, he left with the Sabbat
on his tail, screaming for his blood.
He migrated north, and stayed briefly in the upstate of New York, drifting West, where he ended up in
Pittsburgh, the city he passed World War Two in. He moved further West, passing through Cleveland, then Columbus,
Ohio and then he settled down for a time in Bloomington, Indiana. There he met an Elder of the Gangrel, and he
stayed in Bloomington as a sort of townie fixture while he learned the ways of the Kindred that his Sire had never
taught him. Now, his agelessness in Bloomington has caught up to him, and he has moved up to Indianapolis, and is
starting the same cycle that he keeps, working in a tough bar as a bouncer, and feeding of the drunks he has to kick
out. He has a small apartment that the manager of the complex was happy to give to him, since it has no windows.
There he stays, attending the Rants and working nights, not knowing where to go, or what to do, but unable to come
up with a better alternative.
In Indianapolis, he was introduced the Aralus Caldwell, Elder of the Brujah clan and anarch. Geoffry naturally
fell under Caldwell's influence, and the two of them led the anarch movement in Indianapolis briefly. Unfortunately,
the prince called the blood hunt. Fortunately, Geoffry had gone to ground. Caldwell did not survive, but Geoffry
managed to dodge death again. Blue, head of the Brujah in Indianapolis, spoke for him and he was allowed to return
to the city. Bishop, prince of Indianapolis, was slain by a Garou war band, and Geoffry was able to repay Blue by
nominating her for Prince. This action galvanized the kindred in the wake of Bishop's death, and Blue ascended to the
Princedom of Indianapolis. She brought Geoffry with her, and he now stands at the head of a small group, dedicated
to eliminating people who opposed the rule of Blue or who are a threat to the peace in the city. With this new
responsibility and followers of his own, Geoffry has begun to assume the mantle of authority that his status gives
him. Standing behind the prince, he has turned away from his anarch ways, and embraces the place he has found in
the city of Indianapolis. Many of the Elders in Indianapolis (especially the Toreador and Tremere) still would like to
see him dead, but for now, his position is solid, and he is slowly winning them over by his respect for the traditions
and the prince.
Geoffry is 6'4" and looks (relatively) short due to his being very broad. His hair is brown and short. He is
constantly serious, and dresses in jeans, work boots, a vest with no shirt, and walks around hunched over somewhat
to de-emphasize his height. For formal events among the kindred, he wears a brown suit with a shirt and pants which
makes it look a little like a uniform. In a suit his posture is straight, adding about 2 inches to his height. Stare
intensely at whoever you are talking to and don't say anything. Once they are done talking, wait. This should
unnerve them, and they might talk more. If they don't, then casually dismiss them, or nod and agree. Never use

18
words of more than two syllables, and don't speak more than three sentences at a time. Speak that much only if you
are prompted or have something very important to say. Brood unless someone you are following is around, then
watch them carefully. Always stand behind people who are talking to your leader and look menacing.
Date of Birth: March 23, 1895; Pace of Birth: near Burlington, VT; Embrace: November 10, 1918; Apparent
age: mid-20s; 9th Generation Brujah; Strength 5, Dexterity 4, Stamina 2, Charisma 3, Manipulation 1, Appearance 2,
Perception 4, Intelligence 2, Wits 3; Talents: Alertness (bodyguard) 4, Brawl (bar fighting) 4, Dodge 3, Intimidation
3, Leadership 2; Skills: Drive 2, Firearms 2, Melee 3, Survival 2, Stealth 2; Knowledges: None; Disciplines: Celerity
3, Potence 5, Presence 1; Backgrounds: Generation 4, Herd 3, Mentor 5, Resources 2, Status 2; Merits: Eat Food;
Flaws: Sire’s Hatred, Uneducated; Virtues: Conscience 1, Self-control 4, Courage 5, Humanity 5, Willpower 7
Homer (Rebels Pack Member)
Nature: Deviant, Clan: Brujah Antitribu, Demeanor: Curmudgeon, Generation: 11th;
Strength 4, Dexterity 3, Stamina 3, Charisma 1, Manipulation 4, Appearance 2, Perception 3,
Intelligence 3, Wits: 1; Talents: 4, Alertness 3, Brawl 2, Dodge 3, Empathy 1, Subterfuge 3;
Skills: Drive 2, Firearms 3, Melee 2, Stealth 3, Survival 2; Knowledges: Occult 3; Disciplines:
Potence 2, Fortitude 2; Backgrounds: Pack Recognition 1; Virtues: Callousness 4, Instincts 2,
Morale 2; Willpower: 5; Path of Evil Revelations: 5
Hooker, Jesse (Rebels Pack Leader)
Nature: Survivor, Clan: Brujah Antitribu, Demeanor: Director, Generation: 9th;
Strength 3, Dexterity 5, Stamina 4, Charisma 3, Manipulation 4, Appearance 2, Perception 4,
Intelligence 4, Wits 4; Talents: Acting 2, Alertness 3, Athletics 1, Brawl 3, Dodge 2, Empathy 1,
Intimidation 5, Leadership 4, Subterfuge 3; Skills: Drive 3, Firearms 2, Melee 2, Repair 2, Stealth 3,
Survival 4; Knowledges: Linguistics 1 (Spanish), Occult 2; Disciplines: Potence 4, Fortitude 5,
Presence 2; Backgrounds: Pack Recognition 5, Resources 2, Sabbat Status 1; Virtues: Callousness 5,
Instincts 3, Morale 4; Willpower: 9; Path of Honorable Accord: 8
Long, Mark (Detective)
Player: Preston Halcomb; 8th Generation Brujah; Str 5, Dex 5, Sta 5, Cha 2, Man 2,
App 2, Per 3, Int 2, Wits 3; Abilities: Acrobatics 5, Acting 1, Alertness 4, Brawl 5, Dodge 5,
Drive 4, Firearms 5, Intimidation 3, Investigation 5, Law 4, Linguistics 3, Melee 5, Occult 3,
Stealth 4, Streetwise 5, Subterfuge 2, Survival 4; Disciplines: Celerity 5, Fortitude 5, Obfuscate
5, Potence 5, Presence 5, Quietus 5; Backgrounds: Allies 2, Contacts 5, Resources 3, Status 2;
Merits: Charmed Existence, Clan Friendship (Assamites), Eat Food; Flaws: Taint of Corruption;
Virtues: Conscience 4, Courage 4, Self Control 4, Humanity 4, Willpower 10
McKenzie, Iain
Iain McKenzie grew up in Sydney, Australia, child of two University lecturers. His parents pushed him to
become as educated as possible, and much of this stuck, aided by his memory retention and aptitude for knowledge
of all sorts. An only child, he was alternatively spoiled and ignored by his parents, both of whom were somewhat
vague intellectuals. As a result, Iain grew up soaking up life philosophy from every direction rather than simply from
his parents, and by the time he reached university was regarded by his friends as a little strange in his beliefs.
However he was not an entire intellectual, and was a participant in a few sports, never to any great level. The
majority of his interest was directed at grass hockey, and he retains his stick till this day, finding it to be a valuable
weapon, an impromptu stake, and less likely to attract attention from police than the more traditional baseball bat.
In addition, he learnt how to defend himself from knife attacks at self-defense classes, an interest that quickly grew
into a skill.
An innocent at heart, Iain loved to collect knowledge, a love bordering on obsession at times. His personal
library grew to a large size, and when he moved out of home the choice of apartment was influenced by the shelving
ability as much as by rent or other considerations. A university course in History grew into honors and then into
postgraduate work at the University of Sydney. He was researching into the reasons for the Latin-Phoenician conflicts
when he gained access to an unusual source: someone who had been there. A Brujah elder had noted his interests
and aptitudes and took up correspondence with the young kine. After a year of mail exchange, Iain published his
paper, and was Embraced into the Brujah clan.
Iain's life changed very little. He continued to research for himself and his Elders. His change in diet was at
first difficult for him to accept, but after a time, he adjusted to it, usually gaining vitae by the Don Juan method,
using his Presence to its full effect. In addition to his historical studies, Iain also began the study of Temporis, his
clan's power over the world. He was not as adept at grasping these new truths as he would have liked, but preceded
at what the Elder's regarded as a average pace.
Against the clan's warning, he also made friendships with Kindred from the untrustworthy clans, the Ventrue,
the Malkavians and the Toreador. It was from a female Malkavian, Alia that he learnt the Dominate ability, trading his
tutorship for some of the rare books that he had acquired. In 1993, however, the normally quiet coterie struck
against the Ventrue headquarters in the city, raiding their archives in search of ancient documents and sources that
Iain had finally traced to an Elder Ventrue. The majority of the coterie escaped: however, Alia was killed by a large
number of Ghouled retainers. None of the retainers still live. Iain has hunted them down one by one and buried them
alive.
19
The documents he found contained such information that he was able to bargain with an Elder Brujah for
sanctuary against the Ventrue in return for the translations. However, in the end, the Ventrue found Iain's location
and demanded his death. The Elder could not refuse to hand him over - he did however manage to bargain for exile
rather than death, and Iain was sent on a mission to Melbourne, to kill one of the Lost Childer, a Methuselah known
as Ingrid. Basically a suicide mission, it was the best that could be arranged given the Ventrue's rage.
Tall, heavily built Celtic-like. Short dark hair, blue eyes. Usually dressed in black leather jacker, jeans boots.
Old knife-scar on face, tattoo of rose on shoulder. Wears glasses to read. Two throwing knives and 1 fighting knife
always.
Educated, intelligent, visionary, guiless. Iain has a warped sense of humor, i.e. stuffing up Tremere rituals by
water-pistoling them is fun). He regards the Camarilla as having a potential to be an enormous and immortal
library... the knowledge that is retained within the Kindred's brain after centuries is enormous. Redundancy is
important though, so learning what they know, and teaching what you know is important. - enjoys taking on various
roles to different people. none of them are extremely far from his actual self, but he enjoys hobnobbing with Ventrue
or hanging out with Gangrel equally much - its something new to learn either way, and you learn a lot from watching
people react to your own presentation.
9th Generation Brujah; Sire: 'Aphrael'; Nature: Visionary; Demeanor: Pedagogue; Embrace: 1986 (b. 1961);
Apparent Age: 25; Strength 3, Dexterity 4, Stamina 3, Charisma 2, Manipulation 2, Appearance 2, Perception 3,
Intelligence 3, Wits 3; Talents: Acting 1, Athletics 2, Brawl 1, Dodge 2, Empathy 2, Instruction 3, Style 1, Subterfuge
1, Throwing 2; Skills: Drive 2, Meditation 2, Melee 2, Research 3, Stealth 1; Knowledges: Brujah Knowledge 3,
Bureaucracy 1, Finance 1, Investigation 3, Law 1, Linguistics 3, Lore (Kindred) 3, Medicine 1, Occult 2, Politics 3,
Science 3; Disciplines: Dominate 3, Potence 3, Presence 3, Temporis 3, Thaumaturgy 3 (Elemental Mastery 3);
Background: Contacts 2, Library 1, Resources 3; Merits: Baby Face, Jack of All Trades, Eidetic Memory; Flaws:
Driving Goal, Infamous Sire; Virtues: Conscience 3, Self-Control 2, Courage 5, Humanity 6, Willpower 5
McCaw, Duel
Player: Mark Wash; 9th Generation Brujah; Str 5, Dex 5, Sta 5, Cha 2, Man 2, App 2, Per 3, Int 3, Wits 2;
Talents: Alertness 1, Brawl 5, Dodge 5; Skills: Drive 1, Firearms 5, Melee 5, Stealth 5; Knowledges: Investigation 1,
Law 1, Occult 3; Disciplines: Celerity 2, Fortitude 1, Potence 1, Presence 1; Backgrounds: Generation 4, Mentor 1;
Virtues: Conscience 1, Self Control 5, Courage 5, Humanity 5, Willpower 3
Mae (Rebels Pack Member)
Nature: Gallant, Clan: Brujah Antitribu, Demeanor: Judge, Generation: 12th; Strength
3, Dexterity 4, Stamina 3, Charisma 4, Manipulation 3, Appearance 4, Perception 3, Intelligence
2, Wits 3; Talents: Acting 4, Alertness 1, Brawl 3, Dodge 3, Empathy 4, Subterfuge 1; Skills:
Drive 2, Stealth 3, Survival 3; Knowledges: None; Disciplines: Celerity 2, Potence 2, Presence 3;
Backgrounds: Pack Recognition 1; Virtues: Callousness 2, Instincts 5, Morale 4; Willpower: 6;
Path of Harmony: 7
Masta Killa (Saint Louis)
There is no doubt that the Kindred who goes by the name of Masta Killa has killed his masters both living and
dead. His hatred of the elders is no secret, nor is their fear of him. Born and raised on a southern plantation he felt
the sting of the master's whip many times. Many escapes led to him being traded to different master all over the
south. Never truly breaking him, but not wanting to waste money eventually had him traded to a wandering slave
trader in exchange for a mule.
His first memories of St. Louis were those of being forced to stand in front of the learing crowds at lynch's
slave auction. It was here that he met Lynn Westchester. She watched from afar and decided him worthy of an
evening's entertainment. A cruel kindred Lynn would purchase and torment her "property" for an evening or two until
she would put the poor creature out of it's misery. Her new purchase proved more willful than she had expected and
excaped despite her vampiric nature. The young slave ran into the night and was found by Prince Gerard near the
river. Upon hearing of the potential breach of the masquerade, He embraded the young man sent him to return and
extract revenge. The fight was over before it began as Westchester had not expected her meal to have vampiric
strength. He returned to Gerard and served him faithfully as childe and friend up to the night that the Lupines
invaded. Trapped in his sire' haven the insuing fight left him trapped beneath the rubble of the house wasting away
from lack of blood.
He awoke 20 years later having been discovered by one of Daniel Fosters ghouls. She fed
him some of her own potent blood to wake him. In the mid-90's He found and fell in love with
gangsta music. His own recording self-entitled "Masta Killa" held number 28 on the national charts
and was a favorite locally. By 2000 he had dropped out of the scene and opened his own club. He
spends his time and his money trying to find solutions to the economic problems among his
people in Saint Louis. With the recent incursion into East St. Louis by the Sabbat, Masta Killa
knows that the time is right to earn the right to sire.
Masta Killa tries to live up to Image that has made him wealthy. Diamond rings, expensive
clothes, and rich cars. At 5'8" and a scrawny frame attitude is what makes him intimidating. His
hair is usually in fashion or at least modern. He has look of thoughtfulness about him that belies
his intelligent manner.

20
You are quiet, only speaking when you have something to say. When you speak never raise your voice, avoid
getting angry or your dark side will take over. Your affairs are private and you only discuss them if you have an
urgent need. On the other hand, do your best to keep up on who you can get to owe you a favor next. It shames you
to see those who don't appreciate what they have.
Masta Killa is the most likely to volunteer for operations against the Sabbat or anything that will get him
favor. However he is not stupid and will not risk his life needlessly. He is also likely to come out the shadows at the
last second and save the characters all in return for something later.
Masta Killa has a small club that was built upon the remains of Lynn Westchester old house.
9th Generation Brujah; Secrets: D; Sire: Prince Gerard; Nature: Pedagogue; Demeanor: Visionary;
Embraced: 1859; Apparent Age: mid-20's; Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 3,
Appearance 3, Perception 2, Intelligence 3, Wits 2; Talents: Athletics 1, Brawl 2, Dodge 2, Expression 2, Leadership
1, Streetwise 3; Skills: Drive 1, Firearm 3, Melee 2, Performance 3, Stealth 1, Survival 1; Knowledges: Academics 2,
Finance 1, Law 1, Linguistics 1, Politics 1; Disciplines: Celerity 3, Fortitude 2, Presence 3, Potence 3; Backgrounds:
Allies 2, Contacts 1, Fame 2, Generation 4, Herd 2, Influence 2, Resources 4, Retainers 4; Virtues: Conscience 1,
Self-Control 4, Courage 4, Humanity 5, Willpower 6
Pascek, Jaroslav (Brujah Justicar)
Born to a Slavic man and an itinerant Gypsy woman, Jaroslav was left for dead by his mother near the border
of what would eventually be modern Germany. A Franciscan friar rescued him from death and brought the boy to a
monastery, where the churchmen raised him as a "collective son". The brothers nurtured the boy and ground into
him a fierce devotion to God and the certain knowledge that he was the product of sin, that he was part-devil due to
his Gypsy heritage. The beatings he endured and the lessons he studied left Jaroslav with a towering fury he
channeled into his views of God and Man.
At age 18, Jaroslav found himself adrift in a crisis of faith. His personal vision of the unity between Man and
God, with the Church as compassionate and pure link, was constantly being exposed as a lie. Every time the young
monk saw the lay clergy indulge in worldly sin or vice, he became that much more convinced of the need to cleanse
the Church.
Soon, Jaroslav convinced himself that he was God's chosen instrument of cleansing. A full century and a half
before Martin Luther, Jaroslav began his own Reformation. He swept through the rural northern areas of the Holy
Roman Empire to preach his doctrine of purity and holiness. Jaroslav soon realized that preaching itself had little
effect. He and the small group of followers he had assembled added direct action to their words. As they moved
through the countryside, they undertook a campaign of terror. They murdered churchmen they judged as impious,
they destroyed false relics and continued to preach against the vice of the Church.
Jaroslav's crusade might have started the Reformation a century early had it not been for a quirk of fate
bringing him into the world of the undead.
During a nighttime rally that culminated in the fiery destruction of a cathedral, a crazed Jaroslav stood in
front of the burning building and exhorted the mob to purify the corruption all around. But eyes that glittered with
something besides fanaticism also watched him from the darkness. Others saw the strength and ferocity in the young
man, and they wanted to use him for their own purposes.
A week later, two shadowy figures offered Brother Jaroslav a way to gain great power for his crusade. They
spoke with magnetism and persuasiveness, and they radiated an aura of power. Jaroslav took these eerie,
otherworldly visitors to be agents of God and agreed to join their cause.
The Embrace changed Jaroslav's faith in God. No longer did he walk in God's light, for the Lord had forsaken
him to the darkness. Jaroslav felt he had given his soul so that he might more easily purify others.
The tenuous grip he had on reality faltered, and he threw himself fully into the world of the undead.
His new "parish," a coterie of Brujah who hunted in the city of Munich, convinced Jaroslav that the vampiric
world was as full of corruption as the Church was. In fact, many undead supposedly masqueraded as clerics.
These Brujah allowed Jaroslav to destroy vampires they demonstrated to be agents of Satan. Often, these
targets were simply enemies of Jaroslav's coterie and sire, but soon Jaroslav branched out independently to ones
who meddled in the spiritual realm, and he destroyed Cainites whom he believed to be taking advantage of gullible
mortals.
The coterie had no lack of enemies to persecute, and Jaroslav's first century passed in a haze of blood and
gore. Those carmine nights ended with the founding of the Camarilla. After the Convention of Thorns, a tired Jaroslav
decided to leave the ken of the world and trust this new sect to curb the excesses of the undead. He hoped that
hiding among humankind would put an end to those Kindred posing as angels or spirits. Upon finding an ancient
Roman crypt, Jaroslav entered torpor.
Jaroslav rose again in the mid-17th century. The Camarilla was still strong, but during Jaroslav's long sleep
the Sabbat had attained some prominence. Jaroslav saw fighting these Kindred as his new calling, perceiving in them
every trait and evil that he had railed against centuries before. Gathering a coterie of other vampires, he established
himself as the scourge of the wicked Sabbat to strike fear into even the most secure of
cardinals.
For the next 200 years, Jaroslav continued his crusade, and for his efforts was
officially made an archon in 1834. Jaroslav served nominally under the old Brujah Justicar,
Carlak (who served multiple terms as Justicar), but the archon often acted alone. With a

21
diligence and directness that bordered on obsession, he and his agents rooted out Sabbat or anarchs who ignored the
Traditions. By the mid- 20th century, Jaroslav had come full circle. He stood at the vanguard of an institution as
calcified and corrupt as the Church had been in his youth.
Jaroslav's election to the post of Justicar is a move to add some experience and drive to the new corps of
Camarilla enforcers. He has many tried and true methods of investigation, judgment and punishment. Most of these
techniques are quite severe, if not vicious, in their execution, involving mutilation, coerced "confessions" and worse.
Indeed, Jaroslav seems to have taken his cues from the Inquisitors of yore. Some other archons and Justicars,
notably the Tremere, Anastasz di Zagreb, have noted that Jaroslav's edicts and actions have lately become bloodier
and swifter. Recently, Jaroslav has received intelligence from agents in and around Montreal, which has prompted
him to set up an intelligence center.
Jaroslav has simple tastes. When he is on "official business," he wears a conservative suit cut in English
fashion, with a single white orchid in his lapel. When moving in on a target, he strikes and is gone so quickly, no one
can tell what he is wearing. Jaroslav has sandy hair and piercing hazel eyes. He stands at just over five feet and has
surprisingly delicate hands.
You have been chosen by God and the Camarilla to flay the Sabbat from the earth.
The Sabbat are soulless beasts to be annihilated before they destroy all Kindred. Others who break the Traditions are
obvious traitors to the principles of the Camarilla and not much better. You see yourself as fair and just, but you lost
any sense of mercy years ago. Although you maintain a veneer of Old World charm, the Beast claws at you, which
makes you erratic at times (most often when you come close to making a judgment). To discover the truth, no
technique or method is too extreme. Once you've made your judgment, your sentence is swift and severe.
7th Generation Brujah; Clan: Brujah; Sire: Jann Berger; Nature: Judge; Demeanor: Bravo; Generation: 7th;
Embrace: 1371; Apparent Age: late 20s Strength 5, Dexterity 4, Stamina 6, Charisma 4, Manipulation 4, Appearance
3, Perception 3, Intelligence 4, Wits 3; Talents: Alertness 3, Athletics 2, Brawl 4, Diplomacy 2, Intimidation 4,
Leadership 3, Streetwise 3, Subterfuge 5; Skills: Etiquette 3, Firearms 4, Melee 5 (cudgel), Security 4, Stealth 4,
Survival 2; Knowledges: Academics 2, Bureaucracy 4, Camarilla Lore 4, Investigation 6, Law 4, Linguistics (a breadth
of European languages) 4, Occult 3, Politics 3, Sabbat Lore 3, Science 2; Disciplines: Auspex 2, Celerity 5, Dominate
2, Fortitude 3, Potence 5, Presence 3, Obfuscate 3; Backgrounds: Allies 4, Contacts 4, Influence 2, Resources 4,
Retainers 2, Status 5 Other: Conscience 2, Self-Control 4, Courage 5, Humanity 4, Willpower 6
Severen (Rebels Pack Member)
Nature: Bon Vivant, Clan: Brujah Antitribu, Demeanor: Bravo, Generation: 10th;
Strength 4, Dexterity 5, Stamina 5, Charisma 3, Manipulation 2, Appearance 3, Perception 2,
Intelligence 3, Wits 4; Talents: Acting 4, Alertness 3, Athletics 3, Brawl 4, Intimidation 4,
Streetwise 2; Skills: Drive 3, Firearms 2, Melee 3, Repair 2, Security 2, Stealth 4, Survival 2;
Knowledges: Occult 2; Disciplines: Celerity 1, Fortitude 2, Potence 4, Presence 2; Backgrounds:
Pack Recognition 4; Virtues: Callousness 4, Instincts 4, Morale 5; Willpower: 7; Path of Cathari:
8
Di Sezratti, Niccolo (Troubleshooter)
A compact, leanly muscular man of medium height, di Sezratti has long, curly black hair and a moustache.
Aquiline features and flashing dark eyes give him a forbidding, predatory and rather satanic appearance. He gives the
appearance of a man of about 30. Niccolo is the child of impoverished gentry from the countryside near Naples. He
was given a good education and a good sword by his father and at the age of 14 was sold as an apprentice to a
Mercenary, a cousin of his father, Martin di Vega.
Niccolo grew to manhood in a hard school. He has fought against the Turks both in Spain and in the East, for
and against the Poles and of course in the ceaseless warfare in Italy. He is a competent horseman, but a truly
formidable warrior in melee combat. Preferring the sword, axe and spear to projectile weapons, he dedicated himself
to mastery and mostly succeeded.
A passionate believer in the rights of man, Niccolo has often fought for the underdog. In fact, this was how
he was Embraced. Fighting for Greeks against their Turkish masters, he was the sole survivor of a skirmish between
a patrol he was leading and a Muslim patrol they encountered. As he lay mortally wounded, he was Embraced by
local Brujah who had been observing him. Since that time, he has become a champion of the downtrodden, earning
the enmity of the church and monarchies alike.
In recent nights, Niccolo has served the Camarilla in various capacities. He most recently served a seven year
term as the Brujah Justicar, bringing justice to the Kindred of North America. He has a notorious hatred for
Werewolves, and will kill any he finds. After his term, he was asked to remain in the service of the Justicars by Karsh,
the Camarilla warlord. Nicky 0, as the rabble of the Brujah clan quickly took to calling him, has been, for the last ten
years, something more than a Archon, but less than a Justicar. He is the personal assistant to the Camarilla's
warlord, investigating in places he would find it hard to go.
Player: William Michael Haste; 5th Generation Brujah; AKA: Nicky D; Strength 8, Dexterity 6, Stamina 6,
Charisma 3, Manipulation 3, Appearance 2, Perception 6, Intelligence 4, Wits 5; Talents: Alertness 4, Athletics 4,
Brawl 6, Dodge 5, Interrogation 4, Intimidation 3, Leadership 6, Subterfuge 1, Streetwise 2, Throwing 4; Skills:
Animal Ken 5, Archery 5, Blacksmith 4, Crafts 1, Drive 3, Fast Draw 5, Firearms 6, Melee 8, Ride 3, Security 4,
Stealth 3, Survival 1, Torture 2; Knowledges: Academics 1, Clan Knowledge (Brujah) 3, Computer 1, Hearth Wisdom
1, Heraldry 1, History 3, Investigation 4, Kindred Lore 3, Law 5, Linguistics 4 (Arabic, English, German, Greek,

22
Italian, Latin, Spanish), Lupine Lore 5, Mage Lore 2, Medicine 1, Occult 5, Politics 3, Sabbat Lore 3, Science 1;
Disciplines: Animalism 1, Auspex 3, Celerity 8, Fortitude 5, Obtenebration 3, Potence 8, Presence 5, Protean 2;
Merits: Berserker, Danger Sense, Reputation, Special Gift (Grand Klaive); Flaws: Enemies (Lupines), Hatred
(Lupines); Backgrounds: Allies 4, Contacts 5, Elder Status 4, Elder Generation 5, Resources 5, Retainers 1, Status 5;
Virtues: Conscience 5, Self-Control 5, Courage 5, Humanity 7, Willpower 10, Blood Pool 40 (8 per turn)
Weapons: Grand Klaive (Dif 7, 12 dice damage + 8 automatic from Potence - Aggravated to Lupines), 2
Beretta 93R (Dif 6/7,4 dice damage, Rate 4/FA, Clip 21, Con J, Range 30), Barrett M82A1 (Dif 7, 10 dice damage,
Rate 2, Clip 11, Con N, Range 300), Browning M2HB (Dif 7, 10 dice damage, Rate 5/FA, Clip 100, Con N, Range 800)
Equipment: Silver Bodysuit (Adds 3 soak dice, causes aggravated damage to Lupines who successfully
damage Niccolo. One half damage done to him is taken by the Lupine as aggravated, non-soakable silver damage.
Round damage up.)
Simmons, Jill (Reporter)
Jill Simmons was one of the brightest, notorious, and most determined investigative
reporters in your Chronicle city. Regularly seen on Channel 4 news, she was known to
stick her nose into every scandal, cover-up, and high-level police investigation she could
find, much to the chagrin of city hall, the police, and one or two private detectives. She
was already regularly barred on sight from crime scenes by the police and was gaining a
popular following among the city's TV viewers when her latest story became a little more
than she bargained for. She had begun to piece together seemingly unrelated incidents
of street violence into what appeared to be a larger conspiracy. Her probing took her
right to the center of conspiracy's web. Unfortunately for Jill, she didn’t count on finding
a gang of vampires (Anarchs, of course) at that center.
The real leaders of the gang weren't around when Jill was poking around the anarch's
main hangout in the Rack, so one of the gang (a VERY short-sighted thug) decided to Embrace her as a joke and
leave her dumped in the alley. Jill spent the next two days huddled in an abandoned building, trying to come to grips
with what she had seen and what she had become. By that time, she finally calmed down enough to decide that,
despite the hunger that she was slowly beginning to feel, her vampirism didn't necessarily make her evil. Maybe she
could return to the television station and show them what she had become. The world had to be alerted. Vampires
were real.
Jill didn't make it out the front door. The city's Brujah elders found out about Jill's Embracing soon after it
happened and frantically used every resource at their disposal to track her down before the Masquerade was
irrevocably broken. One or more of the Elders themselves met Jill at the door of the warehouse and convinced her to
come with them. The Elders attempted to Blood Bond her, but found to their horror that she was Unbondable. She
cannot simply be killed, as it would never go unnoticed. Instead, they have opted to fully take her in and make her a
member of Clan Brujah. If they can instill clan loyalty and a love of her vampiric nature in her, then the Masquerade
should be safe. Until then, she is controlled through Dominate and Presence and watched VERY closely.
Picture your stereotypical driving, no-nonsense, get-the-story-at-all costs female investigative reporter
(Randi from "Highlander: the series" is a good model). She kowtows to no one, a trait that tends to put mortals she
investigates off their guard and makes them nervous. She is beginning to learn that the same tactics don't work as
well on Kindred elders. Jill has several fans throughout the city. She also has extensive contacts in the media
through her peers and her station, as well as contacts in the police department and with a few private investigators.
13th Generation Brujah; Sire: "Shiv"; Apparent Age: 26; Year of Embrace: 1994; Nature: Competitor;
Demeanor: Avant-Garde; Strength 2, Dexterity 2, Stamina 2, Charisma 3, Manipulation 3, Appearance 4, Perception
3, Intelligence 3, Wits 2; Talents: Acting 2, Alertness 2, Athletics 1, Streetwise 2, Subterfuge 4; Skills: Drive 2,
Firearms 2, Journalism 4, Fast-Talk 3; Knowledges: Bureaucracy 3, Computer 2, Investigation 4, Linguistics 1,
Research 3, Police Procedure 2; Disciplines: Celerity 1, Potence 1, Presence 1; Backgrounds: Fame 2, Resources 3,
Contacts 4, Mentor 2 (or 3, depending on if her Mentor/Keeper is just an Elder or also a member of the Primogen);
Merits: Baby-face, Unbondable; Flaws: Infamous sire (an anarch), Sire's Resentment, Notoriety (as a near-Catiff and
a potential threat to the Masquerade); Virtues: Conscience 3, Self-Control 3, Courage 4, Humanity 8, Willpower 6
Tara (Prince of San Diego)
Settlers of the Western frontier traveled in groups and died in droves; despite courage and tenacity, the
uneducated, poverty-stricken family of Tara joined the other unfortunates, one by one, at the bottoms of shallow
Texan graves. Unable to fight cholera, starvation, political unrest and outlaw assaults, Tara buried her children, her
husband, and her hopes in the desert sands.
Perhaps it was pity that moved Tara’s sire; perhaps it was the passion with which she decried an uncaring
existence. Whatever the cause, she was Embraced by a Brujah revolutionary on the border of Texas and trained to
fight against “injustice.” Border skirmishes held no interest for Tara, though; parting ways with her sire, she set out
to form a new family of her own, one that would not fall prey to the ravages of the frontier.
Surrounding herself with a small coven of fledglings, Tara established a small domain in Texas, near what is
now El Paso; she fought to give her haven the security that she’d never had in life. When the Civil War came, she
and her brood defended their territory fiercely, but many of her childer left — Tara had no interest in taking sides,
but many of the younger Brujah felt the fiery need to become involved in the war, or to see their side or their
families victorious. Unable to convince them to stay, Tara again watched her family drift apart.

23
Without a stable family, Tara set about expanding her control of her holdings. The end of the Civil War,
though, paved the way for a slowing economy. Despite learning to exert her personality and charisma, Tara failed to
adapt to changing fortunes, and her havens and towns dried up like desert weeds. Within a decade of the war’s end,
Tara lost most of her money and her property and had to move to Dallas in search of better fortunes.
Dallas was not kind to Tara: The primogen of the city considered her young and unworthy of position, but
potentially dangerous enough (due to her potent blood) to bear watching. Under their scrutiny, she was forced to
develop her financial skills, covertly managing her own operations in order to support herself. Drawing on her still-
growing leadership capabilities, she managed to improve her fortunes despite a lack of much influence in the city’s
policies.
The American Anarch Revolt was just the break Tara needed. She gathered her revolutionary brood from the
Civil War years and traveled west to San Diego. Once in the midst of the revolt, she and her childer provided much-
needed support and combat experience to the anarchs. The former Don of San Diego had already been killed by the
time of her arrival. With little opposition and her group of loyal, experienced fighters, Tara found claiming San Diego
as her domain to be a simple task. The provisional council of the anarchs didn’t have the time or resources to oppose
her land grab; besides, they needed the support of her warband. The city of San Diego became Tara’s barony.
For several decades, Tara “ruled” distantly over San Diego. Her education in finance, politics and deal-making
had been finely honed, and her fighting skills compared to those of combat veterans. Planting loyal agents in city
police and financing pet projects in the government allowed Tara to nudge the city along her own desired paths. For
the most part, the anarchs of the city begrudgingly abided her rule, as she remained undemanding. As long as
nothing threatened San Diego’s growth and her control, Tara allowed the city and its Kindred to do as they pleased.
By the mid-1990s, San Diego had grown from a sleepy little town into a prosperous west
coast city with a military presence, a famous zoo and parks, border trade and international
celebrations. Seen as a jewel perched on the edge of the United States, San Diego became a
lucrative opportunity for many Kindred hoping to expand their prestige and influence. A careful
strike by rival anarchs decimated some of Tara’s followers and resources in the city proper,
forcing her to retreat to Oceanside (an hour’s drive north of the city). From there, she watched
as anarchs set up new “baronies” in an attempt to jump-start their own status.
Having learned to let her enemies exhaust themselves in combat with one another, Tara
waited for the inevitable bloody clashes of power in San Diego. Sure enough, no single individual proved equal to the
task of maintaining the city. A succession of petty rulers ensued, each one ousted by anarchs or would-be heirs to
the city. Once the most dangerous and powerful Kindred had wasted their efforts, Tara swept in with her ghouls and
experience to take the reins of a tired city. Many of the Kindred had grown weary of the constant turmoil and
fighting; sentiment leaned toward the peaceful organization of the Camarilla, and Tara at last declared herself prince
in full. With the Camarilla’s tacit approval (and a visit from Federico di Padua), she set about sweeping up the
remaining opposition and appointing the officers of her reign.
Tara’s heavy-handed swiftness in claiming San Diego as her Camarilla fiefdom startled some anarchs and
enraged others; nevertheless, she cemented her hold quickly. However, sand leaks through even the firmest grasp;
shortly after her ascension, Tara found many of her contacts in the underworld and border control compromised. Key
mortals suddenly knew of their vampiric masters; gangs and police alike balked at vampiric interference, forcing a
series of cover-up murders. At first blaming anarchs, Tara soon realized that the disorganized neonates of the city
could not orchestrate such a coup. From rumors and tales pieced together by terrified Nosferatu and Caitiff, she
discovered that her city is threatened from the shadows by the eastern Cathayans. Tara, able to sway people to her
side with her forceful leadership, competent in battle and skilled in politics and intrigue, has yet to learn the full
measure of a war of espionage and subversion — and so, once again, her dominion slowly crumbles as its
foundations erode.
Tara is an average-looking woman of modest height (5 feet, 6 inches), just a tad on the heavy side. She has
neatly-trimmed, slightly curly blond hair and expressive blue eyes. Her gaze is striking; while she is not what most
would consider attractive, her force of personality is nearly overwhelming.
You know how people work, and you’ve used that knowledge to carefully orchestrate your position as the
Prince of San Diego. People who work with you find you caring, thoughtful and witty; your opponents quickly discover
just how many people do work with you. You have finally risen to prominence through your own merits, and San
Diego is your child. Through your care and influence, you help the city thrive. You refuse to let another disaster befall
your beloved family — you intend to control all of the variables and make sure that San Diego grows and prospers,
despite the interference of anarchs, Sabbat or Cathayans.
Clan: Brujah; Sire: Justin Davies; Nature: Director; Demeanor: Caregiver; Generation: 9th; Embrace: 1822;
Apparent Age: late 20s; Strength 3, Dexterity 4, Stamina 3, Charisma 5, Manipulation 3, Appearance 3, Perception 2,
Intelligence 3, Wits 4; Talents: Brawl 4, Dodge 3, Intimidation 3, Leadership 4, Streetwise 3, Subterfuge 3; Skills:
Animal Ken 3, Drive 3, Firearms 3, Melee 3, Stealth 3; Knowledges: Academics 1, Finance 2, Law 2, Linguistics
(Spanish) 1, Politics 3; Disciplines: Auspex 3, Celerity 2, Dominate 4, Obfuscate 2, Potence 3, Presence 4,
Thaumaturgy (Path of Blood) 1; Backgrounds: Allies 3, Contacts 4, Herd 3, Influence 3, Resources 3, Retainers 4,
Status 4; Virtues: Conscience 1, Self-Control 3, Courage 4, Humanity 4, Willpower 4

24
CAITIFF
Allen, Veronica (Saint Louis Novelist)
Veronica Allen had won her first fiction competition at the age of 7, and there was no doubt
as to what she wanted to do in life. By the age of 27 she had 4 novels written and numerous short
stories printed in sci-fi magazines. It was then that she started to change venues and started writing
horror stories. Little did she know that her stories started to attract members of the world of
darkness. Benji would watch her from a distance trying to find out how much she really knew. When
she got a call to meet a new source in Lou's dinner she didn't expect him to tell her the real truth.
Benji was a short stocky guy who smoked a lot but he was good at giving her inspiration and they
met often. A few weeks after her latest short story was published Benji stopped meeting her.
Looking for inspiration she searched for him and with her contacts and skills and found his
apartment abandoned. As she was leaving she was savagely attacked by someone she can't remember, but who
none the less gave her the embrace. Having no way to understand what had happened to her she slowly began to
cope. What's more she has stumbled her way along to the vampiric basics. She understand the sun is bad and that
she must feed less she be forced to feed. She has started to write a truly inspired novel about the vampiric
experience. Little does she realize how writing each page brings her one step closer to her own death.
Veronica Allen is a symbol of modern beauty, with dark eyes and long black hair it is easy for her to catch
people's minds. She has an uneasy acceptance of her new abilities and is quite timid if the appearance of the
supernatural rares it's head.
You have absolutely no concept of what the real world of darkness is like. You just don't understand the
danger you are in because of your actions. You are curious to find the truth. It is possible that you could one day
make a prominent kindred with your charms and grace if you were given have a chance. Treat the normal people
around you with respect. If the person you deal with is kindred and you find out treat that person as an oddity and
question them thoroughly.
Veronica is a breach of the masquerade waiting to happen. It could be the player who first encounter her in
which case she will look to the for answers. Her sire is unnamed but should be someone in the city of note, and that
kindred will seek her destruction if he should see her again.
She lives in a one bedroom apartment with a den that is covered with books.
10th Generation Caitiff; Secrets: F; Sire: Unknown; Nature: Architect; Demeanor: Pedagogue; Embrace:
2002 (born 1973); Apparent Age: Mid-20's; Strength 2, Dexterity 2, Stamina 2, Charisma 3, Manipulation 3,
Appearance 3, Perception 3, Intelligence 4, Wits 3; Talents: Athletics 1, Empathy 2, Expression 4; Skills: Animal Ken
1, Etiquette 1, Performance 3; Knowledge: Academics 2, Computer 2, Investigation 3, Linguistics (Greek, Hebrew)2,
Occult 3, Science 1; Disciplines: Obfuscate 1, Potence 1, Presence 1; Backgrounds: Fame 2, Resources 3; Virtues:
Conscience 4, Self-Control 3, Courage 4, Humanity 7, Willpower 5
Bey, Mukhtar (Prince of Cairo)
Embraced by Wife of Tiger and the Snake. Al-Muntaqim the Avenger told an idea to Mukhtar Bey about how
to appease the Antediluvians on the night of Gehenna. Mukhtar Bey has since been welcoming all the clanless to his
city. He is gathering them together and preparing to sacrifice them to save himself from the wrath of the Ancients.
He is a member of the Free Cairo Khitta.
7th Generation Caitiff; Nature: Survivor; Demeanor: Traditionalist; Embrace: 1354 (early 20s); Strength 5,
Dexterity 4, Stamina 6, Charisma 5, Manipulation 4, Appearance 3, Perception 4, Intelligence 3, Wits 4; Talents:
Alertness 5, Athletics 4, Brawl 4, Dodge 5, Empathy 3, Intimidation 4, Leadership 6, Streetwise 3, Subterfuge 5;
Skills: Animal Ken (Falconry) 3, Drive 2, Etiquette 4, Firearms 4, Melee 6, Performance 4, Stealth 3, Survival 4;
Knowledges: Academics 1, Area Knowledge 4, Bureaucracy 3, Camarilla Lore 4, City Secrets (Cairo) 2, Clan
Knowledge (Assamite, Brujah, Followers of Set) 3, Investigation 4, Law 3, Linguistics (Arabic, French, Latin, Turkish)
4, Occult 2, Politics 5, Sabbat Lore 3; Disciplines: Auspex 2, Celerity 3, Dominate 4, Fortitude 5, Obfuscate 4,
Potence 4, Presence 5, Quietus 5; Backgrounds: Contacts 3, Influence 4, Resources 5, Retainers (Ghoul Mastiffs) 4,
Status 5; Virtues: Conscience 2, Self-Control 4, Courage 3, Humanity 4, Willpower 9
Dodd, Bobby (Insurance Investigator)
Player: William Michael Haste; 13th Generation Caitiff; Str 2, Dex 3, Sta 3, Cha 2, Man 2, App 2, Per 3, Int 3,
Wits 4; Talents: Alertness 1, Brawl 2, Dodge 1, Streetwise 1, Subterfuge 2; Skills: Firearms 1, Melee 1, Security 3,
Stealth 2, Survival 2; Knowledges: Computer 3, Investigation 4, Law 2, Occult 4, Science 1; Disciplines: Auspex 1,
Chimerstry 1, Fortitude 1, Necromancy 1, Obfuscate 1, Potence 1; Backgrounds: Contacts 1, Resources 3, Status 1;
Merits: Eat Food, Iron Will; Flaws: Clan Enmity (Ventrue), Repelled by Crosses; Virtues: Conscience 2, Courage 2,
Self Control 5, Humanity 5, Willpower 5
Harney, Madeleine (Vengeful Childe)
Madeleine was born in New York City in the year 1948. Due to various difficulties her parents were
experiencing (mainly each other) she was sent to San Francisco to live with her aunt. The experience was not
pleasant for her; Her aunt was extremely strict and very unsympathetic to the needs and desires of children. This
led to a very stifling upbringing for her and so when the opportunity arose for her to live by different rules, she did.

25
It happened at Berkeley in 1966. She had just begun attending school when she met Jonathon. He was
everything she'd ever fantasized about. Handsome, mysterious, fun loving. The lovemaking was the best she'd ever
had. They attended speeches together, went on marches - at night. He was never around during the day and he
never told her why. When she asked him about it, he'd shrug it off and everything would be all right again. But
during the days, and the nights when he wasn't around, she'd wonder.
He encouraged her to find other lovers, and she did. In the Autumn of 1968 she discovered she was
pregnant. Jon convinced her to keep it rather than trust to a doctor who would be willing to abort. "And besides," he
said, "isn't childbirth the ultimate expression of life?" He was endlessly fascinated by her pregnancy and would watch
her for hours or he would listen to the baby moving around. The lovemaking stopped and that had a negative affect
on Madeleine's attitude. But, even so, Jon still made her feel loved.
Shortly before her baby was born, Jon disappeared. Madeleine couldn't locate him, no matter how hard she
tried. After Andromeda was born, she found little time to keep looking.
In July of 1969, she was with some friends who had decided to do some late night partying. While they were
out, Madeleine felt an urge to take a short walk. Leaving her friends and Andromeda behind, she walked into the
night.
The next thing she knew she was standing in front of a gravestone with a couple other people. There were
several others standing around them, and the predatory gleam in their eyes was frightening to behold. The absence
of her daughter also cut through her like a knife.
Several of the figures detached themselves from the group standing around them and approached Maddie
and the others standing together.
A voice rang out of the darkness. "Ah, it is so nice to see such fine specimens of humanity awaiting there
deaths so calmly." A spear of ice shot through Madeleine's heart. She knew she'd never see Andromeda, or her
friends, or college, or even Jonathon again. She was wrong, but she would dearly wish she had been right.
The one approaching her was Jon. She had never seen him looking so cold or frightening before in her life.
He grabbed her by a shoulder, and for a moment she thought she had seen a flicker of doubt in his eyes. Perhaps
she imagined the whispered "I'm sorry." before he ripped her throat out.
Her death came quickly, but rebirth took longer. She awakened in a darkness. She could not move, and
didn't particularly feel like trying.
"Mom?" The voice was distant, but it was the voice of a young child, lost and afraid. The voice continued
calling, louder and louder. Maturing, sounding more and more like a young woman. More and more accusatory. As
if Madeleine had chosen to abandon her. Then she saw her daughter. The accusations, the venom, the bile that
came forth as Andromeda told her exactly how she had failed at being a mother, just like Madeleine's mother before
her. This raw hatred directed at her like a laser drove her to a rage like nothing else she had ever experienced and
moved her to dig herself out of the earth.
What clawed its way out of the ground in an old San Francisco graveyard was not Madeleine. She felt
betrayed by everyone she had ever known, bitter over her abandonment of her own daughter, she simply went
insane. She glimpsed a few of those who had brought her here, and driven by a lust she could barely comprehend,
she lunged for the throat of the nearest. There was an explosion in the back of her skull and the
lights went out again.
When she awoke, she was in a warehouse of some sort most of the others from the graveyard were with her.
A dark robed figure handed her a cup. "Drink. Drink deeply. Feel the bond with your packmates." She drank the
offered liquid and it assuaged her thirst. The flavor was satisfying as nothing else she had ever drank before the
start of this nightmare. Before she could finish the pitifully small amount in the cup it was taken from her.
She noticed that her fellow captives were looking upon these beings as if they were saviors, or soulmates.
She felt no such feelings. No bonds with these "packmates." But she played along. After the ceremony was over
she and the others were introduced to their "Sires." It was an act of will for her to greet Jonathon with a smile.
Afterward, they were taken to a room in which human beings had been kept. "Choose one to slake your thirsts. We
need to move swiftly tomorrow."
And so for the next few years, she travelled with Death's Whirlwind, a nomadic Sabbat pack. She began to
follow the Path of Harmony in an attempt to rediscover something of which she had lost. She also began plotting her
escape and her revenge on Jon.
One thing she could never do was drink blood from a child. Whenever she tried - generally out of
desperation - she would hear Andromeda's voice accusing her of abandonment. As a result she will not drink the
blood of a young child, and if she can prevent it she will not allow another to do so either.
In 1980, she had her chance. The pack was in Los Angeles when she managed to stay awake long enough to
leave the place the Pack was sleeping and use Earth Meld to sleep away from them. She stayed in the ground for a
week and then came out.
When she was out of the ground, standing at the fringes of the Palisades, she noticed a woman in punk
clothing was watching her. The woman was Anita, a renowned Anarch in LA. Anita challenged her presence and
then invited her to stay for a time. After a period of time - less than a year - Madeleine decided to move on. She
travelled extensively for about five years before settling down in the Chronicle City. This was about 1986. She made
as many Anarch connections as she could and keeps an eye out for Death's Whirlwind. She is always looking for
signs of Sabbat interference in the city; she knows what to look for.

26
In 1989, she hired a PI to try and locate Andromeda. She simply wants to know if her daughter is safe. He
still hasn't located her.
Also, through some low-level financial savvy and well planned real estate moves she got enough money to
buy a building and open a nightclub.
The nightclub is called "Dark Affairs." It is a three story building; the ground floor is for bands and normal
customers, dancing, drinking, etc. The second floor is a quiet place for people to make out, relax from the driving
music, flirt or what have you. The third floor is used strictly for Anarch gatherings and the occasional rant.
Madeleine always sleeps in the earth in a park or the nearby wilderness. She doesn't want anyone to know where
she sleeps. She does keep personal belongings and such in a lair like room in the basement. It's behind a locked
steel door. Inside, she has a large screen tv, a 486 computer system, a phone line, VCR, stereo and a small futon.
There is a closet full of clothes varying in style from businesslike fashions to cutting edge street style. She is not
above using a little bit of disguise to move around.
It was here that she discovered her ability to eat and drink mortal food with few ill effects. Her heart had
never stopped beating after the Embrace for some reason, and she has never really thought about that.
5'6", 135#. Has dark auburn hair, tragically pale skin which she often disguises using makeup. Her eyes are
icy blue. She usually dresses in the fashion of the current counterculture, which these days can be anything from
grunge to goth.
8th Generation Pander; Sire: Jonathon; Nature: Survivor; Demeanor: Rebel; Embrace: 1969; Apparent
Age: Early 20s; Strength 3, Dexterity 3, Stamina 3, Charisma 4, Manipulation 3, Appearance 4, Perception 3,
Intelligence 3, Wits 3; Talents: Acting 4, Alertness 3, Athletics 2, Brawl 3, Dodge 3, Empathy 1, Intimidation 3,
Leadership 2, Streetwise 4, Style 3, Subterfuge 2; Skills: Animal Ken 3, Drive 2, Etiquette 1, Firearms 3, Firewalking
2, Melee 2, Music 2, Security 2, Stealth 3, Survival 3; Knowledges: Bureaucracy 1, Computer 1, Finance 3,
Linguistics 2, Occult 2, Politics 1; Disciplines: Animalism 1, Auspex 2, Celerity 3, Fortitude 2, Obfuscate 3,
Obtenebration 1, Potence 1, Presence 2, Protean 3; Background: Anarch Prestige 2, Generation 5, Resources 3;
Merits: Acute Hearing, Acute Vision, Baby Face, Eat Food, Unbondable; Flaws: Driving Goal: Find Andromeda,
Enemy: Death's Whirlwind, Prey Exclusion: Children, Vengenace: Jonathon (Note that while there are 9 points of
flaws, only 7 were counted.); Virtues: Callousness 3, Instincts 3, Morale 4, Harmony 5, Willpower 8
MacEwen, Rowan (Musician)
Player: Rachel the Squatch; 13th Generation Pander; Str 3, Dex 4, Sta 4, Cha 2, Man 2, App 3, Per 2, Int 4,
Wits 2; Talents: Alertness 1, Brawl 4, Dodge 4; Skills: Drive 2, Firearms 4, Melee 4, Stealth 4; Knowledges:
Computer 1, Finance 1, Investigation 1, Medicine 1, Occult 1; Disciplines: Auspex 1, Celerity 2, Fortitude 2,
Obtenebration 2, Protean 2; Backgrounds: Alternate Identity 3, Black Hand Status 2; Virtues: Callousness 2,
Instincts 3, Morale 3, Cathari 5, Willpower 3
Mahatma (Monitor of Istanbul)
Mahatma has involved himself with Byzantion’s history for as long as any Cainite can
remember, perhaps even before the arrival of Theusa, the city’s true founder. From
within his haven, Mahatma directed the city’s growth, and considered himself Byzantion’s
shepherd. He drew the greatest artists and architects from across the known world to
build Byzantion, a jewel on the road to the east. He regretted his earlier depredations (or
perhaps feared losing his sanity to the wassail) and wanted to regain some of the beauty
he had lost. It was ever a difficult task, as the city changed hands between the Spartans
and Athenians many times, and each occurrence led to the city’s near destruction.
Constantine brought a definite end to the effort. His forces razed Byzantion to the
ground, enslaved the surviving population and installed Constantine as ruler. Mahatma
himself nearly fell into torpor from grievous wounds inflicted in a battle with Roman
Cainites. Three Methuselahs accompanied the invaders: the Toreador Michael, an ancient
creature recently converted to Christianity; the Ventrue Antonius, an empire builder who
sought a way to supplant the Romans; and the Dracon, a mysterious Tzimisce who
sought to reshape the world in his own image.
Rather than face this formidable trio directly, Mahatma left to gather strength and knowledge with which to
combat them. He traveled the limits of the known world and beyond, seeking pawns for his personal crusade. He sent
Cainite and mortal alike to raid his beloved city without thought for their survival. Any whom he could not
manipulate, he destroyed. When the Beast raged against the core of his sanity, Mahatma met the one who would
change the course of his unlife forever. He found this Cainite at the heart of some city along the Mediterranean,
which one he does not recall. The mysterious vampire challenged his assumptions with maddening riddles for which
Mahatma could see no solution and games for which he saw no purpose. Yet, he could see that he faced a being of
power who could perhaps break the Romans’ hold over his city.
Mahatma tried every possible trick to convince this Cainite to aid him in his quest, but nothing worked. When
he tired of these games, he found he could not move to strike down the creature. He realized then that no force at
his command could move this being, and he offered to learn from the mysterious vampire instead. The Cainite
opened a third eye and introduced himself as the prophet Saulot. Saulot guided Mahatma on the path to Golconda for
several decades, and Mahatma grew to rely upon the Antediluvian’s tutelage. He found the hope Saulot offered to be
a flash of light within the darkness his unlife had become. On the night that Saulot disappeared without warning,

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Mahatma fell into a frenzy that ravaged an entire village. When Mahatma returned to his senses and saw how far he
had fallen from Saulot’s teachings in only a few short hours, he sank into the earth. He lay there for many nights and
heard the mourning and outrage when other mortals found the destruction he had wrought. He thought he could
hear Saulot’s thoughts nearby, but they were elusive and he was unsure. Slowly, gripped by ennui and self-loathing,
he slipped into torpor.
Mahatma dreamed of Tremere’s crime of Amaranth and the Triumvirate’s eventual fall — Antonius’
destruction, the Dracon’s departure and Michael’s descent into delusion. Upon awakening, Mahatma returned to his
beloved Byzantion, only to find it devastated by crusader and barbarian, most of its beauty stolen or destroyed. He
saw the outcome of his earlier manipulations and nearly returned to torpor.
As Mahatma again returned to the earth’s embrace, however, he heard Saulot’s voice in his dreams. Each
night, the voice grew louder and more insistent, and finally it drove him from the earth. Saulot instructed him to
return to the path, to regain what he had lost when Saulot left him. Mahatma tries to reach Golconda, but he has yet
to near that goal. He believes he is close now, closer than ever before. Saulot’s voice has long since left him, but he
believes he is strong enough to continue on his own.
Now, Mahatma observes the Cainites of Istanbul and watches for ones whom he deems worthy of
redemption. He has found only one such being: Justinian of the Nosferatu. Mahatma communicates his intentions to
Justinian through dreams and visions. He uses his power to protect the Nosferatu from the ravages of the Jyhad so
that this protégé might find the way to Golconda — and perhaps show Mahatma what has eluded him all these
centuries. The Inconnu finds his patience slipping, however; he may kill Justinian and seek another pupil.
Mahatma does not hesitate to destroy any unwelcome additions to the city’s population, although he never
does so directly. He has networks of spies and contacts among the mortal population who do this work for him. He
does not want to see the Inquisition follow indiscreet Cainites into his city.
Now, Mahatma observes and rarely interferes. He quietly supports the Ventrue Prince Mustafa through his
advisor, the Toreador Nakshidil. Specifically, he has Justinian watch her. Mahatma tutors Justinian through dreams
and visions in the ways of the Inconnu and hopes eventually to reveal more to him. Justinian’s duties also include
watching for those who truly seek Golconda and bringing them to Mahatma’s attention. It should be noted that the
Inconnu often poses as Justinian’s sire.
Mahatma never shows his true appearance to others. He often appears as a young mortal man of great
beauty, a physically perfect specimen of manhood, almost akin to Michelangelo’s “David” come to life. He has
alabaster skin and long, black hair, which falls straight down his back. When he shows this face, Mahatma prefers to
follow mortal fashion trends. When he feels penitent, he shows the face of a particularly hideous Nosferatu, acrawl
with lice, ticks and other unsavory creatures and dressed in the stinking rags of a leper.
Conceal yourself from the Kindred and their constant questions. You don’t have the time to deal with
curiosity seekers who lack commitment. When you do find individuals who are worthy of salvation, you send Justinian
to contact them before you make any final determination regarding their fate. Kindred who do not measure up are
destroyed. You love to spend time in Istanbul’s Kumkapi district nightclubs in an attempt to connect with mortals.
Even so, you are frustrated by the weight of centuries that separates you from them. When you desire isolation, you
visit the Topkapi museum and castle, which encompasses Byzantion’s original boundaries. One night each week, the
castle is closed to the public so that you alone may enjoy its splendor and the memories it brings you.
4th Generation Caitiff; Nature: Architect; Demeanor: Loner; Strength 3, Dexterity 3, Stamina 4, Charisma 5,
Manipulation 4, Appearance 5, Perception 4, Intelligence 6, Wits 4; Talents: Acting 4, Alertness 6, Brawl 2, Dodge 4,
Empathy 4, Intimidation 5, Leadership 3, Subterfuge 4; Skills: Etiquette 4, Performance 3, Stealth 5, Survival 5;
Knowledges: Academics 5, Finance 3, Investigation 4, Linguistics 6, Occult 5, Politics 4; Disciplines: Auspex 8,
Dominate 6, Fortitude 5, Mortis 6, Obeah 7, Obfuscate 8, Potence 3, Presence 7, Protean 3; Backgrounds: Allies 5,
Contacts 5, Influence 6, Resources 6, Status 6; Virtues: Conscience 4, Self-Control 5, Courage 6, Humanity 9,
Willpower 9
Morgan, Alexander (Elder Protector of Toronto)
The year is 1763. England has just concluded a treaty of peace ending her seven-year war with France. On
the north shore of Lake Ontario, a tiny trading outpost named Toronto has passed into British hands. Among the new
residents of this tiny community (consisting of perhaps a dozen cottages and a small fort) is a young man, Alexander
Morgan, who has arrived to make a new home in an untamed land. He sets up a small trading post at lake's edge,
and does well. Within a year, he not only has the largest business within fifty miles, but has also taken a wife,
Carolyn Foster. Life is a wonderful dream.
The year is 1772. The dream has shattered. With prosperity has come thieves and killers, those who are
drawn by new wealth to take what they wish. Returning from Fort Niagara, a coach is set upon by highwaymen, not a
half-mile from the gates of Toronto. Carolyn is killed, as is young Nathan, only four years old. Alex is left by the road
for dead, the coachman slain beside him. All for a purse containing no more than 20 sovereign. Bleeding from a
dozen cuts, Alex draws wolves...as well as a wolf who is more. With fading vision, Alex watches the wolf seem to
shimmer, then become a woman. Naked, she approaches, and Alex receives the Embrace. She leaves as she came,
with no explanation, no thanks or remorse, running off as a beast of the wild.
The year is 1793. Col. John Simcoe, lieutenant governor of Upper Canada, has chosen Toronto for his capital.
He finds it to be a town missing the crime so common in other frontier outposts. It seems that those who come to
Toronto with less than honorable intent are soon compelled to leave, or worse. His new constable has no idea who is

28
responsible for this, but is quite happy with the situation as stands. As if to remove all care from his job, a
courthouse and jail have been constructed, courtesy of a generous donation by the community's reclusive business
leader, Alexander Morgan.
The year is 1813; the army of the newly-formed United States has occupied the city, plundering with
abandon. Within eleven days they are forced from Toronto by British forces. In that eleven days, however, fully one-
third of the U.S. troops have been found dead, dumped at the city's edge. All appear to have bleed to death, many
with terrible slashes upon their faces. An inquiry is held, with no results. Never again will foreign forces enter Toronto
in anger.
The year is 1861. Toronto has become a haven for blacks escaping the great war that rages to the south in
the U.S. Haven is found for many on Morgan Hill, home of the "heir" to one of the city's most valuable estates,
Alexander Morgan "Jr." The city is still know as virtually crime free, even with the wave of refugees swelling overall
population to nearly 50,000. Those who would take advantage of this disappear, often to appear again only as a
newly-marked grave in the city cemetery.
The year is 1962. With the assistance of a financial gift from the Morgan estate, modern subways are built
throughout Toronto. These, in addition to the new air terminal built the same year, keep Toronto as the economic
centre of Ontario. Crime has finally managed to take hold in the city. It does not, however, arrive without price.
Murderers and rapists not caught by the courts are often caught by a darker force of justice. Alex Morgan, now Alex
Morgan "IV," makes certain of it. His close, and perhaps only, friend, Police Commissioner Bailey, turns a blind eye to
these activities. He warns Alex, however, that the time will come when he can no longer protect him.
Events in early 1988 drew Alexander away from Toronto to the Mediterranean island-state of Al-Amarja.
Once there, he became intricately entangled with a group of Awakened souls such as himself. The group has become
involved in matters that were far beyond Alex's original scope as a protector, dealing with things Umbral as well as
mundane. Through the many trials undergone, he has developed something akin to a friendship with the members of
the group, especially with a Kindred named Gryfon d'Argent.
Recently, Alexander has become a member of a mutual blood bond with a member of the
group known to him only as Carol. The opportunity existed for Alex to remain the master in the
bond, but he offered to be bonded as well; the idea of being a de facto slave-master was too
vile to even consider.
A further complexity has entered Alexander's life. At the culmination of a recent ordeal, the
discipline of Obeah was offered to him. He accepted, not fully realizing the penalty. He now has
attained the second level of mastery in Obeah; he has also acquired, however, the Third Eye.
He has, in effect, doomed himself to hatred within the Kindred, for the Third Eye is the mark of
the Salubri, a clan despised and even feared by almost every vampire in existence. Alexander
will accept this as the price he must pay to be able to heal as well as harm.
In midsummer of 1988, Alexander underwent what proved to be his most harrowing trial. On
a lone "surgical strike" to rid Al-Amarja of the Sabbat, he encountered the local Sabbat lords, two 7th-generation
Infernalists. Swiftly, he staked one and slew the other, for he had plans for a foul deed. Alex realized that to reach
his true potential in the Obeah discipline, that of healing others at will, he would need a more potent essence than he
possessed, an essence contained in the now-staked Sabbat. In a horrific display of sheer willpower, Alexander
drained the now-helpless Infernalist of her blood pool, and then of her very essence. So great was the shock at the
vile act he had committed, that he nearly lost a portion of his connection with mankind, his humanity so to speak; in
addition, he was pushed to the brink of insanity. He could see the terrible pit of doom before him that he had
condemned himself to by his deed. Only through his amazing strength of will and true remorse did he manage to
avoid these twin fates, and emerge from the pit no longer eight generations removed from Caine, but now with the
potency of a Kindred of the 7th-generation. Alexander knows now the mortal peril of the evil act known as Diablerie,
and is resolved to never again be party to such wickedness.
During the Al-Amarjan ordeal, a change developed in Alexander's spiritual outlook. Before his Embrace, there
was little room in his life for much in the way of spirituality; his days were filled with living a young life in the frontier.
After his Embrace, Alex sank into a dark world, a place defined by a fanatical drive against the criminal elements that
had so change his existence. Now, however, he has seen places more spiritual than real. He has run with Garou, and
seen the ongoing war between Gaia and the Wyrm. Alexander has grown spiritually, and has developed a sense of
faith.
Given these recent events, Alex decided to take a "long walk home" - from San Francisco, where the group
was once again involved in world-shaking events. On his journey, he encountered a group of Uktena Garou on a
reservation in Utah, trying to fight off Wyrm-tainted FBI agents. Alex helped to track the source of the corruption - a
Wyrm cairn in a radioactive waste site - and risked his existence protecting the Uktena shaman who performed the
rite to close the cairn. In return for his aid, the Uktena assisted Alex on a spirit quest, at the culmination of which he
attained Golconda.
It is now today. Alexander Morgan, master of Morgan Hill, owner of Morgan Industries, reclusive multi-
millionaire, continues to hunt those who would bring crime to his city, despite increasing cries by "social scientists"
and citizens' groups to end "frontier justice" and find those responsible for vigilante action in Toronto. He will do this
thankless task forever, for Carolyn and for Gaia. It is his existence.
7th Generation Caitiff; Nature: Cavalier/Protector; Demeanor: Vigilante; Concept: Dark Knight; Strength
(Able Bodied) 4, Dexterity (Athletic) 4, Stamina 3, Charisma 3, Manipulation 3, Appearance 3, Perception 3,

29
Intelligence (Pragmatic) 4, Wits (Level-Headed) 4; Talents: Alertness 4, Athletics (Acrobatics) 4, Brawl 1, Dodge
(Sidestep) 4, Empathy (Truth) 4, Interrogation 2, Intimidation 3, Search 3, Streetwise 3; Skills: Climbing 2,
Crossbow 1, Driving 2, Melee (Disarm) 4, Lock Picking 2, Police Procedures 2, Research 3, Stealth 3; Knowledges:
Chemical Analysis 2, Computer 2, Criminology 3, Electronics 2, Investigation (Search) 4, Lore (Weaver 1, Wyld 1,
Wyrm 5), Medicine 1, Science 2, Toronto (Crime Scenes) 5, Toxicology 2; Disciplines: Auspex 1, Obeah 6, Obfuscate
2, Presence1 1, Protean 3, Thaumaturgy (Spirit) 1, Vicissitude 4; Backgrounds: Age 1, Allies2 1, Clan Prestige:
Gangrel 2, Contacts 2, Generation 6, Resources3 5, Retainers4 1; Virtues: Conscience 6, Self-Control 5, Courage 5,
Humanity 10, Willpower 10; Merits: Blasé, Code of Honor9, Golconda, Immune to Wyrm Emanations, Pawn5; Flaws:
Blood Bond5, Clan Enmity: Tremere (3rd Eye), Driving Goal6, Frenzy Difficulty +2, Nightmares7, Prey Exclusion8, True
Faith (3)
(1) This is a modified Presence that can better be described as "larger than life" or "spine-tingling" rather
than "awe." (2) Police Commissioner James Bailey. (3) Extensive resources, including: Morgan Hill (a 20-room
manor on 80-acre hill in north Toronto); Morgan Industries, including Morgan Laboratories (medical research),
Morgan Technologies (high-tech electronics), Eaton Centre (shopping mall) and Yonge Chemicals; Rolls-Royce;
private jet; extensive library; assorted works of art (canvas and sculpture); liquid assets of roughly 2 million
Canadian dollars. (4) Butler/Chauffeur/Cook/Secretary/Medic "Richard." (5) Mutual blood bond with "Carol", a young
Malkavian whom Alexander has "taken under his wing." (6) Fights to rid Toronto of crime. (7) Repeatedly dreams of
Carolyn's death. (8) Feeds only upon stores drawn from Morgan Laboratories, from Carol (see Blood Bond), or upon
criminals (as deemed by Alex; must also comply with Obeah strictures (i.e. unconscious or willing)). (9) Will only
attack, feed upon (exceptions are in note 3), or kill criminals (as deemed by Alex). Never uses guns (they're
"sloppy").
Stranger (Confessor)
Albert Camus was born in Algeria in 1903. A passionate man, he found no pleasure in the human existence,
and joined the Communists as they tried to refashion the world. The events unfolding in Stalin's Russia, however,
soon spoiled his enthusiasm. He deduced that mankind was incapable of treating each other fairly. Like Beckett and
Sarte, he struck upon the idea of Existentialism, and declared that "Life was absurd." The more one railed at death,
the more one made the Cosmic Joke laugh.
Nevertheless, Camus never surrendered. He published several novels, and produced countless plays. His
ideas were always bleak, but visionary, seeing a grand purpose for mankind that had been buried in the trappings of
civilization. If only there was a way to strip it all away. Alas, mankind was condemned to pointless wars which
seemed only to reinforce civilization, not bring it low, as many would have it.
Depressed, even though he had won the Nobel Prize for Literature, life seemed a game that wasn't
particularly fun. But, then, why did we play it? Why did we create these bizarre rules? What profit lay in life and
living, except a wretched self-fulfilling prophesy? Camus squandered his small fortune travelling Europe, seeking
these answers. He became aware of a steadily growing group of admirers that seemed to be in each town, waiting for
him to talk. Of course, they never seemed to want to actually talk; only politely approach, and wish him the best.
Finally, two of these individuals approached him with a question. "If you knew for a fact that life held no
answers, and were told as an absolute certainty by another person that death held the answers, would you kill
yourself to find out?" Camus was puzzled. He liked encountering people on trains and trams, and asking them these
deeply philosophical questions, then walking away, leaving them sputtering. He considered the question for a full ten
minutes, then replied that, yes, if death held these answers, he would be ready to grasp the brass ring. A sudden
agreement flashed between the two strangers, as if some secret wager had just been settled.
Camus brushed this off, until one night, a Pack descended upon him, and compelled him to drink of the blood
of all seven, all loyal fans. It would seem that they did not want such insight to be squandered in a hole. The Sabbat
were angered by the decision of the pack, as Camus had not been properly exposed to the Creation Rites.
Nevertheless, Camus defended their decision, arguing so compellingly, without once bringing in useless concepts as
justice and mercy, that they suffered him to live. The Pack, of course, was destroyed.
Packless and friendless, Camus was taken in by high ranking Sabbat who felt his pangs. For his part, Camus
enjoyed being a member of the Sabbat in theory. After all, he despised his humanity, and hated being weighed down
by an artificial moral center. He felt strong kinship with the legend of the first vampire, and likened Caine to
Sisyphus, eternally living out a capricious punishment that seemed to hurt humanity far more than Caine. However,
The Stranger truly did not care for the endless bloodlust embodied by most Sabbat.
His time spent with the Sabbat elders who had spared him was not wasted. The philosopher seemed to help
the officials a lot more than the officials helped Camus. It was finally decided that Camus needed no pack; he would
take on the ancestral role of the Confessor. A drawback to the times of the Inquisition, Sabbat who had committed
grievous crimes could submit to the judgment of the Confessor, who would hear them out, and then either expunge
them of Guilt, or mark them for destruction. In every way, it was the court of last resort. The confessor wore a ring,
called the Seal, which branded into the flesh of the vampire a sign that either saved or doomed the party. From the
time of the Inquisition, the title of Confessor had been left vacant, since more than likely if one was not caught
immediately, one would not be punished.
Camus, however, added a new spin to the title. He had personally loved the concept of the Stranger, an
entity that did not necessarily live on the inside or outside, but somewhere in between. From there, he took the title

30
to the extreme, becoming a true fence walker, catering to Camarilla and Sabbat, Kindred and kine. Making a choice
immediately destroyed the impartiality so critical for the job.
Since Camus did not make it a matter of politics, and did not flaunt his powers, as other had in the past, the
Sabbat hierarchy was pleased with his bold undertakings After all, the most potent members of the Camarilla in the
area sought him out for his unique insight, and his relative openness caused them to be quite open about their
problems. In a short while, Camus came to be one of the most knowledgeable kindred in the area.
It is not known, however, what the Sabbat would think if they knew he was also giving help to the other side.
Above all, the Stranger serves only one Master: the random flow that brings him from one person to another.
Special notes: For a vampire so young, The Stranger seems overly powerful. However, some of this is due to
special rituals invoked on him by Antitribu Tremere, as part of the trappings of office of the Confessor. Should he
ever forsake this office, his disciplines would be Auspex 1, Dominate 2, Fortitude 1, Presence 2, Obfuscate 2.
He also carries the Seal of the Confessor, a ring that heats to a white hot glow on command. There are two
Seals he can choose from, the Seal of Redemption, used on those he has forgiven, and the Seal of the Doomed, used
on those he condemned. A vampire so burned is not aware which has been conferred, until she presents herself to a
superior for judgment.
Extremely fluid and enigmatic, the Stranger uses Obfuscate to make him seem to be one of a thousand
different people, all passing through, stumbling across someone who needs to talk. He can be either male or female,
rich or poor. However, most important of all, he will always try to fit in, but not too much. Setting the prey at ease is
75% of the work.
You're someone constantly on the move, who stops to help a little girl with a sprained ankle. Seem as if you
always could be somewhere else, and that you are doing the target a big favor by talking. Never pressure a target. If
the target doesn't want to talk, back off, and try again later.
Haven: As Confessor, no Sabbat Pack can refuse him safe harbor.
12th Generation Pander; Real Name: Albert Camus; Sire: Unknown Brujah; Nature: Pedagogue; Demeanor:
Autist; Embrace: Jan. 5, 1960; Apparent Age: Late 40s; Strength 2, Dexterity 2, Stamina 4, Charisma 4,
Manipulation 5, Appearance 2, Perception 4, Intelligence 4, Wits 4; Talents: Acting 2, Brawl 1, Empathy 4, Expression
3, Subterfuge 2; Skills: Etiquette 1, Melee 1, Survival 3; Knowledges: Debate 4, Law 2, Linguistics 4, Philosophy 5;
Disciplines: Auspex 3, Dominate 3, Fortitude 1, Obfuscate 4, Presence 5; Background: Contacts 2, Fame 2,
Resources 1, Status (Sabbat 4); Virtues: Conviction 4, Instincts 3, Courage 2, Path of Caine 6, Willpower 7; Secrets:
A
Vincent, Peter (Saint Louis Sheriff)
Peter Vincent awoke to unlife laid atop an abandoned building exposed to the sun's deadly light. Without any
memory of his former life, and not fully understanding his "new" one, Peter made his way to the nearest hospital
nursing his seared flesh. His appearance in the ER caused quite a stir, which was immediately and inexplicably
quelled by unnamed Malkavian who took Peter directly to Prince Vargoss. Vargoss took pity on the young kindred,
and spared his unlife. Alone and keenly aware of the princes law, Peter left the topside for the sewer's sanctuary.
Peter's presence in the sewers was quickly discovered by Nosferatu who resented the
intrusion and dispatched Helen to "remove" him. Much to Helen's surprise peter was not repelled by
her appearance and was even bold enough to beg for her help. Helen, moved by his humanity,
acquiesced and mentored him as if he were her own childe. Still ally's years later, Helen informed
Peter of a critical breach of the masquerade. A Sabbat pack had succeeded in killing a kindred
responsible for manipulating the media. The pack planned to publish the Saint Louis News Dispatch
with information about the kindred of the city. Together, Peter and Helen recaptured the office,
corrected the papers "errors" and released the issue on time. Del Monte rewarded Peter by allowing
him to replace the murdered sheriff, a task which Peter has taken to with remarkable skill. He is
cautious, yet respected and feared.
The recent events that have transpired in the city have left peter stable though on shaky ground. When the
prince fell to madness, Peter stayed neutral during the whole affair, only going as far as he could to save the
masquerade. The new Prince has chosen to keep Peter were he is, as are the elders who have chosen to respect
Peter's ability to handle the modern media. With their approval he continues to enforce the masquerade as sheriff.
The anarchs of the city give him a begrudging respect. They accept him as a necessary evil that allows their
continued existence. He has a working relationship with most in the city, having little time for friends. Peter Vincent
has the ability to be both a great asset and a great enemy to all in the city
Brown hair and brown eyes accompany his average height and weight. His eyes show that he is servant to no
one and he is never with out an air of confidence. Look people in the eyes and be unafraid. Peter was once homeless
living in the sewers and occasionally continues to dress the part. At his office or when he knows he'll be "pressing the
flesh" he dresses business casual.
You're bold, confident and comfortable taking control of chaotic situations. Speak bluntly and look people in
the eye. Remember that you're doing them a favor, covering up their dirty little messes. You're good at what you do
and you know it. Underneath it all, you're sympathetic with people most of the time and will help if you can. You
spend a great deal of your free time trying to figure out who you were. You know that your sire might be able to help
you with this and if someone could help you figure out who that is you would pay handsomely for it.

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Peter is a caitiff who has risen to great heights politically: however, he is still a caitiff. Clan members view
him with disdain because he has no clan. The clan less often views him as traitor because he often cracks down on
them. Despite that, his effectiveness at what he does insures that no one will remove him from his position. He has
no memory of who is and has spent years trying to figure it out. Since no magic's or dominate have a great chance to
effect him, he is a wildcard in city politics.
Peter has five different havens hidden around town. One is at the Saint Louis News Dispatch, in a secret
room above a broom closet. Peter Vincent controls the media of St. Louis with an unseen hand. He has a great deal
of influence over the newspapers, television and radio. His herd includes many the Editors the city. His retainers are:
A bodyguard named Mike, A reporter nicknamed "Scoop" and his right hand woman, his secretary Ursula. All are
ghouls and Ursula has a great deal of knowledge at her disposal.
10th Generation Caitiff; Secrets: B+; Sire: Unknown; Nature: Survivor; Demeanor: Director; Embrace: 1982
(born 1956); Apparent Age: Mid-20's; Strength 2, Dexterity 4, Stamina 1, Charisma 4, Manipulation 4, Appearance
3, Perception 3, Intelligence 3, Wits 3; Talents: Alertness 2, Dodge 1, Empathy 1, Intimidation 1, Leadership 2,
Subterfuge 1; Skills: Etiquette 1, Firearms 2, Journalism 4, Melee 2, Stealth 2, Survival 1; Knowledge: Bureaucracy
3,Camarilla Lore 3, Finance 2, Investigation 3, Law 1, Occult 2, Politics 2; Disciplines: Auspex 1, Celerity 1, Dominate
3, Obfuscate 1, Necromancy 1; Backgrounds: Allies 1, Herd 2, Influence 3, Status 2, Retainers 3, Resources 4;
Virtues: Conscience 4, Self-Control 3, Courage 5, Humanity 7, Willpower 5
Notes: For reasons unknown Peter is affected by Silver as a Lupine and is affected by the cycles of the moon.
Also, any attempts to dominate him or use of Thaumaturgy on him have failed.

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FOLLOWERS OF SET
Hesha (Clan Novel)
The night had much in store for Ruhadze, who would change his name to Hesha after his Embrace in the
midnight shadows of a Nubian gold mine.
The harsh Nubian climate and Ruhadze's poverty tempered him at a very young age. To avoid conflict, he
and his family adopted whatever religion had grown to prominence at any given time: Islam, Christianity and even
animism at certain points. By the time he had reached an a relatively advanced age for Nubians, his 30s, Hesha had
fallen in with a cult that had gained no small bit of notoriety. This was a blood cult, a herd of mortals tricked into
believing in the divinity of their Kindred patron. He Embraced Hesha, seeing in the man a cleverness and intellect
that he thought would serve him well in his quest to reincarnate his dead god. Indeed, Hesha's sire has grown so
proud of his progeny in the modern nights that he has renamed himself Abu Ruhadze in the Islamic tradition: "the
father of Ruhadze."
After his Embrace, Hesha acclimated quite well to the Cainite condition. His newfound toughness was a great
boon during the long nights he spent uncovering the hidden lore of Kindred and other chthonic creatures. Mentored
at first by his sire, Hesha felt the calling of his clans legacy. Abu Ruhadze knew he had chosen wisely, and instructed
his childe in the ways of the Path of Typhon. His progeny proved once again to be a fervent pupil. To this night,
Hesha's clanmates consider him a near paragon of the Theophidians, revered for his devotion to the god of the
Underworld and his spiritual wisdom.
Hesha's undead travels took him everywhere, and he met a great many prominent Kindred. He has crossed
paths with the Kindred archaeologist Beckett no few times, and the two consider themselves cordial rivals.
Additionally, his zeal to uncover the next secret or hidden revelation earns him great status among members of his
clan; he's glad to dive into forgotten tombs as long as he believes they offer something of worth. In the modern
nights, Hesha continues his tireless quest for knowledge. He has established numerous havens and at least one
secondary identity to help him in the trade of cryptic lore. Those who know him also know that he's willing to share
almost any secret he unearths, for the right price.
A dapper Serpent, Hesha combines the bearing of a runway model with the flawless calm under fire of a
combat veteran. His gaze is almost enough to entrance an onlooker without even calling upon his Disciplines. Hesha
carries himself with grace and dignity; he even wears a monocle despite the fact that his vision is perfect.
No problem is so great that it cannot be overcome by reason. You are cool and sensible even under the direst
of circumstances, whether facing down rampaging Sabbat, jumping a chasm or opening the tombs of the forgotten
kings. Most people and Kindred are but tools to you, and they serve best when willing, so you indebt them to you
whenever you can. Even those who aren't your tools have something to offer; acquaintances, old allies and new faces
alike all have as-yet-unrealized potential.
8th Generation Follower of Set; Sire: Abu Ruhadze; Nature: Visionary; Demeanor: Conniver; Embrace:
Unknown; assumed late 17th century; Apparent Age: mid- to late-thirties; Strength 3, Dexterity 4, Stamina 5,
Charisma 4, Manipulation 5, Appearance 2, Perception 5, Intelligence 5, Wits 5; Talents: Alertness 4, Athletics 3,
Brawl 3, Dodge 4, Empathy 3, Grace 3, Intimidation 3, Intuition 3, Leadership 4, Streetwise 4, Style 3, Subterfuge 5;
Skills: Animal Ken 2, Crafts (appraisal) 4, Demolitions 3, Drive 1, Etiquette 4, Firearms 2, Melee 1, Performance 4,
Ride 1, Security 3, Sleight of Hand 2, Stealth 4, Survival 2; Knowledges: Academics (humanities) 5, Computer 1,
Enigmas 4, Finance 4, Investigation (archaeology) 4, Law 1, Linguistics (numerous tongues and written languages,
both living and dead) 5, Medicine 2, Occult 4, Politics 4, Science 1, Enigmas 4; Disciplines: Animalism 2, Auspex 1,
Fortitude 1, Obfuscate 3, Potence 1, Presence 3, Serpentis 5; Backgrounds: Alternate Identity 1, Fame 1, Herd
special (Hesha owns a blood bank), Influence 3, Resources 5, Retainers 5; Virtues: Conviction 4, Self-Control 4,
Courage 5, Path of Typhon 8, Willpower 6; Merits and Flaws: Natural Linguist
LaCroix, Lucien (Decadent Setite)
Little is known of LaCroix’s mortal life prior to becoming a vampire, other then that he was
a Roman born sometime in the first century AD, and that his given first name was Lucius. In some
works of Forever Knight fan fiction, LaCroix’s full mortal name was Lucius Divius. However, such
works are not considered cannon by the series creators. Few details were revealed on the series
about his upbringing. However, he did imply in one episode that he was physically abused by his
father and that he may have ultimately killed him in retaliation.
Lucius became a professional solider in the Roman Army, eventually rising to the rank of
General. He knew the Roman Emperor Nero, and once boasted I taught Nero the tune, and
together we watched Rome burn! (He presumably was referring to the Great Fire of Rome in 64
AD.) During his career, Lucius earned a reputation for ruthlessness in battle and for the remarkable
cruelty and sadism he inflicted on his opponents.
By AD 79 Lucius owned an estate in Pompeii. He had a 12 year old daughter named Divia with a woman
named Seline, though it was unclear if were married and whether or not Divia was illegitimate. August 24th, AD 79,
was a fateful day for Lucius. He had just triumphantly returned from a major war and was being honored at his
estate with a party, where he was a presented with a marble bust of his likeness by his guests. Seline informed
Lucius that during his long absence, Divia had contracted a serious illness and came very close to dying, but that

33
after seeing an Egyptian healer she made a miraculous recovery. Some of his guests, however, noted her pale
complexion and found it odd that she only came out at night.
Later that evening, Mount Vesuvius erupted. Lucius railed against the Roman gods in response, boasting he
had fought greater adversaries then them before reluctantly accepting that he would not survive. Divia then asked
him whether it was more preferable to live or die, Lucius incredulously responded ...TO LIVE, DIVIA, TO LIVE! Divia
then revealed herself as a vampire and bit Lucius, causing him to be brought across and survive the eruption.
Though initially shocked at the prospect of being a vampire, Lucius very quickly accepted his transformation
and reveled in his new existence. As a vampire, Lucius gained several extra-ordinary powers. Among them were
immortality, the ability to fly, superhuman speed and strength, infrared vision that allowed him to see in the dark,
and a heightened sense of hearing. He also gained the ability to hypnotize mortals, a skill which proved useful if
needed to alter or erase someone’s memory, extract information from someone or manipulate them into performing
some kind of action (though some mortals, known as resisters amongst the vampire community, are immune from
such hypnosis.) He is immune to any kind of illness or disease, and cannot be harmed by poisons of any kind. His
heart beats only once every ten minutes, and is not bothered by cold weather.
Although he can suffer injuries serious enough to make him appear dead, he fully recovers from them within
a matter of hours. He outwardly appears human, but his eyes turn yellow and he bare fangs when he is threatened or
acting on his vampire instincts (this is know informally as vamping out among fans of the series.) His face appears
pale, likely the result of avoiding sunlight of any kind (which would destroy him if exposed long enough.) This
prevents him from going outside in daylight.
Though he is immortal, he can still be destroyed by a variety of means other then sunlight. Fire, decapitation
and having a wooden stake driven through his heart will kill him. He is also compelled to look away from any
religious objects such as crucifixes. He can’t eat food, though he can mix blood with some beverages such as wine.
Members of the vampire community go to great lengths to protect knowledge of their existence from mortals.
Consequently, he will move on every few years, meaning that he relocates to another geographical area under an
assumed identity.
Unlike other fictional vampires, both he (and other vampires depicted in the series) do not sleep in coffins or
become comatose and lose their powers at sunrise. He does not have the ability to shape shift into animal form, and
can both cast a shadow and see his reflection in a mirror. He does not appear to suffer from obsessive compulsive
traits exhibited by other fictional vampires, such as refusing to enter a dwelling that he hasn’t been invited to or a
compulsion to eat sunflower seeds.
Although Lucius is Divia’s father, she is his vampiric master by virtue of the fact that she was the one who
turned him into a vampire. This doesn’t make him Divia’s slave, however, he feels obligated to show her a certain
amount of loyalty (to a point.) He also shared a psychic link with her, which allowed him to sense her when she was
nearby.
Lucius and Divia traveled together for 20 years, during which time she taught Lucius how to use his vampire
powers and conceal his true nature from mortals. In AD 99, both of them visited the Valley of the Kings in Egypt.
Divia brought Lucius to the Tomb of Qa'Ra, the Egyptian healer who had cured her 20 years ago, explaining to Lucius
that he was in fact her master, the vampire who had brought her across when she lay dying, and that he had been
destroyed.
When Lucius asked if she took revenge on Qa'Ra's killers, Divia nonchalantly responded that it was not
necessary to do so. She then made a shocking admission to Lucius, that she had in fact murdered him because she
had grown weary of his attempts to both control her and make her conform to the code of behavior followed by those
in the vampire community. Lucius responded with genuine shock and outrage, pointing out that for a vampire to
murder their master was considered one of the most heinous offenses a member of the vampire community can
commit.
Divia reveals that she had even more selfish reasons for killing him. Now that her master was dead, there
was nothing to stop her from taking Lucius, her mortal father and vampiric prodigy, as her lover. Horrified by Divia’s
incestuous desires and plans for him, Lucius, ironically, decapitated her and placed her body in a sarcophagus within
the tomb. He then placed the symbol of the Egyptian Sun god upon it to ensure that she would not regenerate and
seek vengeance on him.
By 1228, Lucius had settled in Paris, France, and began using the alias Lucien LaCroix. Over the last 1200
years, LaCroix had brought across several individuals and taught them how to survive as vampire before allowing
them to make their own way in the world. Over the years he began to grow lonely and wished to bring across
individuals who would stay with him instead of eventually leaving him. Around the turn of the first millennium, he
brought across Janette du Charme, an abused French prostitute who found life as a vampire more preferable to her
former life. She was grateful to LaCroix, and loyally stayed with him. Both of them formed a very strong father-
daughter bond. LaCroix now wanted to add a son to complete his ideal family.
One night in 1228, Janette brought LaCroix a mortal, Nicholas deBrabant, a Norman Knight and disillusioned
ex-soldier she met in a tavern, who had recently returned from fighting in the Crusades. Janette had intrigued
Nicholas with the prospect of having eternal life. LaCroix had taken a liking to Nicholas, and revealed to him that both
he and Jeanette were in fact vampires, and that he wanted to bring Nicholas across. He tempted Nicholas with the
prospect of eternal life, eternal youth and power beyond his wildest dreams. Nicholas readily agreed to allow LaCroix
to bring him across.

34
LaCroix then brought Nicholas to the catacombs of Paris and had Nicholas commit his first feeding, which
involved killing a mortal in order to feed of their blood. After some initial hesitation, Nicholas, urged on by LaCroix,
killed the first of what would be several victims over an 800 period. LaCroix, Nicholas and Janette traveled the world
together for 700 years, living very evil lives. It was during this period that LaCroix taught them valuable lessons on
the nature of both vampires and mortals and how to survive as a vampire.
LaCroix gives the appearance of a learned, refined aristocrat to both the vampires and mortals that he deals
with. A student of the humanities, LaCroix has a very broad knowledge of art, history, literature, music and
philosophy from a wide variety of cultures that he acquired during his long life. He is an amateur musician and can
play the violin.
LaCroix is a publicly avowed atheist, having faith in no one but himself. However, he has been known to
contradict himself on occasion concerning his belief in a higher being.
Thought Latin is LaCroix’s mother tongue, he has learned several other languages over his 2000 year
existence. He is fluent in Cantonese Chinese, English, French, German, Italian, Mandarin Chinese, Russian, Spanish
and Vietnamese.
He has also encountered several historical personalities over the years, including Nero, Charlemagne and
Genghis Khan. He has also turned historical figures such as Jack the Ripper and Rasputin into vampires, and once
nearly turned Adolph Hitler into one.
Over the course of 700 years, Nicholas had difficulty dealing with the guilt he suffered for turning his back on
his humanity and for the numerous murders and other sins he had committed. LaCroix, in contrast saw such feelings
as counter productive. LaCroix felt that vampires were a superior form of life, and that killing mortals to feed on was
no worse then mortals killing animals to feed on. As time went on, Nicholas resolved only to feed on mortals who had
committed major crimes or sins, justifying such actions by claiming to be God’s instrument of vengeance. Nicholas
eventually started to express regret over becoming a vampire and sought to regain his mortality.
LaCroix found such thoughts disturbing. He felt Nicholas should both accept and appreciate his vampire
nature and could not understand why Nicholas found it preferable to be a weak mortal. LaCroix cruelly mocked
Nicholas’ desires and actively tried to thwart Nicholas’ attempts to reclaim his humanity. He would often use
psychological and even physical abuse as a means to discourage Nicholas' attempts. Nicholas would retaliate by
abandoning both LaCroix and Janette for long periods of time, which sometimes lasted decades. LaCroix was
genuinely hurt by Nicholas’ rejection, since he thought of him as his son. LaCroix would always locate Nicholas
eventually and make him return to his vampire family.
LaCroix once attempted to teach Nicholas a lesson about both his vampiric nature and his killing of mortals
whom he judged as deserving of death. This time, LaCroix had gone too far when a mortal woman that Nicholas fell
in love with died at Nicholas’ hands, in part because of LaCroix's manipulation of Nick. LaCroix had hoped that this
lesson would finally make Nicholas realize his hypocrisy in killing bad humans and finally abandon his attempts to
reclaim mortality. It was a pyrrhic victory. Although Nicholas finally learned that his killings were indeed hypocritical,
he vowed from that day forward never to kill any human again, under any circumstances, in order to feed, much to
LaCroix’s chagrin.
By 1992, LaCroix had arrived in Toronto, Ontario, searching once again for Nicholas, who had now
established himself as Detective Nick Knight of the Metropolitan Toronto Police force. Nick had gone without killing
mortals for 100 years, and satisfied his hunger for blood by drinking cow’s blood. Janette had also settled in Toronto
as the owner operator of the Raven, a gothic nightclub that was frequented by both vampires and mortals.
LaCroix became entangled in a homicide case that Nick was investigating. Nick eventually confronted
LaCroix, who cruelly destroyed yet another attempt by Nick to regain his mortality. Shortly afterwards, Nick was
forced to save an innocent mortal from LaCroix by driving a burning stake through his heart, apparently destroying
him. Both Nick and Janette believed that LaCroix was dead. (This occurred in the second episode of the series Dark
Knight, Part II. Despite this supposed death, LaCroix remained a prominent character in the series by appearing in
flashbacks Nick had of his 800 years as a vampire. Such flashbacks occurred in almost episode of the first season.)
In 1994, Nick, while investigating a case, had been framed for murder. Eventually, he learned the identity of
the real killer, and shocked to learn it was none other then his old master, LaCroix! LaCroix had somehow comeback
to life, and had unsuccessfully tried to frame Nick so that he would be forced to give up reclaiming his humanity and
return to the vampire community. A bemused LaCroix boasted to a horrified Nick that he was far too old and
powerful to be killed by a burning stake. An unspoken truce between the two resulted. Lacroix stopped actively
trying to thwart Nick’s quest to become human, but he did not give up hope that Nick would one day abandon his
quest.
LaCroix settled in Toronto and became a night time radio talk show host for The Night Watch, a call in show
on the CERK radio station. He hosted the show using the radio name Nightcrawler. He would often share his keen
insights on both history and human behavior, specifically their dark side. Although the show gained a devoted
following, others found his content very disturbing. Nick would often listen to LaCroix on the radio while driving
around Toronto in his Cadillac. LaCroix quickly renewed his relationship with Janette, and slowly improved his
relationship with Nick. Nick would consult with him occasionally concerning cases he was investigating, specifically
cases where supernatural elements or other vampires were involved (which seemed to happen often in this series.)
In 1995, Janette abruptly left Toronto, giving LaCroix ownership of The Raven. Janette confided in LaCroix
that Nick’s quest to regain his humanity was beginning to leave an impression on her. She felt that she should leave
Toronto to re-affirm the vampire in her. LaCroix agreed with her decision. He was mildly perturbed with Nick over

35
Janette's departure, and withheld from him the reason of why Janette left. He continued to host his radio talk show,
broadcasting it from a radio booth inside the club. He also began posting blogs on Internet discussion boards under
the username Rosebud.
Janette did come back to Toronto in 1996 to seek Nick’s help in hunting down the killers of a mortal
firefighter Janette had fallen in love with while living in Montreal. She revealed to Nick that she had inadvertently
become a mortal again. This occurred when she drew blood from her lover while making love, but just a little at a
time, until she gradually regained her mortality. When Nick and Janette confronted the killers, Janette is mortally
wounded, but is turned into a vampire once again by Nick (over her objections.) Janette then fled, but not before
leaving a portrait of herself at Nick’s loft. When LaCroix learned of this, he told Nick that in all sincerity, he didn’t
know whether to laugh or cry for him. Though he was saddened at having lost his daughter Janette, he felt that in
many ways he had regained his son.
Little is known about LaCroix’s love life. Apart from Seline, LaCroix once fell in love with Nick’s mortal sister,
Fleur, when they visited the deBrabant estate not long after Nick became a vampire. He was so taken by her
innocence and beauty that he nearly brought her across. Nick dissuaded him though, pointing out that if she crossed
over, the innocence that LaCroix loved about her would disappear. LaCroix reluctantly agreed, though he vowed to
make Nick suffer the same pain he felt someday over losing Fleur. He nearly carried that threat out in 1995 when he
tried to kill Dr. Natalie Lambert, a mortal who was trying to help Nick become mortal again and had developed strong
feelings for. Nick luckily managed to persuade LaCroix that he was just toying with her to enlist her help in his quest
to regain his humanity and that he didn’t really love her. By 1995, LaCroix began a romantic relationship with Urs, a
vampire who was brought across in the 19th century by Javier Vachon, a vampire acquaintance of LaCroix’s. Urs was
a regular at the Raven.
In 1996, LaCroix finally came face to face with his past when Divia had returned. She had somehow survived
being decapitated, and was unearthed accidentally by 20th century grave robbers looking for historical relics. Divia
proceeded to seek revenge on LaCroix for leaving her to a 2000 year imprisonment inside the sarcophagus. She
placed the corpse of one of the robbers in The Raven and tipped the police about the body in an effort to frame
LaCroix. He was briefly held as a material witness, but released due to lack of evidence. Later, he reluctantly confided
to Nick what had happened with Divia in both Pompeii and later in Egypt. He told Nick that he believed Divia was
responsible for the murder and that he was able to sense her presence because of their shared psychic link. He was
at a loss, however, to explain how she survived decapitation, speculating that perhaps the evil inside the tomb some
how allowed her to regenerate.
Members of the vampire community in Toronto, fearful of exposure, distanced themselves from LaCroix
because of the intense police scrutiny he was under. Divia stepped up her revenge by killing both Vachon and Urs
and by trying to kill Nick. She nearly killed LaCroix but was saved when Nick intervened and drove a stake through
her heart. LaCroix later cremated her body and told Nick that he would scatter her ashes to the wind, and that he
might even say a prayer for her. In a touching moment, the normally stoic LaCroix wept as he lit Divia's funeral pyre,
having lost his beloved daughter and master for a second time.
Now being investigated as a murder suspect by police, and having lost Janette, Vachon and Urs, LaCroix
realizes its now too dangerous to stay in Toronto and decides to move on. As LaCroix closes down the Raven, Nick
visits him. His partner, Tracy Vetter, had taken bullets that were meant for Nick during a hostage situation at Nick’s
precinct. Nick was troubled by the fact that she may die, and blamed himself for what happened. LaCroix urged Nick
to leave Toronto immediately, noting it would now be impossible for him to stay in Toronto given the strange
circumstances surrounding the shooting. He pointed out that if he stayed, he would eventually be exposed as
vampire, jeopardizing both himself and the entire vampire community. When Nick protests, LaCroix tells him that he
will stop by Nick’s loft to collect him later that evening, and that he will leave Toronto for good, with or without him.
Hours later, LaCroix arrives as promised, and is surprised to find Natalie Lambert dead in Nick’s arms. Nick,
having learned that Tracy had died and not wanting to lose Natalie, tried to become mortal using the method Janette
did. Unfortunately, he could not control himself and took too much blood. LaCroix told Nick he had two choices, bring
Natalie across or let her die as a mortal. Nick chose the latter option, unwilling to condemn her to life as a vampire, a
choice that LaCroix felt was a wise one under the circumstances.
It was at this point Nick decided to commit suicide. He realized that just as Natalie had faith in him, he now
had faith that he would join Natalie wherever she was in the afterlife and that God would finally absolve him for his
numerous sins. LaCroix tried to talk him out of it, arguing that life was a precious gift and that there may be no
afterlife to go to, but instead just non-existence, or that he may instead risk eternal damnation. Nick would not be
dissuaded. LaCroix, perhaps for the first time realizing the terrible toll that life as a vampire was taking on Nick, said
that he must think that he is the devil. Nick said no, that he now realized that LaCroix is, and always was, his closest
friend. He then handed LaCroix a wooden stake and knelt over Natalie’s body. LaCroix, in an ironic act of love for his
son, then drove the stake through Nick’s heart while shouting ...DAMN YOU NICHOLAS!, killing Nick and in the
process releasing from his hellish 800 year vampiric existence. He then presumably moved on from Toronto towards
an uncertain future.
5th Generation Follower of Set; Blood / Turn: 40/8; Sire: Divia; Nature: Traditionalist; Demeanor: Bon
Vivant; Embrace: 8/24/79 AD (Born 2/18/32 AD); Apparent Age: Mid- 40s; Strength 3, Dexterity 4, Stamina 6,
Charisma 4, Manipulation 3, Appearance 3, Perception 3, Intelligence 3, Wits 3; Talents: Acting 4, Alertness 4, Brawl
3, Dodge 5, Intimidation 4, Leadership 2, Streetwise 4, Subterfuge 3; Skills: Animal Ken 2, Etiquette 3, Firearms 1,
Melee 4, Security 2, Stealth 4, Survival 1; Knowledges: Academics 3, Bureaucracy 3, Investigation 3, Law 1,

36
Linguistics 4 (English, French, German, Italian, Latin (Native), Mandarin, Russian, Spanish and Vietnamese), Occult
4, Politics 3, Science 1; Disciplines: Auspex 1, Celerity 2, Dominate 3, Fortitude 1, Obfuscate 2, Potence 4, Presence
3, Protean 1, Serpentis 5, Thaumaturgy (Movement of the Mind) 4; Rituals: Extinguish (2), Scry (4), Sense the
Mystical (1), Touch of Nightshade (3); Backgrounds: Age 8, Generation 5, Contacts 3, Resources 5, Status 4; Merits:
Light Sleeper; Flaws: Emotional Isolation, Matricide, Repelled by Crosses, Repulsed by Garlic, Secret Diabolist,
Twisted Upbringing, Vengeful Childe; Virtues: Conviction 2, Instinct 3, Courage 3, Path of Night 1, Willpower 7
Qufur Am-Heru (Champion of Set)
Although the original tale is so old and polluted by legends that few even of his clanmates
know the retelling, Cainite history names qufur am-heru as first vassal to Set — champion,
trusted adviser, devoted servant and marshal of the storm-god’s armies. It was he, the stories
claim, who held the Temple against the coming hordes led by Set’s nephew Horus and gave
his life that his master might escape those who sought his end. The warrior charged his
children with eternal fealty and service in preparation for Set’s eventual return.
Three of Set’s childer have worn the title of qufur amheru (“greatest who guards me” in a
chthonic Setite dialect) throughout the intervening centuries. Each qufur, driven by a
premonition on the eve of his imminent destruction, Embraces a childe (preferably a mortal
descendant) and schools the fledgling in the rites and responsibilities of his inherited station
before committing the ultimate sacrifice in his lord’s name — thus leaving his successor to
begin the cycle anew. Whatever the particulars, this admittedly time-distorted and fanciful tale is not without its roots
in reality. The newest Cainite to claim the name Qufur am-Heru, the son of a priest and apprentice to a scribe of
Amasis’ court, received the Kiss in the sixth century B.C., the night before the Achaemenian hordes swarmed over his
Egyptian heartland to pillage and raze everything in their path. Even Set’s temple and its guardian, Qufur’s sire, were
left in ashes. The neonate, who watched from afar, hid himself and grew strong, covertly striking at the Persian
menace again and again over the years until the infidels were driven from the desert sands.
Owing either to his elder Blood or some inflexible sense of duty, Qufur has spent most of eternity in the cold
sleep of torpor. He has risen for a decade or two no more than a dozen times over the millennia, generally when his
services as defender of the faith are needed. Alexander’s fourth-century subversion of Lower Egypt saw Qufur’s
participation in secret negotiation with Macedonian generals to promote Pharaonic rule, a compromise insuring his
people’s survival. He also involved himself in the Muslim siege of Alexandria, in which he personally financed the
restoration of countless art houses and museums to make them dynastic treasures rather than trophies of war. Qufur
witnessed the sack and reconstruction of Cairo after the Third Crusade, when the streets ran scarlet with infidel blood
shed by his blade. Even the Napoleonic press toward cultural eradication was not free from his ministrations, as he
lectured orphans and schoolchildren by torchlight so that they would not be duped by French propaganda. Rommel’s
1942 defeat at El-Alamein, where the qufur was forced to relocate his ancestral haven after its inadvertent
destruction at the hands of the British, and a scattered handful of other less-celebrated occasions stand as testament
to his ability to change with the times — a feat many vampires his age have difficulty mastering.
The close of the 20th century seems to be another of those occasions. Tonight Qufur continues his lord’s
crusade from a hidden locale on the Moroccan coast. A preternaturally swift learner, he knows that sword and
scabbard are but two of many tools with which war is waged, and that the nightly battle must be fought on other
fronts. The speed with which he has adapted to the modern world is nothing short of astonishing — already he has
given the global economic arena (the European Common Market in particular) his attention to establish himself as a
major player and gone so far as to threaten Ventrue prominence on a number of fronts. He has never sired; his
mortal (and immortal) disciples, however, have begun to infiltrate worldwide academic and theological circles, and it
is only a matter of time before their numbers reach critical mass — what others might call a cult.
An observer would be hard pressed to label Qufur as a “traditional” vampire; he is engaging, pleasant and
seemingly free of malice. He never displays (much less uses) his fangs; even when feeding, he “drinks” from goblets,
glasses or syringes rather than contacting the vein directly. Qufur professes no outward animosity toward any “of the
Blood,” whatever their lineage or loyalties; indeed, he welcomes conversation with other Kindred as opportunities to
hone his verbal acumen or simply to trade information. The Setite has come to view the city of Tangier as his
domain, however, and Cainite visitors who settle there overlong have an unfortunate habit of disappearing. His
clanmates (those few who recognize him at all) seem to regard him as pariah, though he has some scattered
contacts among the eldest surviving Followers of Set, who seem to accept him as a long-estranged peer. Even when
holding council with these few and hearing their incessant inquiries about his purpose in waking at what many
consider the End Times, the qufur is strangely silent. As for modern Setites, Qufur reserves disdain for most of them.
Even the paramount Children of Set have earned his contempt; he reviles Hesha as a “rustic cunctator” and Kemintiri
as a “dung-streaked whore.” Qufur seems to have his own vision of dead Set’s dream and little tolerance for others’.
Qufur has the build of an amateur athlete and the grace of an acrobat. He wears expensive, tailored suits
(indeed, one of his retainers is his steward and clothier) cut from the finest fabrics available. The skin on his arms
and across his broad back bears the marks of tribal scarification: scores and scores of small, round welts made by
cutting open the flesh ever so slightly and rubbing ash into the wound. Qufur wears a knot of hair that falls over his
left eye, suggesting some sort of ancient Egyptian nobility, but a small tattoo at the base of his neck implies that he
may have been a criminal or slave during his life.

37
Soft-spoken and stately, you are a true believer in what you feel is right — the inevitable and necessary
destruction of this world, that another might take its place. Earnestness permeates your every word and deed;
although you are nowhere near naïve enough to announce your true motives to all who would listen, you find
deception distasteful. Whether brimming with cautious enthusiasm, aflame with righteous fervor, or quietly musing in
a social setting, you always seem to be in a good mood — a true rarity among the Damned. Even in an unlife-or-
death situation you remain composed, dignified, and you conduct yourself honorably. You know what is coming, what
it will mean for the peoples of this desolate world, how you and yours might make ready; your clarity of vision and
incontrovertible charm could (and once did) influence nations. It is just as well that those you so effortlessly infect
with your zeal have no idea of what you intend to unleash on the Earth.
7th Generation Follower of Set; Sire: Qufur am-Heru (deceased); Nature: Martyr; Demeanor: Visionary;
Embrace: 525 B.C.; Apparent Age: late teens to early 20s, depending on dress and accoutrements.; Strength 5,
Dexterity 3, Stamina 5, Charisma 6, Manipulation 3, Appearance 4, Perception 4, Intelligence 6, Wits 5; Talents:
Alertness 6, Athletics 4, Brawl 5, Dodge 6, Empathy 3, Expression (poetic hieroglyphs) 4, Intimidation 3, Leadership
4, Subterfuge 3; Skills: Animal Ken 3, Archery 5, Crafts (pottery) 3, Etiquette 5, Firearms 1, Herbalism 6, Melee 6,
Performance 2, Ride 4, Stealth 5, Survival 3; Knowledges: Academics 6, Computer 1, Finance 5, Hearth Wisdom 6,
Investigation 4, Law 3, Linguistics (the tongues of North Africa and Western Europe) 6, Medicine (embalming) 4,
Occult 6, Science (alchemy) 4; Disciplines: Animalism 2, Auspex 2, Celerity 4, Dominate 3, Fortitude 4, Obfuscate 5,
Obtenebration 2, Potence 3, Presence 6, Serpentis 6, Thaumaturgy 4, Protean 1; Thaumaturgical Paths: Path of
Blood 4, Lure of Flames 3, Path of Corruption 3, Neptune’s Might 2, Spirit Manipulation 2; Backgrounds: Influence 4,
Resources 6 (Pharaonic treasure), Retainers 4; Virtues: Conviction 3, Self-Control 5, Courage 3, Path of Typhon 6,
Willpower 7

38
GANGREL
Adkins, Mari Susan (Sluts R Us)
Player: Mari Adkins; 7th Generation Gangrel; Nature: Rebel, Demeanor: Deviant;
Strength 4, Dexterity 4, Stamina 4, Charisma 4, Manipulation 5, Appearance 4,
Perception 5, Intelligence 4, Wits 4; Talents: Acting 3, Alertness 5, Athletics 2, Brawl 3,
Dodge 3, Empathy 2, Fortune Telling 4, Intimidation 4, Leadership 2, Poetic Expression 3,
Scrounging 5, Search 5, Seduction 5, Streetwise 3, Style 3, Subterfuge 3; Skills: Animal
Ken 2, Dancing 3, Drive (Spitfire) 3, Etiquette 5, Firearms (9mm) 4, Herbalism 2,
Journalism 3, Meditation 2, Melee 2, Music 2, Repair 3, Ride 2, Security 5, Stealth 3,
Survival 5; Knowledges: Astrology 3, Astronomy 1, Bureaucracy 3, Computer 6,
Computer Hacking 4, Cryptology 4, Finance 2, History 2, Investigation 4, Law 2,
Linguistics (French) 1, Literature 2, Mage Lore 3, Medicine 2, Occult 4, Politics 2, Science
3, Spirit Lore 4; Disciplines: Animalism 3, Celerity 5, Dominate 4, Fortitude 4, Obfuscate
5, Protean 3; Backgrounds: Allies 2, Contacts 4, Resources 5; Merits: Acute Taste, Ambidextrous, Concentration, Eat
Food, Faerie Affinity, Fast Learner, Guardian Angel, Higher Purpose, Jack of All Trades, Light Sleeper, Magickal
Resistance, Medium, Occult Library, Time Sense; Flaws: Allergy (1 Point), Hard of Hearing, Intolerance (Pushy
People), Speech Impediment, Vengeance; Virtues: Conscience 3, Self-Control 3, Courage 3, Humanity 6, Willpower 7
Asid, Tom (Traveler)
OK. Born by Abies' loch just outside of Glasgow, in a trailer. Family traveled north in the summer for berry
picking in Fife and south to Glasgow and Edinburgh in the winter to work around carnivals and do mechanic type
work. Did general odd jobs as well as they came up. By the age of 10 he had discovered a mechanical aptitude, and
as he was rather small in comparison to the rest of his group he kept to doing that mostly. A the age of fourteen he
fell in love with a townie in Fife and had a summer romance, but as he was already pretty reclusive this meant a lot
and when he arrived back next summer and found that she had just been playing around he retreated inside his
shell, never able to talk straight without a stammer to a woman again. Had to learn to fight 'cause got picked on by
townies out of their fear for him, but learned to make acquaintances with various gangs because they were often
more tolerant. Discovered stuff about the 'occult' cause his mother was Wicca, developed a cyclic view of life with
obtaining a balance between spirit, material / human and natural as being an overall aim and goal of life
At the age of 16 he left his family group with some tools and a motorbike to discover the rest of the country.
Arrived in Bedford (Bedford is the town where the game takes place, in the south of England) about a year later and
linked up with Another traveling group and worked mostly in recycling wrecked cars from around the scrappy's. At
the time of his death he was 5'6'' and nineteen years of age. He has a stocky but not bulky build so is more
dexterous than strong. Clothing wise he tends to wear clothes that are patchwork, mending old clothes from other
old clothes until new ones have to be bought (rarely). Almost always has a tool belt round his waste which is well
stocked with the most frequently used tools of car repair and maintenance, (recently he has the habit of breaking
into cars and repairing them without the owner noticing). His hair is shoulder length and kind of ragged.
Embraced was he by a gypsy, free. Sire left after embracing him before Tom knew what was going on.
(Recently he met his sire, who is an Archon, a rather obnoxious upper class "sporting gentleman")
Was told by his groups holy man that he was an abomination, and as he had been waking up at night with
blood on his face he agreed (being a vegetarian this blood thing was alarming). Tom then set out on a quest to find
out who had done this to him. All he knew was that he'd met this guy at a pub and been pretty gone...
Was found by a Sabbat Gangrel in a pub near Bedford and this mentor told him a bit about the blood and
stuff then sent him to be a spy on the camarilla, but before he had been initiated into the Sabbat. He was told that
the camarilla were bloodthirsty murderers etc.. For a while then he hung out in Bedford still not used to his nature
and thinking himself evil, starving almost to the point of frenzy then feeding off people in the gangs who were about
to engage in violence. Got summoned by the prince and joined into mask, which he was fairly happy about seeing as
how he was meant to be spying (ironic, a potential Sabbat recruit protecting the camarilla!) A turbulent time followed
where he found out that the camarilla were indeed bloodthirsty and told lies about the Sabbat. During a rather
strange time of drug induced torture at the hands of the prince he developed cat like eyes, a furry body and pointy
ears but it's not too noticeable.....
One of the other members of mask died whilst killing the price, Tom had become fairly friendly with this
unique kindred and after that and the various frenzies he began to get the idea of being a vampire sussed (well at
least he thought so?). He became a visionary rather than penitent and saw his unlife as suspension from the cycle in
order to maintain the balance. He retained disrespect for kindred unlife, as for them to lose that was merely to return
to the cycle again, and if they did not maintain the balance they were abusing the gift from the goddess and should
have it revoked. Mortals though were to be protected wealth redistributed etc. Recently he has found out that the
Sabbat have been embracing mortals to defend themselves from the camarilla so he now dislikes both the camarilla
and the Sabbat he has good contact with the gangs and started a soup kitchen so that the feeding thing can be
'cyclic'.
Oh yeah, his van is something else.... bike in the back, ejector seat, nitrous oxide, overdrive, periscope,
sunroof(machine gun placement), ram plate, armor (impact and incendiary), honeycomb petrol tank, coffin

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(lockable), store chest, engine disabler (secret), exploding stake filled dashboard (secret, passenger seat), revolving
number plate. (all regularly maintained, one careful owner, 1192 on the clock....)
12th Generation Gangrel; Nature: Loner ; Demeanor: Visionary; Strength 3, Dexterity 4, Stamina 4,
Charisma 2, Manipulation 1, Appearance 3, Perception 3, Intelligence 2, Wits 3; Talents: Alertness 2, Brawl 3, Dodge
2, Haggling 4, Streetwise 4 (Gangs), Swimming 2, Throwing 2; Skills: Animal Training 2, Drive 3, Police Procedure 2,
Repair 3, Security 2, Survival 3; Knowledges: Area Knowledge 3, Investigation 3, Occult 1, Sabbat Lore 1;
Disciplines: Animalism 1, Celerity 2, Protean 3; Backgrounds: Contacts 2 (among tinkers and gypsies, in particular
those of his old life), Generation 1, Mentor 2 (Sabbat Gangrel); Merits: Mechanical Aptitude; Flaws: Dark Secret
(Sabbat mentor), Low Self Image, Speech Impediment; Virtues: Conscience 4, Self-Control 4, Courage 2, Willpower
4, Humanity 9
Clark, Samantha (Computer Junkie)
Player: Mari Adkins; 7th Generation Gangrel; Sire: Inyanga; Strength 4, Dexterity 3, Stamina 3, Charisma 2,
Manipulation 3, Appearance 3, Perception 2, Intelligence 3, Wits 2; Talents: Acting 2, Alertness 4, Brawl 2, Dodge 2,
Empathy 3, Streetwise 3, Subterfuge 2; Skills: Animal Ken 2, Chicago Secrets 3, Drive 3, Etiquette
1, Firearms 2, Melee 2, Repair 3, Security 2, Stealth 2, Survival 2; Knowledges: Computers
(Hacking) 5, Finance 3, Investigation 3, Law 1, Linguistics 2, Politics 2; Disciplines: Animalism 1,
Fortitude 2, Protean 1; Backgrounds: Allies 1, Contacts 1, Influence 1, Resources 3, Retainers 1,
Status 3; Merits: Acute Hearing and Vision, Catlike Balance, Concentration, Eidetic Memory, Time
Sense; Flaws: Casts no Reflection, Deep Sleeper, Insane Sire, Short Fuse, Softhearted; Virtues:
Conscience 3, Self-Control 4, Courage 3, Humanity 5, Willpower 3
Special: Samantha was taught the Leopard Form ritual by Inyanga. See Inyanga in Chicago
by Night for information on this form. Samantha can perform this ritual at will.
Derangement: In times of severe stress, Samantha regresses to age 4.
Grey, Ladybird (Chan’s Consort)
Name: Ladybird Grey; Clan: Gangrel; Generation: 8th; Strength 3,
Dexterity 5, Stamina 3, Charisma 3, Manipulation 3, Appearance 5,
Perception 4, Intelligence 3, Wits 2; Talents: Acting 4, Alertness 2,
Brawl 2, Dodge 1, Empathy 2, Streetwise 3; Skills: Animal Ken 1, Drive
1, Etiquette 4, Firearms 1, Melee 3, Music 4, Stealth 4, Survival 3;
Knowledges: Computers 2, Investigation 3, Linguistics 1, Occult 3,
Science 1; Disciplines: Animalism 3, Celerity 3, Fortitude 2, Potence 3,
Protean 4; Backgrounds: Allies 3, Generation 5, Mentor 4, Resources 3,
Status 2; Merits: Blush of Health, Catlike Balance, Eat Food, Nine Lives;
Flaws: Deep Sleeper, Repulsed by Garlic; Virtues: Conscience 1, Self
Control 2, Courage 2, Humanity 6, Willpower 6; Notes: Ladybird’s
animal forms for Protean 4 are a black panther, a grey & white domestic cat or a robin.
Hudson, Jordon (Sire of Amelia Teater)
10th Generation Gangrel; Str 3, Dex 3, Sta 4, Cha 2, Man 2, App 3, Per 5, Int 4, Wits 4; Talents: Alertness 3,
Brawl 4, Dodge 3, Empathy 1, Streetwise 3, Subterfuge 3; Skills: Animal Ken 4, Drive 1, Firearms 2, Melee 3, Stealth
2, Survival 3; Knowledges: Bureaucracy 2, Computer 3, Investigation 3, Law 1, Linguistics 4, Medicine 4, Occult 2,
Science 4; Disciplines: Animalism 3, Celerity 2, Fortitude 2, Potence 2, Protean 4; Backgrounds: Age 2, Contacts 5,
Fame 1, Influence 2, Resources 3; Virtues: Conscience 3, Courage 3, Self Control 4, Humanity 4, Willpower 8
Jalan-Aajav (Seraph of the Black Hand)
In life, the Third Seraph is said to have ridden with Temujin - he whom the Mongols later came to know as
Genghis Khan, ravager of empires, born an ironsmith's bastard, torn from his mother's womb clutching a clot of
blood. Even from childhood, Jalan suffered the brutalities of life on the tundra - constant competition for standing
and sustenance, gladiatorial bodkin-bouts with rival tribesmen, pit matches against wild dogs for scraps of meat, and
all manner of other cruelties. If his c1anmates had hoped to break the youth with such torments, however, their
hopes were sorely misplaced. With every new trial, he grew stronger, wiser and more practiced
in the language of suffering; in time, he came into manhood, eventually earning himself a
position as a champion and advisor to the khan himself.
Status afforded Jalan opportunities of the sort he had only dreamed about previously; his
attentions turned to the massacre of thousands. Gifted with wealth, women and two full score
of horsemen, he and his Mongol raiders ravaged unclaimed territories. They pressed eastward,
into Asia, where the forces of Chin and Kara Kitai fell like wheat before the scythe, then north,
across the Burkhans, where Jalan spurred his soldiers onward into lands long laid fallow by a
Russian curse... Only to learn that his hordes were not the only monsters to call the frozen
steppe home.
It is commonly accepted that, even after his farewell to light, Jalan served his khan faithfully throughout the
latter's reign, then buried him in a secret place high in the Khaldun Mountains. Temujin's general himself disappeared
from historical view not long thereafter, though. Doubtless, he lost himself in Muscovite upheavals over the centuries

40
to come, hauntingly familiar reminders of the age-old cycle of ascendancy, discord and decline. Some believe his
blade rode unsheathed alongside those that slit the throat of the Byzantine Empire.
What is known is that, sometime shortly after the 15th century's dawning, Jalan's westward wanderings
brought him into contact with another of his kind - an ancient creature who had carefully concealed his presence
during centuries of Teutonic worship, fitful in the Sleep of Ages within a newborn Orthodox cathedral, hidden in plain
sight beneath a riverside hamlet that bore his very name. There, astride the banks of the wine-dark Timis in the
Romanian fisherman's village of Lugoj, the warrior first heard the tale of the Antediluvians. There, amidst the fire-
flower dance of death, he tasted the forbidden fruit his brothers called Amaranth. And there, kneeling in homage to
the priests and sorcerers of the manus nigrum, Jalan, onetime-terror of the East, rejoined the great game for power
at any price.
Jalan ("Aajav-Khan" to his direct subordinates) is perfectly suited to the Sabbat ideals of unified force and
survival of the fittest; his soul bears the heavy black veins of countless consumed lessers. He guides the Black Hand
with his brother Seraphim, leading the sect in times of open Jyhad with a recklessness and savagery that inspires
fear and mistrust in enemies and allies alike.
When campaigns or other duties do not require his presence elsewhere, Jalan maintains a loosely structured
base of operations in Juarez, Mexico - a network of safe houses, former resistance tunnels and underworld ties
supplied and maintained (albeit reluctantly) by Regent Galbraith herself. When his presence is required elsewhere on
the North American continent, he travels via the Regent's personal conveyance - an armored, windowless railcar
appropriated from the United States Department of Defense's Transportation Command.
Lean, swift and powerfully built, Jalan prefers thick leathers, woolen overcoats, steel-shod boots and other
heavy garments reminiscent of the hide and horn of a bygone era. His hair hangs in long, matted tangles about his
face; when not hidden behind sunglasses, the feral glare with which he regards the world burns with quiet genius - or
genocide. Impulsive and irreverent, you are like a spring wound too tightly, always scant seconds away from violent
explosion. The consummate assassin, a master with any weapon or none at all, you have never met your equal,
which your attitude reflects well.
Despite your headstrong manner, in battle you are a study in determination - a whirlwind, swift and sure,
leaving devastation in your wake. It is at the height of such moments, however, that the familiar fury leaves your
eyes, to be replaced by a serene calm... or perhaps an expectant sorrow.
5th Generation Country Gangrel Antitribu; Sire: Jalan has never spoken of him (her, it, them), and none dare
ask; Nature: Survivor; Demeanor: Monster; Embrace: The close of the 12th century (as near as anyone can tell);
Apparent Age: late 20s; Strength 8, Dexterity 7, Stamina 8, Charisma 6, Manipulation 5, Appearance 4, Perception 7,
Intelligence 6, Wits 7; Talents: Alertness 6, Athletics 5, Brawl 7, Dodge 6, Instruction 4, Interrogation 4, Intimidation
6, Leadership 6, Streetwise 4, Subterfuge 4; Skills: Animal Ken 4, Archery 4, Demolitions 3, Drive 3, Etiquette 2,
Firearms 4, Meditation 3, Melee 8, Ride 5, Stealth 4, Survival 5; Knowledges: Black Hand Lore 4, Camarilla Lore 5,
Expert Knowledge: Tactics 5, Investigation 4, Linguistics (too numerous to list) 5, Medicine 3, Occult 4, Sabbat Lore
5; Disciplines: Animalism 4, Auspex 1, Celerity 7, Dominate 1, Fortitude 7, Potence 6, Presence 2, Protean 8;
Backgrounds: Allies (Black Hand) 8, Black Hand Membership 5, Herd 4, Influence (terrorism) 4, Resources 5,
Retainers 8, Sabbat Status 7; Other: Conviction 4, Self-Control 5, Courage 5, Beast Road 6, Willpower 9
Karsh (Warlord of the Camarilla)
Much as they might wish it otherwise, the Camarilla has its monsters. The first and only
postulant to hold the title of warlord rarely speaks of his past. From what little can be pieced
together, he is believed to be the Seljuk Hassan al-Samhir, conqueror of Manzikert, greatest of
generals, who served two sultans of the fledgling Ottoman Empire, he whom the Turks exalted
in the verse "Samhir, great Samhir, inexorable Samhir, mightiest of warriors beneath the
ancient blue sky." Although undefeated and unswervingly faithful, Hassan's pride was his
single, unforgivable shortcoming. His heroic standing among the people, coupled with his lust
for battle, earned him the mistrust of Murad, his second lord, who was not half the man his
predecessor had been. This friction, fueled by the general's incessant protests against the
corruption for which the sultan's reign became known, ultimately exploded into enmity -
Hassan was branded a traitor, sentenced to death, and forced to stand before the empire he
once protected for confession and eventual execution.
But the warrior did not die easily. Calling upon Allah to defend his innocence, Hassan met the sultan's
torturous trials. Stoned, subjected to single combat, even pitted against the fangs and talons of animals - all these
tests and more he endured in the name of Murad's "justice." At length the ruler, who could no longer continue his
persecution against a hero of the Turkish nation, condemned his once-enforcer as "no man, but a savage creature
wearing flesh as does a man, lean and hungry as are the beasts of the wild for the blood of children and innocents."
With this final curse, Hassan al-Samhir was exiled, left without shelter or sustenance in the great erg, there to find
his death.
Death found him first.
Virtually nothing is known of the fledgling's whereabouts or activities in those early nights. Some believe he
simply wandered for a time, grappling with the uncertainties of his new existence and brethren; others point to
Eastern accounts of a semi-mythical figure called the Khayyim, a war born creature roaming the desert sands in
search of the adversary who could end its unnatural existence. Still other sources maintain it was none other than

41
Hassan, riding westward by night with the Tatar hordes, whose hand rose to crush his once-beloved homeland
decades later.
Speculation aside, Cainite historians tell tales of an auspicious meeting immediately preceding the close of
the 15th century between undead hand and unbroken will. It was there that Hassan al-Samhir pledged eternal fealty
to an immortal calling himself Hardestadt of Ventrue, leader of men and monsters, a being whose words swayed
nations - and bearer of an uncanny intellect, who knew words would not always be enough.
Thus was the Warlord of the Camarilla born.
Tonight, Karsh presides over a dedicated body of rapid response teams from a decommissioned military
fortress in a North American mountain range as guardian of Raphael de Corazon's dream. Although dismissed by
allies and enemies alike as a dangerous, mindless juggernaut, he is cognizant of the fact that war must be fought on
many fronts and strives to keep abreast of the tactics and technologies of this century. Unbeknownst to all but a
select few, the Warlord has retaken more than one Sabbat-held city through covert political and paramilitary
methods, rather than the brute force for which he is typically known; he is possessed of and equally proficient with a
wide variety of weapons, ranging from traditional counter-guerilla warfare to contained "industrial accidents," inner-
city police death squads, and quarantines fronted by the Fort Collins Center for Disease Control.
A towering mass of strength and sinew - a lion-maned colossus, broad-featured, dusky skinned, crisscrossed
from head to toe with the scars of a thousand battles.
You are brooding and silent, due to either the ennui of immortality or the sheer self-assurance cultivated
through centuries of solitude. It suits your purposes to be perceived as simple; when you speak, however, your
words are curt and carefully chosen. The stoic silence into which you retreat is interrupted only by the killing machine
you let loose whenever you take the field. This bloodthirsty side, unconquered and uncontrolled, leads many to
whisper that you are becoming that which you most despise.
5th Generation Gangrel; Background: Clan: Gangrel; Sire: Unknown - in his more loquacious moods, Karsh
occasionally makes reference to Arabic legends concerning packs of ancient wolf-djinni hunting the wilderness of the
Near East.; Nature: Survivor; Demeanor: Fanatic; Generation: 5th; Embrace: Early 13th century (judging from
historical cues); Apparent Age: indeterminate (perhaps a haggard, weathered 30) Physical Attributes are
Meaningless. Karsh swings his sword and enemies fall; persons who have touched him claim his skin has acquired the
strength of diamonds, Charisma 6, Manipulation 5, Appearance 4, Perception 7, Intelligence 6, Wits 7 Talents:
Alertness 6, Athletics 5, Brawl 7, Dodge 6, Instruction 4, Interrogation 4, Intimidation 6, Leadership 6, Streetwise 4,
Subterfuge 4; Skills: Animal Ken 4, Archery 4, Demolitions 3, Drive 3, Etiquette 2, Firearms 4, Meditation 3, Melee 8,
Ride 5, Stealth 4, Survival 5; Knowledges: Black Hand Lore 4, Camarilla Lore 5, Expert Knowledge: Tactics 5,
Investigation 4, Linguistics (a broad selection of languages both spoken and dead) 5, Medicine 3, Occult 4, Sabbat
Lore 5; Disciplines: Animalism 4, Auspex 1, Celerity 7, Dominate 1, Fortitude 7, Potence 6, Presence 2, Protean 8;
Backgrounds: Allies (Inner Circle) 8, Herd 4, Influence (Military) 4, Resources 5, Retainers 8, Status 7; Other:
Conviction 4, Self-Control 5, Courage 5, Beast Road 6, Willpower 9
Keller, Chan (Former Prince / Primogen)
7th Generation Gangrel; Strength 3, Dexterity 6, Stamina 5, Charisma 3, Manipulation 3, Appearance 2,
Perception 4, Intelligence 3, Wits 5; Talents: Alertness 3, Athletics 5, Brawl 5, Dodge 4, Intimidation 4, Leadership 3,
Streetwise 4; Skills: Animal Ken 4, Drive 1, Etiquette 3, Melee 6, Music 1, Stealth 3, Survival 2; Knowledges:
Bureaucracy 2, Law 4, Linguistics 3 (Chinese, English, French, German, Welsh), Medicine 2, Occult 3, Politics 2;
Disciplines: Animalism 3, Auspex 2, Celerity 4, Fortitude 5, Potence 3, Protean 6; Backgrounds: Allies 2, Contacts 3,
Influence 2, Resources 3, Retainers 2, Status 3; Virtues: Conscience 3, Self-Control 2, Courage 4; Flaws: Former
Prince; Special: Humanity 5, Willpower 8
Kenton, Doug (Gangrel Inventor)
Perhaps no mortal lost more, and gained more, by becoming Kindred, than Doug Kenton. Born in Chicago, IL,
Doug early showed tremendous promise as a pioneering scientist. The problem lay in his dissatisfaction in the static
nature of modern science. He wished, longed, for it to flow around him, rather than having to accept the laws Nature
had set down for him.
He flew through high school, amazing his teachers who knew he was intelligent, but couldn't reproduce his
experiments. College was a brick wall, however. The University of Michigan demanded that he conform to their rules,
and if he could not come up with the proper answer, he would not be allowed to make his own.
Doug struggled through college, making only passing grades, but keeping at it. He was close to something
new, something profound, and he knew it. A wayward theory he had finally began to bear fruit in independent
research. No one was more excited about it that Dr. Sinclair, one of the few sympathetic voices he met at the
University. Then he had the misfortune of showing his work to three grad students, who tore it apart. Four weeks
from graduation, the experiment collapsed upon itself. Doug was seconds from a nervous breakdown, when a rich
friend offered to foot the bill on a weekend to Las Vegas. Having no other option, Doug agreed. After all, the
experiment could wait, right?
The two had the best of times, partying hard, and exploring every nook and cranny of the city. On the final
night, both got hammered, and went down the wrong alley. A figure from the shadows smashed Doug against the
wall, shoving a rib through his lung. Despite the pain, Doug leapt to his feet, and went after the thing assaulting his
friend. The attacker ripped a hole in his throat, and Doug fell hard. He watched as his friend was drained dry. Before
the thing could turn on him, and finish the job, a wolf sprang on it, and chased it off. A beautiful gesture, but it didn't

42
help Doug. He'd be dead in seconds. Maybe the wolf sensed that. Maybe that's why he turned into a man, a large
black male, with scars crisscrossing his face, cradled Doug in his arms, and fed him blood.
As Doug awoke, only one thought remained from that night. _Who._ Who had killed him, had killed his
friend? His sire told him it was a Tremere, but that vengeance was an impossibility. The Tremere were all like that.
Kill one, and two would spring in her place. Doug agreed, but in his heart, he knew he wouldn't be satisfied until they
all died. He fell in with a motley troupe consisting of two Ravnos, another Gangrel, and a Malkavian. Their actions
sickened him, and after a short while, he left them, to return home.
Two incidents during that time would change him forever. The first was a run in with a vampire biochemist,
who managed to synthesize vitae. Doug accidentally took a dose, and found a new clan burning in his veins:
Tremere. If he had any question of the rightness of his crusade, God had answered it. He had the power of the
enemy in his veins.
The second was during a raid on a powerful Toreador. Caught without a gun, he grabbed a civil war era
saber, and killed his first Tremere. He enjoyed the power and grace of the weapon, and took it with him as a trophy.
Little did he know, it was the blade Lee surrendered at Appomattox. He nevertheless trained with it, making it his
weapon of choice, a decision that served him well.
Soon after arriving in Chicago, a friend pulled some strings and landed him a job as a professor at U of C.
There, he tried to continue his work, but the dream seemed to have died with him. He nevertheless produced a
variety of implements that would make his existence less wretched. He managed to run afoul of the Prince, and
ended up secretly blood bonded, Lodin's ace in the hole. Forced to join another coterie, he clashed with Sullivan
Dane, time and again. Their final battle occured atop the raised Michigan Avenue bridge. Dane wielded a sword that
would inflict horrendous, incurable wounds on a Kindred. Spotting an opening, Dane lopped off his left hand. This
caused Doug to go into a frenzy, and push Dane over the edge.
Horrified, Doug lashed out with Movement of the Mind, and stopped his fall. The sword Dane wielded
interfered with his magic, and prevented him from pulling the hunter to safety. He told Dane to drop the sword, or
they would both fall. Dane acquiesced, impressed by Doug's selflessness. Saving Dane bought Doug the
unquestioning animosity of every Kindred in Chicago. Lodin knew Doug's potential, and quailed at the though of
killing him for breaking the Masquerade (the fight was televised). He exiled Doug, and sent him to New York, to learn
about the Sabbat. After all, he seemed to be the only Camarilla City Gangrel in existence.
That was the worst mistake Lodin could make. Doug fought hard to be accepted into the Sabbat strongholds,
no one truly believing his tale of being the only survivor of a young nomad pack. Many potential allies died at the end
of his blade. In New York, the only thing that saved him when seven brujah descended on him was the sudden
appearance of Michael, seneschal to Osric. Osric knew Doug's game. He offered to teach Doug everything he wanted
to know about the Sabbat _and_ the Camarilla. All he had to do was acquiesce to become a Generation Jumper, until
a suitable replacement materialized. Given the option of death at the hands of the Sabbat, or joining up, he agreed.
Doug sank into a maelstrom of depravity that even the Sabbat could not rival. He was forced to kill
indiscriminately, and only tearful prayers each day saved his soul. To prove himself to the Jumpers, he committed
diablerie on a young girl, an action which he regrets to this day. Because of the bond to Lodin, Osric was unable to
fully control Doug, but Osric didn't seem to mind. Instead, as a sign of fealty, Osric forced him to swallow a stone,
which would allow Osric to find Doug, no matter where he went.
Soon after, Osric sensed that his control over Doug was slipping. Like Lodin, Osric sensed the untapped
potential within Doug, and released him, saying that eventually Doug would return of his own volition. After two
years of wandering in the Eastern United States, Doug, only three years old, returned as one of the most potent
Kindred in Chicago. Doug came home to find Chicago in a state of seige between the Camarilla, Sabbat, and Lupines.
He, along with Inyanga, created an uneasy peace, only after proving himself by besting a sept guardian in unarmed
combat.
His valor redeemed him in the eyes of many Kindred, who realized that they had grown too fat in the Lodin
years, and that Hunters like Dane weeded out the weak. He was rewarded with a seat on the Primogen, while
Inyanga journeyed to some place called The Wanderer's Hold. The area lupines soon found that they had a
sympathetic ear on the council, a vampire with the raw power to make his opinions stand. His domain is vast,
stretching from Indianapolis to Cairo, IL, to St. Louis, to Madison, WI where he has made good friends with the local
Anarchs. He has also made life friends with a pack of lupines in Champaign, IL, a hotbed of Technomancer activity.
He often must prove his prowess against a lupine who does not understand the prowess of a Wyrmspawn. Kenton
always sends them off with a good drubbing, for good measure.
If the tale ended here, then Kenton might have been truly happy. Of course, that was not the case. On a trip
to Champaign, Kenton stopped at a bar to visit an old friend. While there, he ran into Dr. Sinclair, at a convention.
Or, rather, a Convention. Sinclair seemed shocked and joyful over Doug's reappearance, until he noted the pale
pallor, and cold flesh. Before Sinclair could retreat, two of Sinclair's colleagues approached Doug, and began asking
probing questions. By the end of the night, they knew all.
Sinclair visited Doug the next day, and apologized. He explained that it was all right, that his colleagues
knew about vampires, and indeed needed a friend in Chicago. Lodin had made certain alliances that were invalidated
with his untimely death. Sinclair showed Doug documents which proved his case. He then asked if Doug would
continue the alliance, in an unofficial capacity. Unable to refuse the one teacher who had shown him kindness in his
college career, he agreed.

43
He was then told of the Technocracy, who were trying to protect humanity from creatures like the Sabbat
and the Tremere. Indeed, Doug was being groomed for the Technocracy in college, but seemed unable to grasp the
Paradigm. Now, the true Magick would be forever denied him. However, Sinclair did note that Doug was fated to gain
Magick in some form; the Tremere blood in his veins proved that. So far, Doug has not been called on by the
Technocracy. He has been fed a potent line that the Traditions are a true menace, keeping reality flexible enough to
allow monsters like the Sabbat to exist. Given enough time, the Technocracy's Magick will allow them to turn Doug
back, but the Traditions will never all that to happen. The most damning evidence the Technocracy offered Doug
contained a note on the final days of the Hermetic Order, linking the Order of Hermes directly to the Tremere. Old
hatreds die hard, and never in a vampire.
Doug Kenton, then, Primogen Regent for Clan Gangrel, is a pawn in a very dangerous game. Not only does
the Technocracy hold sway over him, but the simple stone Osric forced him to swallow was no ordinary stone.
Instead, it was permeated with three of Osric's bps. It was designed to be released when Lodin's bond failed, and
each point was slowly released over three nights, effectively blood bonding him. Doug has no idea how many Kindred
he will take down when he falls. But the Technocracy and Osric know very well.
Currently, it is rumored that, moving at opposite ends toward a common goal, the Technocracy and the
Generation Jumpers are grooming Kenton for the Princedom. The thought of a four-year old vampire ruling Chicago is
amusing to Osric, and the Technocracy likes a Prince enamored with science. Chicago could very well be theirs in a
matter of years.
A young, pudgy, 5' 10" Caucasian. He wears a variety of fashions, ranging from combat-grunge, when he's
on the road, to very dignified when he's in town. The disparity of images often makes some believe that they're two
seperate people. However, no matter what he wears, he always dons a tattered trenchcoat, sufficient to hide his
sword. This, along with a Watchmen pin on the lapel, is his last possession from mortal existence.
At times, Doug can be amazingly vital, caught up in a crusade. When this happens, a color flushes his
cheeks, and he almost seems to breathe. Other times, the weight of the world, of this wretched new existence bears
down, and he becomes remarkably savage. Overall, he sees the Embrace as merely another stage in his life,
something to be taken advantage of. Deep within, he is tremendously clever, loving to take things apart, and putting
them back, better than ever.
Secrets: Chicago B- Domain: B+
Influence: As Regent of Clan Gangrel, he commands a tremendous amount of respect from the Lupine packs
surrounding the city. Also, as one of the agents who hammered out the Treaty of Chicago, most of the Kindred
grudgingly admire him. With but a word, he could bring down the wrath of the Technocracy, and already unwittingly
has. Oddly, his greatest source of opposition lay with his fellow Gangrel, who see too much of the city Gangrel in his
soul. The Domain he patrols is too similar to that of the Wolf Pack for their taste, and they see him as usurping the
territory they spent decades trying to protect.
Note: There is one curious aspect to Doug's existence which has raised the eyebrows of a few magi and
Tremere. Doug's hand which was lacerated by Dane's blade has never grown back. Doug trained over the years to
refine his MotM to keep a glove levitating in its position. He has become so practiced at it, that he consumes no vitae
from the effort. Although he has minimal control over the hand (Str 2, Dex 1), it is a bizarre ability.
7th Generation Gangrel; Sire: Name Unknown; Demeanor: Visionary; Nature: Survivor; Embrace: April 1991
(Born 1969); Apparent Age: Early 20s; Strength 4, Dexterity 2, Stamina 5, Charisma 2, Manipulation 3, Appearance
2, Perception 4, Intelligence 5, Wits 3; Talents: Acting 2, Alertness 3, Brawl 5, Dodge 4, Empathy 2, Intimidation 2,
Streetwise 2; Skills: Drive 2, Firearms 5, Melee 6, Repair 3, Survival 3, Masquerade 2; Knowledges: Science 5, Occult
4, Medicine 2, Linguistics 1, Kindred Lore 3, Lupine Lore 2, Sabbat Lore 2, Physics 4, Chemistry 4; Disciplines:
Protean 5, Thaumaturgy 4 (Movement of the Mind 4), Fortitude 4, Dominate 1; Backgrounds: Generation 5,
Resources 3, Allies 4, Contacts 3; Merits: Charmed Existence, Common Sense, Eat Food; Flaws: Dark Secret
(Committed Diablerie), Nightmares (Death of friend), Driving Goal (Destruction of Clan Tremere), Can't Cross
Running Water; Virtues: Conscience 4, Self-Control 3, Courage 4, Humanity 6, Willpower 8
Kenton's Toys: Doug has invented a variety of implements to make his undead existence more bearable.
Most can be copied and built without too much difficulty, but a few seem to echo access to that lost avatar.
The Ginzu Sabre: Soon after Doug returned to Chicago, he knew that wielding Lee's sabre in combat was
impractical. Aware of this, he used his material science background and university contacts to trick the Ginzu
corporation to forge a blade in the shape of the sabre. The result: A blade that never loses its edge, and can be
heated to 1200F, white hot, without deformation. Of course, that was part of the plan. He asked for two channels to
run both sides of the blade. Along these, he welded leads, and imbedded a small but powerful battery. With a flip of a
switch, the blade went to 1000F, enough to cause horrendous wounds to Kindred and Lupine alike. This, above all
things, is his ace in the hole. Few know about this ability, and live to tell about it. (Diff 6, Damage Str+4(+1 Agg)
The Shock-Glove: When Doug began his career as a vampire, he did not possess Dominate, Presence, or
Obfuscate, to make his task easier. He found little sustenance in the blood of animals, and tracking down the "evil,"
and bludgeoning them into unconsciousness proved too difficult. Subsequently, he began to use a "stun rod" to
paralyze his victims, but this proved too unwieldy. However, as he was taking fencing lessons, he noted the mesh on
the fencing gauntlet, with slight modifications, would carry a current rather well. Running the leads through his
sleeve, Doug could now touch someone, and knock them unconscious. It has made hunting MUCH easier. (Diff 3,
Damage 5. Regain HL / 5 min.)

44
The Air Horn: No suped up jobs here. Doug just noted how many Toreadors were running around with
heightened senses on, searching for him. A nice air horn to the ear dissuaded this practice, making him despised by
many Toreador. Nevertheless, few Toreador use Heightened Senses anywhere near Doug. (Diff 4, Dice Perception of
Victim (Doubled if using Auspex) Deafened for (# of Successes / Rd.))
Flash Pack: Simply a camera flash, this is useful against Protean 1 as well as Auspex 1. (Diff 4, Dice
Perception of Victim (Doubled if using Auspex) Blinded for (# of Successes / Rd.))
Camera w/ IR Film: When Doug is in town, he often uses this item to see if any new Nosferatu and
Malkavians have come to roost. Since it requires no flash, he can take the shots in relative safety.
Doug's Cookbook: An abbreviated version of the Anarchist's cookbook, it contains his favorite recipes,
including soaking Styrofoam in gasoline to make a crude form of napalm.
Gas Balloons: Another custom job, Doug has developed a form of latex which will not dissolve in gasoline,
always a problem with Molotov water balloons. It's also durable enough not to break in the pocket of his trenchcoat
with incidental contact.
Ramona (Clan Novel)
Life in Los Angeles was rough, but at least Ramona knew who and what to keep out of the way of: gangs,
pimps, drugs. All that changed the night of her Embrace. She was left alone and starving. Hunger drove her to hunt
for blood. Conscience drove her away from her family for fear of what she might do. Her only teachers were instinct
along with trial and error. Survival was a nightly struggle. Eventually, Ramona found others like herself--Eddie, Jen,
Darnell--but they were young and ignorant like her. All that they knew was that there was worse out there in the
night, monsters that called themselves the Sabbat.
So the foursome headed east hoping to find something different. But different wasn't better. In Texas, a
lupine ripped Eddie to shreds. In New York, the Sabbat was still lurking in the shadows. Every night is still a struggle
to survive.
Ramona is wiry and dark-skinned. Her natural beauty is not always apparent beneath the grime of unlife on
the street. Her little experience has made her combative as well as suspicious of any and everyone.
There's some freaky shit out there. What little you know about it, including your own powers and needs,
you've mostly figured out on your own. Any vampire who could teach you anything also wanted to control you. And
nobody tells you what to do. Sure you have to play along sometimes with an elder who could turn you into dog food -
that's called survival. But some night, you'll know as much as the big boys, and then it'll be a different story.
11th Generation Gangrel; Sire: Tanner; Nature: Rogue; Demeanor: Rebel; Embrace: 1998; Apparent Age:
late teens; Strength 2, Dexterity 4, Stamina 3, Charisma 2, Manipulation 2, Appearance 2, Perception 3, Intelligence
2, Wits 3; Talents: Alertness 4, Athletics 2, Brawl 1, Dodge 3, Empathy 2, Leadership 1, Streetwise 3, Subterfuge 1;
Skills: Drive 2, Firearms 1, Security 1, Stealth 3, Survival 3; Knowledges: Academics 1, Investigation 1, Law 1,
Linguistics (Spanish) 1, Medicine 1; Disciplines: Animalism 1, Fortitude 2, Protean 3; Backgrounds: Allies 1, Contacts
1, Mentor 2, Status 1; Virtues: Conscience 4, Self-Control 2, Courage 3, Humanity 6, Willpower 5
Teater, Amelia (Veterinarian)
Amelia was studying at UK to become a Vet. She was in her
senior year as an animal science major. The year previous she
had given birth to a daughter (Paige) and lost her husband in a
car accident. She had moved in with her sister Tracy who helped
take care of Paige while she was working I studying late. Tracy
works a nurse at Central Baptist. During Dead Week, Amelia had
to spend most nights in the Gluck Equine Research facility on
Nicholasville Road in order to complete a project due finals week
in her Equine Science class. For the past three nights she had
been chatting and working with an older man whom she
assumed was a researcher, maybe a professor. She developed an attraction for him and agreed to go out on a date
after her project was done. This led to her Embrace.
Amelia was furious with herself for giving in to "Temptation" and becoming a monster, thus "betraying" her
child. She was within one week of graduating but couldn't and she had lost her most precious lifeline - her daughter.
Deprived of Paige, she eventually sired another without the permission of the Prince and dumped him once she
realized the ramifications of her actions (her Dark Secret). After three years of living in relative squalor in Lexington,
her Sire returned and began to give her instruction. He sent her to Harlan county where she was taken in by a group
of Gangrel who taught her the ways of the animals (where she learned Romany, as well as the equine language, the
canine language and the language of birds) and introduced her to the local werewolves (where she picked up her
Werewolf Companion). She spent two years there and combined with her one week shy of a degree, gave her enough
insight to become a convincing vet.
She returned to Lexington and finally obtained a falsified Vet degree with the help of Lee Todd, president of
UK, who is the contact of her mentor, and thus her contact as well. Her mentor has much knowledge of equine
physiology making him indispensable to the Lexington community, and greatly respected, although few know his true
nature. Amelia is able to resume contact with Tracy, but she refuses to see her daughter, only appearing when she
knows Paige is asleep. Tracy if furious and confused, but loves her younger sister deeply and also her niece. Tracy,
along with the Romany community, comprises Amelia's two allies. Paige, of course, is Amelia's ward. Amelia's

45
frustrated feelings of betraying her daughter is why she cannot drink from girl children, and her shame at creating a
"son" is why she can't drink from boy children. Her Mentor and those surrounding him are not permitted to drink
from horses. She now works the night shift at the Kentucky Horse Park where she also sleeps during the day. All the
full time vets have quarters there.
Player: Sally “The Fabulous” Lambert-Warfield; 11th Generation Gangrel; Str 4, Dex 4, Sta 2, Cha 2, Man 1,
App 3, Per 3, Int 3, Wits 2; Talents: Alertness 3, Athletics 3, Brawl 4, Dodge 3, Empathy 1, Subterfuge 1; Skills:
Animal Ken 3, Melee 3, Survival 3; Knowledges: Linguistics 2, Science 3; Disciplines: Animalism 1, Fortitude 1,
Protean 1; Backgrounds: Allies 2, Generation 2, Mentor 2, Resources 1; Merits: Acute Hearing, Acute Smell, Acute
Vision, Danger Sense, Eat Food, Misplaced Heart, Werewolf Companion; Flaws: Dark Secret (Childe), Prey Exclusion
(Children & Horses), Shy, Ward; Virtues: Conscience 3, Self Control 3, Courage 4, Humanity 5, Willpower 9
Xaviar (Gangrel Patriarch and Justicar)
The fabled "son of the night" began the long, winding path through life, death, and what lay beyond as a
sergeant in the army of Edward the Black Prince. A conscripted yeoman commoner of the hotly contested Loire north
lands, Xavier de Calais was already well-acquainted with the manner in which the ends might be played against the
middle. Instinct and acumen served him well in those early years. He survived numerous skirmishes and strategically
positioned himself as an outwardly subservient adjunct to several lesser contenders, even as he rose slowly in rank
and repute. At Maupertuis near Poitiers, the turning point of what historians would later name the Hundred Years
War, Xavier rode with Denis de Morbeke and half-a-hundred disinherited French footmen. The two vassals led the
press and stormed the French gates to secure the English claim and take John the Good prisoner. Xavier's valor was
rewarded that very evening by two august benefactors: James Lord Audley, who imparted to him a knighthood and
some minor coastal holdings, and an unnamed wanderer posing as a jongleur from far-off lands, who inducted the
commoner into a ruling class of a very different nature....
It is a sometime-tradition of the Gangrel clan to leave its fledglings for a while to roam the world, driven by
their self-loathing, some insatiable wanderlust born of the Blood, and perhaps other motivations. Xaviar-born-Xavier
received just such an Embrace. After several hellish nights during which the newly knighted noble learned firsthand
the Hunger and the folly of monsters mimicking mortal lives, he fled north to the frozen wastes. There he learned the
thrill of the hunt, the inexpressible desire to pit flesh against flesh until one emerged strongest, and the uncertainty
that preceded each new battle and the anticipation of the coming night in which the cycle would begin anew. Beasts,
men, nameless man-monsters fabled to walk the northernmost bergs and ridges - all these and more fell before his
fangs.
Xavier might have spent an eternity of nights in that half-human existence, but something awoke inside him.
An atavism in his unbeating heart harked back to earlier times - to a game more challenging than the flesh-and-
blood variety. This dark, hungry current bid him return to the world of men at the close of the 15th century.
The no-longer-young fledgling journeyed south and collected not a few pelts from the man-
wolves that frequented the depths of the Black Forest. (To this night Xaviar is an insatiable
Lupine hunter - his very presence stresses whatever tenuous relations might exist between the
werewolves and Kindred in any given province, and it is said that the Lupines remember him in
their songs and stories as "Kills-Our-Brothers.") For the first time in decades, he encountered
others of his kind in the Rhineland, where he learned the importance of recognition, territory
and the centuries-old subterfuge the Camarilla vampires called their Masquerade. He tarried
there for some years and listened to their Traditions, their tales of the New World - until the
Beast awoke again to stir his soul.
This time Xaviar's travels took him into the cursed lands of eastern Europe and beyond, through the forested
Balkans and Turkish tributaries, into the Sudan and southern lands. Some believe that, while the Kanem-Bornu and
Songhai empires clashed for control of the nascent nation, Xaviar seated himself deep within the heart of the
unexplored southernmost wilderness and enjoyed veneration as a god king by a people who had never before seen
white flesh. Others insist he sired a score of bastards in that span, many of whom survive to this night - that more
Gangrel blood stems from Xaviar than from any other member of the line.
Still other accounts maintain that he ran with the lost children of Laibon, gazed upon their burning sands and
lightless jungles to learn their secrets, make their forbidden magics. The truth may well never be known; the
patriarch dismisses all such inquiries with a condescending smirk.
It is known, however, that the wanderer's African sojourn came to an end near the dawn of the 18th century.
Xaviar crossed the Atlantic amidst the Puritan incursion and stormed into the first American Conclave (held in 1704 in
the port city of Boston). There he laid his greatest trophy to date at the feet of the Inner Circle: Elijah, Gangrel
Justicar, lost to his own inner demons, at last hunted down like the Beast he had become and destroyed by his
kinsman. The Circle of Six provisionally accepted the newcomer into its ranks as an archon, and Xaviar assumed
Elijah's seat on the Justicar Council seven years later.
After that auspicious evening, Xaviar served the Camarilla as Justicar from his fortified New Orleans domain
(although he leans decidedly toward looking out for his own interests). Unlike so many of his c1anmates, the Justicar
struggled to keep abreast of the changing times. In many ways his involvement in mortal society was more
reminiscent of Ventrue lineage than Gangrel; his command of sociopolitical and technological advancement was
remarkable for one so old, and he cultivated an impressive network of contacts during his stay on the continent.
(Aksinya Daclau, Gangrel antitribu and heretic Sabbat, is believed to be one of Rhun the Minstrel's brood, and

46
therefore Xaviar's "sister" by blood. Neither, however, comments on any such familial or political relationship.) As
with so many of his station, Xaviar's term as Justicar was plagued by detractors. Rumors surrounding Xaviar's
activities and whereabouts ranged from accounts of ultrahigh- tech mortal hit squads to would-be witnesses of
diablerie and infernal practices to fantastic allegations concerning some "unholy bond with the beasts/, the only
source from which Xaviar can still feed following his African excursions. A handful of questionable affairs and
accusations aside, Xaviar's combination of information brokerage, opportunistic double-dealing and now-you-see-me-
now-you-don't politicking served him well in the completion of his duties over the past 300 years....
All of which makes recent developments all the more confusing. In 1999, not long after a search-and destroy
operation in which the renegade Smiling Jack was hunted down and brought to justice, Xaviar resigned his
commission as Justicar and disappeared from Kindred society. Scant nights later, the Gangrel clan followed suit,
renouncing Camarilla membership almost to a vampire. Only Warlord Karsh (who Xaviar openly calls traitor) and a
handful of fringe elements remain. Those few Kindred who have any information (or inclination to speak) on the
subject name Xaviar's testimony concerning the existence of timeless ancients the Antediluvians of lore - as
responsible for the withdrawal.
Considering himself one of the noble beasts of the night, Xaviar has little use for clothes. Still, he finds
clothes make it easier to deal with people, so he wears loose, comfortable travel clothes, jeans, jackets, T-shirts and
other anonymous trappings when he must. Embraced in the field as he was, Xaviar displays a perpetual three days'
growth of beard, which he sometimes shaves but usually does not. His many nights of predation have given rise to
many frenzies, and he has acquired the nose, inky eyes and protruding ears of a bat. Xaviar moves soundlessly,
suggesting that perhaps he has picked up a few other proclivities of bats as well. His hands have become hooked
claws, and short, rude spurs protrude from his spine. Despite his bestial appearance, however, Xaviar exudes an aura
of majesty appropriate to one of the great creatures of legend about which his sire once sang.
The ill-tempered exterior you show the world conceals both voracious intellect and ruthless ambition. Some
of your contemporaries swear by old-fashioned, fairy-tale concepts such as honor, solitude and stoicism. Let them;
you have weapons they would not dare use. You are a climber first and foremost - a competitor, a challenger, a
consummate conniver. Whereas others of your kind would prevail through forthright superiority and flowery
speeches, you have mastered the exploited weakness, the slow, steady erosion of confidence that follows in chaos'
wake, the well placed word behind the scenes that softens an opponent in preparation for your inevitable strike. You
have never let anything stand in your way, and you are not about to start now.
7th Generation Gangrel; Clan: Gangrel; Sire: Rhun of Tintagel; Nature: Competitor; Demeanor: Curmudgeon;
Generation: 7th; Embrace: 1356; Apparent Age: late 30s Strength 5, Dexterity 5, Stamina 6, Charisma 5,
Manipulation 4, Appearance 1, Perception 6, Intelligence 4, Wits 6; Talents: Alertness 5, Athletics 4, Brawl 5, Dodge
4, Intimidation 4, Leadership 5, Streetwise 3, Subterfuge 6; Skills: Animal Ken 4, Archery 4, Drive 1, Etiquette 2,
Firearms 3, Melee 5, Performance 3, Ride 4, Security 2, Stealth 4, Survival 6; Knowledges: Computer 1, Finance 2,
Hearth Wisdom 3, Investigation 5, Linguistics 3, Medicine 2, Occult 3, Politics 3, Science 1; Disciplines: Abombwe 4,
Animalism 6, Auspex 2, Celerity 3, Fortitude 6, Potence 4, Protean 6; Backgrounds: Allies 6, Contacts 5, Resources 4,
Retainers 5; Others: Conscience 2, Self-Control 4, Courage 4, Humanity 4, Willpower 8

47
GHOULS
Addams Family (Revenant Family)
Gomez is an eccentric cigar-smoking millionaire lawyer who lives in a spooky Victorian mansion with his
slender wife, Morticia (née Frump). When his wife, Morticia speaks the French language it drives Gomez crazy with
desire. As Gomez would say "Tish, when you speak French, it drives me wild, Cara Mia!" He would then grab her arm
and plant a trail of kisses from her hand up to her waiting lips.
Morticia's French supposedly helped clear up a sinus condition Gomez had for 22 years. One of Gomez's love
poems stated "When I first saw you from afar, my heart flamed with fierce passion. And when you spoke French,
ooh-la-la!"
Besides his loving wife, Morticia, Gomez loved a good cigar. He kept his Garcia y Vega cigars in a cigar store
Indian statue that rested in his museum-like living room. When Gomez pulled the cigars from his unique holder, they
were already lit. At times, Gomez lit his cigars by striking a match on his butler's body or igniting it with a flame
thrower. Gomez's wife, Morticia also enjoyed a good smoke. Except in her case, when she smoked, her entire body
emitted a milky, misty cloud of vapor.
Gomez's other interests included dabbling in the stock market (like buying shares of Consolidated Fuzz) and
playing with Lionel "O-Gauge" electric trains. While most train aficionados would be content to watch the trains go
round and round, Gomez adds spice to his play time by placing explosives on the tracks and causing major pileups
and derailments. Well, when you got all that money you can afford to ruin your toys.
Morticia's hobbies included painting on canvas and spending time in the dungeon getting stretched on the
rack. Her favorite color is black which translates into a one-colored wardrobe of the same dress. She chose black
after Gomez admired her black honeymoon ensemble. "I'll never wear another," she promised. And she was true to
her word.
While Gomez and Morticia have different hobbies, they do have shared interests. When it's sunny outside,
they get depressed; but a thunder and lightning storm will raise their spirits. And while the moon is full you can find
them outside giving them a nice tan from the moonlight. And they both believe that Halloween is the most important
holiday of the year.
As for family breeding both Gomez and Morticia (who calls Gomez "Bubele") come from notable families.
Gomez's family traces its roots back to the year 270 B.C. when his relative Mahmud Kali Pasha burned down the
Library of Alexandria in Egypt. Years later, during Colonial times, Gomez's relatives changed their name from Adams
to Addams to avoid being embarrassed with any association with that "other" prominent Adams family (who
produced two presidents - John and John Quincy Adams).
While Morticia's family doesn't go back as far as Gomez, she too had some distinctive ancestors who lived in
Salem, Massachusetts. Morticia once organized a séance to reach the spirit of long dead Great Great Great Aunt
Singe who was burned as a witch. The incantation read "Fire of Salem, ol' flame of Satan, Come in Aunt Singe, we're
all awaitin'."
Gomez and Morticia's immediate family consists of their portly son Pugsley Addams; their somber little girl
Wednesday Thursday Addams who carries a headless doll named Marie Antoinette; Grandmama "the witch" Addams
who conjures up love spells; the bald Uncle Fester Frump who relieves his headache by compressing his head in a
vice ("POP!"); the hairy Cousin Itt who babbles a strange language that only Gomez understands; and Lurch, the
family's towering harpsichord-playing zombie butler who answers the family gong with a deep-voiced "You rang?"
Once you enter Gomez and Morticia's gloomy abode you are privy to a number of bizarre items including
ancient instruments of torture (an iron maiden, a rack, a bed-of-nails chaise lounge, stocks inscribed "Hers," and a
flogging table); a huge two-headed sea turtle; an Eskimo totem pole; a giant brown (and later) white bear; the
hastate head of a swordfish stuffed with a human leg (Cousin Ferook's); a suit of samurai armor; a harpsichord; a
king cobra candle holder; a steer-horn-girded armchair; an elephant's hoof filled with popcorn; a moose head
(named Pierre) over the fireplace with one whimsically drooping left antler; and a bearskin rug that growled when
stepped upon. Also lurking within the Addams' mansion are Thing, a disembodied human right hand; Cleopatra, an
African strangling plant; and Kit Kat, the family lion.
Thing is Gomez's childhood companion who moves about the Addams' bizarre home via a labyrinth of tunnels
which lead to the mail box, a hidden wall vault and to a myriad of small hinged-topped wooden boxes strategically
placed about their bizarre gothic home. Thing's responsibilities included delivering the family mail, answering the
telephone (from his gold, nail-studded box), lighting Gomez's cigars and sympathetically patting family members
with his five fingers when they were depressed. "Beware the Thing" was posted on the iron gate in front of the
Addams house. Conversation with Thing was limited, to be sure, but when hand gestures were not enough, Thing
tapped out his messages with Morse code. When Gomez went for a drive in the car, Thing rode in the glove
compartment.
Cleopatra is an African strangler plant whose main diet was chunks of red, fleshy meat (Cleo's favorite food
was Zebra Burgers and Yak meatballs). Morticia grew Cleopatra from a seed. The overly aggressive plant was always
snuggling up to the family's visitors who didn't realize the plant's apparent affection was really Cleopatra's way of
sizing up her next meal. Once Cleopatra ate Morticia's favorite photo of Gomez. Morticia's other plants included Roses
(for their thorns), hemlock, henbane, and poison Ivy. To enhance the growth of her weed garden, Morticia fertilized
by sprinkling "Wonder Weed."

48
As for Kit Kat, this full-grown African lion was cowardly and the family pet. It wanders through the Addams'
home and unwittingly frightens all of the family's visitors. Kit Kat has the unique talent of walking backwards up the
flight of stairs.
When the day draws to a close and the dinner bells rings at the Addams family, Morticia serves Gomez a
number of strange delicacies. The family's daily diet includes such entrees as baked iguana, breast of alligator,
broiled elephant hooves, casserole of spleen (with a pinch of hemlock), dwarf's hair pie, fricassee of toad, marinated
gizzard of lizard, soufflé of aardvark, and tongue of yak.
Charles Addams, the creator of the Addams Family characters was fascinated with medieval paraphernalia.
His Manhattan apartment was filled with instruments of torture, a collection of crossbows, battle armor, as well as
human skulls, a collection of brass lizards, fragments of tombstones, and eighteenth-century embalming table which
he converted into a coffee table. The items no doubt fueled his macabre sense of humor. The first episode of The
Addams Family "The Addams Family Goes to School" (9-18-64) used exterior footage of a real house to depict the
Addams mansion. This house (now demolished) was coincidentally located on Adams Boulevard in Los Angeles. For
the rest of the series, however, the producers used a matte painting created by artist Louis McMannus (the designer
of the Emmy Award) for exterior footage scenes of the mansion. To create the matte painting, the artist took the
photograph of the original house on Adams Boulevard and had it enlarged to a thirty-by-forty inch black-and-white
portrait. The photograph was then custom painted with various shades of colored oils. Details such as the bent
television antenna on the mansion's tower and the leafless trees flanking the house were added for mood. The
painting created for the series has long since disintegrated according to Howard Anderson II, a film and special
effects expert who was responsible for the commissioning the matte painting. For the 1991 motion picture remake
The Addams Family: The Movie, a full-scale facade of the house (which slightly resembled the original) was built in
the Burbank Hills. The main interior sets (built on the same studio site of the original series) included Morticia's
solarium of dead plants, Gomez's playroom, a library, and portrait gallery of Addams ancestors. The interior of the
Addams' home returned to TV in 1998 on the Fox Family Channel revival series The New Addams Family. John Astin
(who appeared as Gomez) played the role of the eccentric Grandpa Addams on the revival series. On the original
series, there were three different addresses given for the Addams residence: 001 Cemetery Lane (Greenbriar); 001
Cemetery Lane (Woodlawn); 001 North Cemetery Drive (Greenbriar) and on the remake series 1313 Cemetery Lane,
Greenbriar, U.S.A. 66613 Phone: 555-1313.
The Addams' are the descendants of a very long line of witches, freaks, ghouls, and other assorted social
outcasts. The family is said to be but one surviving branch of the Addams clan. Many other "Addams families" exist
all over the world. Their family credo is Sic gorgiamus allos subjectatos nunc (pseudo-Latin: "We gladly feast on
those who would subdue us"). They reside next to a cemetery and a swamp at 0001 Cemetery Ridge, in a gloomy,
gothic 19th century mansion. (Charles Addams was first inspired by his home town of Westfield, New Jersey, an area
full of ornate Victorian mansions and archaic graveyards.)
The Addams' are a close-knit family. Morticia and Gomez remain passionate toward one another, and it
drives Gomez crazy when she speaks French. She sometimes calls him "Bubele" (Yiddish: Little Boy), which he
responds to by kissing her up and down her arms. They are deeply concerned with the well-being of their children.
Though they all share an obsession and interest in macabre subjects, the Addams cannot be considered evil people;
in several of the TV episodes, Gomez is willing to donate remarkably large sums to worthy causes, to the shock of the
already disturbed visitors. They are unfailingly friendly to anyone they happen to meet, whether the other party likes
it or not.
The exact nature of the Addams is never established. They all seem to share a bond with the occult and
supernatural. Uncle Fester is often portrayed as something of a mad scientist, and Grandmama as a fortune-teller,
but these activities don't really explain the Addams' seemingly immortal state. The food they live on is inedible or
outright deadly for normal humans to eat, and there is also the family's interest in painful activities like walking
across minefields, and having a sharp pendulum cut them in half.
Virtually every member of the family demonstrated some uniquely "non-human" trait. Morticia is able to light
candles with the touch of a fingertip and relaxes by literally "smoking", curls of smoke emitting from her body.
Gomez is remarkably athletic and can perform complicated calculations in his head, which makes a mechanical sound
as he does so. Fester can generate both electricity and magnetism, while Grandmama, in addition to being able to
whip up potions of varying effects, can fly on a broom (although she is not considered a witch by the family's
standards, since the episode "Halloween, Addams Style" is partially devoted to a neighbor raising doubts in the
children's minds about whether or not witches exist).
Pugsley is able to hang from tree branches by his teeth (although this trait is only referred to and not seen),
while six-year-old Wednesday is strong enough to bring her father down with a judo hold. Lurch is superhumanly
strong, and Thing (whose paranormal nature speaks for itself) can apparently teleport from box to box almost
instantaneously, since he emerges from various boxes throughout the house. None of these traits are considered
unusual by any others in the family but treated simply as individual talents that anyone might possess by chance or
development. All are capable of enduring such experiences as lying on a bed of nails, being stretched on a rack, and
so on without pain and, indeed, derive pleasure from such experiences; Fester can survive a cannonball directly to
the head with minimal effect.
Although the Addams' are frequently labeled as nonconformists, this is not really the case. While they have
little use for conformity, they do not consider their tastes to be nonconformist per se, since they are under the
impression that most people share them and, thus, when an unsuspecting visitor reacts with shock to some of the

49
disturbing artifacts and activities in the house, they invariably attribute the reaction to another cause, since the
notion that anyone might find such things odd simply does not occur to them. Occasionally, the 1960s series featured
guest characters who shared the Addams' tastes, which, along with the fact that the family obviously purchases its
yak meat, explosives, etc. from somewhere, implies an entire subculture of people who share the family's tastes (as
seen in several Charles Addams cartoons). In contrast, the Addams themselves consider such things as daisies,
chocolate fudge, the Boy Scouts, and other such traditionally "wholesome" things—as well as any distaste for such
things as swamps, octopuses, and hanging upside-down from the ceiling—to be odd, if not outright disturbing. Fester
once cited a neighbor family's meticulous petunia patches as evidence that they were "nothing but riff-raff."
The Addams family consists of Gomez, Morticia, Pugsley, Wednesday, Uncle Fester, and Grandmama, who
are attended by their butler, Lurch, and their servant, Thing. Various houseguests and neighbors also made
appearances in the cartoon and the television series that was based on it. In 1993, Gomez and Morticia had a third
child, a son named Pubert, a mustachioed and seemingly indestructible baby with the ability to shoot flaming arrows.
Other members of the family who live with Gomez and Morticia include Uncle Fester and Grandmama. Both Fester
and Grandmama are ghouls.
Fester is a bald, barrel-shaped man with dark, sunken eyes and a devilish grin. He seems to carry an
electrical charge and can illuminate a light bulb by sticking it in his mouth. In the original television series, Fester was
Morticia's uncle, and therefore technically not an Addams, although at times he claims the family name as his own (in
one episode, Fester became confused when someone asked what his last name was, implying that he had none at
all). In all other animated and filmed content, Fester became Gomez's older brother, and therefore the uncle of
Wednesday and Pugsley. In the second TV series, Uncle Fester is kidnapped by aliens who make a "twelve pack" of
Uncle Fester clones to power their spaceship.
Uncle Fester and Gomez had a disagreement that led to Fester's 25-year disappearance. Having lost his
memory, he was brainwashed by gold-digging Abigail Craven into believing he was her son Gordon; the two hatch a
scheme with the Addams' lawyer, Tully Alford, to steal the family fortune, only to ultimately be thwarted by a
lightning strike to Fester's head, which restores his memory. Fester again finds himself in the clasp of a gold-digger,
this time in the form of Debbie Jellinsky, a nanny the Addams hire to watch over their newest son Pubert. Marrying
Fester in order to kill him in an "untimely" death, Debbie's plans are eventually spoiled not only by the Addams'
apparent invulnerability, but also by Pubert himself.
Grandmama is Gomez's mother in the 1960s live-action TV series, where she is given the name "Eudora
Addams". In both the movies and the animated TV series, she is Morticia's mother and her surname is sometimes
mentioned as "Frump". Grandmama is a witch who deals in potions, spells and hexes of all kinds. She even dabbles
in fortune-telling. Grandmama often argues with Fester, and wins. Her trademarks are her shawl and frizzy hair. In
the original TV series, Mother Frump exists as a separate character from Grandmama. In the animated series,
Grandmama is only referred to as "Granny".
The family has a servant in the form of a disembodied hand named "Thing". Thing has been Gomez's friend
since childhood. He (it is implied that he is male) often performs common, everyday tasks such as retrieving the
mail. Always credited as being played by "Itself" in the TV series (but in actuality played by Ted Cassidy, the actor
who also played Lurch), he would appear out of ubiquitous boxes or other convenient containers throughout the
house. In the movies and in The New Addams Family, Thing is an entirely mobile hand severed at the wrist (thanks
to the introduction of filming on a blue screen).
Gomez also has a cousin, known as Cousin Itt, who often visits the family. He is short and has long hair
which covers his entire body from scalp to floor, and it is unclear what, if anything is beneath the hair, although in
the original TV series, Gomez asks him what is under all that hair, and is answered with the word "roots". He speaks
in a squeaky, high-pitched gibberish language that only the family seems to understand. In the second animated
series, Itt is a super-spy for the U.S. Government. In the movies he falls in love with a human woman, Margaret, and
marries her after her first husband, Tully the lawyer, is disposed of by the Addams children.
Houseguests: Guests include Morticia's older sister Ophelia (also played by Carolyn Jones in the sitcom),
Morticia's cousin Melancholia and Morticia's mother (and Fester's sister), Hester Frump (played in the sitcom by
Margaret Hamilton, best known for her portrayal of the Wicked Witch of the West in The Wizard of Oz). The Addams'
have many other eccentric relatives who, in the sitcom, were described but never shown.
Neighbors: Most of the Addams' neighbors are less than understanding of the family's eccentricities. Within
the larger community, the Addams' are viewed as oddballs, dangerous, or worse. Both the TV shows and movies deal
with outsiders attempting to understand and "correct" the behavior of the family, and remain frustrated and horrified
by the things that the Addams find amusing. The Addams', for their part, are just the opposite, and are often
shocked and horrified at the actions of "mainstream" society, such as the idea of summer camp. The second
animated series introduced three new regular characters, the Normanmeyers (Norman, Normina, and N.J.), a family
of "normal" people living across the street from the Addams. While Norman and Normina are constantly appalled and
shocked at the Addams' macabre behavior, their son N.J. counts Wednesday and Pugsley as his best friends, and the
feeling is mutual. Norman owns and works at an underwear factory and is utterly obsessed with underwear,
decorating the entire Normanmeyer house with an underwear motif, which arguably makes him less "normal" than
the Addams themselves.
Family Disciplines: Fortitude, Obfuscate, Presence

50
Disadvantage: All Addams’ suffer from a flaw akin to the Eerie Presence flaw. Mortals have an unconscious
awareness of their supernatural nature, which makes them anxious and ill at ease. Because of this, difficulties of all
die rolls relating to social interaction with mortals are increased by two.
Addams, Gomez (Family Patriarch): Gomez Alonzo Addams is the Addams Family
patriarch. He is the husband of Morticia, and the father of Wednesday and Pugsley.
Originally Grandmama's son, this was retconned later on to make him Grandmama's son-in-
law. His brother (originally uncle-in-law) is Uncle Fester. He is portrayed as a charming,
handsome (in a gothic sort of way), and successful man, yet takes a childlike eccentric
enthusiasm to everything he does. For instance, his personal portrait depicts him as
standing gleefully on his head. Generally he dresses in a dark pinstriped suit with short,
slicked-back hair and sports a pencil-thin moustache. Though a peaceful man, he is known
to be well-versed in many types of combat. He and Morticia fence with foils sometimes. He
has an endless love for Morticia and is driven mad whenever she speaks French (a quirk that
first appeared in the eleventh episode, "The Addams Family Meet the VIPs"). He studied to
be a lawyer, but rarely practices, while taking absurd pride in losing his cases. Gomez is also quite proud of the fact
that his law class voted him "Least Likely to Pass the Bar." He is extensively wealthy from inheritance and extensive
investments, though seems to have little regard for money. Though Gomez invests in the stock market to the point
where there is a ticker tape machine installed in the living area of the home, he seems to play the market primarily
to lose. Thus, his investments clearly are not the source of the family's wealth. Gomez is of Castilian origin and loves
to smoke cigars and play destructively with his model trains. Despite his macabre sense of humor, he is extremely
generous and known for going out of his way to help those he considers friends. The original Gomez, John Astin,
made a cameo on the second TV series as the father to Gomez Addams—an in-joke tribute to the original series. Of
the names Addams suggested for the family members, "Gomez" was the only the one that was not "ghoulish" (in the
manner of Morticia or Fester). When asked why he suggested the name Gomez for the character, Addams replied
that he "thought he (the character) had a bit of Spanish blood in him." However, Addams had trouble deciding
whether the father character was Spanish or Italian. He decided that if he were Spanish, he would be called "Gomez",
if Italian, he would be "Repelli".
Nature: Plotter; Demeanor: Gallant; Strength 3 (Wiry), Dexterity 5 (Nimble), Stamina 2, Charisma 3
(Smooth), Manipulation 3 (Glib), Appearance 3 (Handsome), Perception 2, Intelligence 3 (Bright), Wits 4 (Shrewd);
Talents: Alertness 1, Athletics 2, Brawl 3 (Show Off), Diplomacy 2, Dodge 3 (Acrobatic), Empathy 2, Leadership 3
(Friendly), Streetwise 1; Skills: Acrobatics 3, Blind Fighting 2, Dancing 2 (Waltz), Etiquette 2, Firearms 1, Melee 5
(Rapier), Music 1 (Violin), Stealth 2; Knowledges: Accounting 2, Engineering 2, Finance 3 (Investing), Investigation
1, Linguistics 1 (Italian), Occult 2, Politics 1; Disciplines: Celerity 2, Dementation 4, Fortitude 1, Obfuscate 2, Potence
1; Backgrounds: Resources 5; Merits: Ambidextrous, Danger Sense; Flaws: Notoriety; Virtues: Conscience 3, Self-
Control 3, Courage 4, Humanity 6, Willpower 7
Addams, Fester (Deranged Brother): Uncle Fester is a completely hairless, hunched, and
barrel-shaped man with dark, sunken eyes and often a deranged smile. He always wears a
heavy, full-length fur coat. Fester was derived from a character drawn by cartoonist Charles
Addams, although these were single page cartoons, with no stories or character names.
Nevertheless, the character is recognizable in a number of cartoons, both by his appearance
(bald, stooping, sunken eyes) and behavior (e.g. turning the shower to a special "scalding"
setting, feeding his garden plants on blood plasma, or releasing an eagle on the neighbor's
homing pigeons). However, he is almost never seen in the same cartoons with the rest of the
family, even for family celebrations like pouring boiling oil on carol singers (though he was in
one cartoon with the two children—going fishing with dynamite). (It may be that he was
introduced to the family at the time of the sitcom for dramatic convenience.) It is known that
the name "Fester" was chosen by Addams for the sitcom. Fester has a strange ability to conduct electricity. He would
often demonstrate this by putting a light bulb in his mouth, which would illuminate, accompanied by a loud, sparking
noise. He claims to possess 110 watts of power in one episode of the sitcom, while in another episode he
demonstrated his "magnetic" quality by levitating a metal paperweight up to his hand. Little is known of Fester's
childhood, save that his father (Morticia's maternal grandfather) was an excruciatingly strict man who severely
disciplined him, paddling him even when he was good and paying him to stay out of public (Fester considered this to
be experience in "public relations"). He refused to allow Fester to even touch a battleaxe (a treasured toy among
people with the Addams's macabre tastes) until he was eight. As an adult, Fester defends his father's strictness,
pointing to his own character as proof of its effectiveness: "I didn't become what I am by accident! I had upbringing
like no other!" Fester has also offered contradictory information about his educational background. He notes that he
never went to school, but he later claims to have failed recess three times. As an adult, Fester took correspondence
courses in various subjects. It may be from one such course that he obtained his fraternity paddle, which he once
threatened to use on Wednesday in imitation of his father's punishment style; however, like many an uncle, Fester
proved to have more bark than bite in dealing with the children. When he suspected someone of maligning, cheating,
or otherwise mistreating anyone in the family, Fester is ever ready with his blunderbuss "Genevieve", eager to "shoot
'em in the back!" Another prized possession was his cannon, "Old Reliable", which he normally kept in his bedroom.
Fester maintained a tree house in the Addams yard and frequently retreated to his closet to think. After receiving the

51
gift of a motorcycle, Fester often drove it through the living room, inevitably crashing in the conservatory. Fester also
collects three-dollar bills.
Nature & Demeanor: Deviant; Strength 4, Dexterity 3, Stamina 4, Charisma 1, Manipulation 2, Appearance
2, Perception 2, Intelligence 3 (Discerning), Wits 3; Talents: Acting 1, Alertness 3, Athletics 2, Brawl 4, Dodge 3,
Intrigue 3, Leadership 1, Streetwise 3, Subterfuge 1; Skills: Drive 1, Etiquette 3, Firearms 5, Melee 4, Repair 3,
Security 4, Stealth 4, Torture 5; Knowledges: Chemistry 4, Demolitions 5, Occult 3, Science 3; Disciplines: Fortitude
1, Potence 2, Obfuscate 3, Thaumaturgy (Way of the Levinbolt) 3; Backgrounds: Allies 2, Resources 5; Flaws: Taint
of Corruption; Virtues: Conscience 2, Self-Control 2, Courage 5, Humanity 5, Willpower 6
Addams, Morticia (Dilettante): Morticia A. Addams (née Frump) is the matriarch of
the Addams Family, serving as its heart and soul. Her original mother was Hester Frump,
but her origins were later retconned and she became Grandmama's daughter.
(Grandmama subsequently became known as Esmeralda Frump.) Morticia has an older
sister named Ophelia. In the sitcom, her marriage brought her uncle Fester into the family.
She is a vampish woman with pale skin and a gothic appearance, clad in a Vampira-esque
skin-tight black gown with octopus-like tendrils at the bottom. She is portrayed as elegant,
artistic, and musically inclined (opera singing, tango dancing, and playing numerous
instruments). She also knits strange items of clothing for various members of the family.
Gomez said she was pale and mysterious the first time he met her. As played by Carolyn
Jones in the television series, the cultivated Morticia dabbles in art, raises man-eating
plants, and trims her roses by clipping off the buds and saving the stems in a vase ("Oh, the thorns are lovely this
year"). With her aristocratic detachment, she remains the cool, calm center in the middle of the chaotic events that
continually swirl around the family. Morticia is the Matriarch of the Addams Family. She is the glue which binds the
family together. Never afraid to try new things, she has attempted writing children’s fairy tales, sculpting, painting,
and even dabbled in singing. She has taught Lurch the Tango and helped him win a dance contest. She plays and has
beaten Gomez in most games… to include Chess, Backgammon, Checkers, and most card games. She has even
beaten him fencing (not a small feat!!). Her main love however, (besides her family) is her gardening. She has cared
for her carnivorous plant, Cleopatra, since before marrying Gomez. She loves roses, and makes a wonderful stem
arrangement once the terrible smelling blooms are trimmed away. Morticia loves her family dearly and would do
anything for them. As the wife of Gomez, she is very much the temptress. Knowing the things that keep him
interested, she teases him non- stop. As mother to Pugsley and Wednesday, she shows an interest in what they are
learning. She has even had run-ins with the principle at school over the curriculum and has attempted, many times,
to rewrite the stories they are forced to read at school. Morticia's best attributes are her love for her family and
willingness to try new things.
Nature: Deviant; Demeanor: Bon Vivant; Strength 2, Dexterity 3 (Catlike), Stamina 2, Charisma 3
(Sophisticated), Manipulation 2, Appearance 5 (Mysterious), Perception 3 (Visionary), Intelligence 3 (Discerning),
Wits 2; Talents: Acting 1, Alertness 3 (Aware), Athletics 1, Dodge 1, Intrigue 2, Leadership 1, Seduction 4; Skills:
Body Alteration 2, Dancing 2 (Waltz), Drive 2, Etiquette 3 (High Society), Firearms 3 (Concealable), Melee 1, Security
1, Stealth 2, Torture 3 (Artistic); Knowledges: Chemistry 2, Linguistics 1 (French), Occult 2, Science 1; Disciplines:
Celerity 1, Fortitude 1, Potence 1, Presence 3, Vicissitude 2; Backgrounds: Resources 5; Merits: Enchanting Voice;
Flaws: Taint of Corruption; Virtues: Conscience 5, Self-Control 3, Courage 2, Humanity 7, Willpower 5
Addams, Pugsley (Child Delinquent): For his part, Pugsley is largely either oblivious of the harm his sister
tries to inflict on him, or an enthusiastic supporter of it. In his first incarnation, Pugsley
(originally to be called Pubert) was depicted as a diabolical, malevolent child next door. In
the TV series, he was a devoted older brother and an inventive and mechanical genius,
although his brilliance was lost in the movies, in which he appears to be of below-average
intelligence as is stated a few times in the second movie, including when they are going to
throw the baby off of the roof, he says he's "still on fractions," implying that Wednesday is
more advanced at school than he is. In the films, he loses his independence and becomes
Wednesday's sidekick, leaving it up to her to do the evil deeds with him cheerfully helping in
any way possible. Pugsley is the son of Gomez and Morticia Addams. A short, squat boy, he
resembles his uncle Fester with hair. Pugsley is fond of his striped t-shirt and shorts and is
rarely seen wearing anything different. Few words escape his lips as he is more inclined to
communicate via his actions. He is a fast learner and has picked up his uncle's love of explosives. Pugsley is a very
retrospective child and is not quite sure where he fits into the world. He even has tried his hand at Boy scouts!
Pugsley loves animals. His pets include Aristotle, the octopus and Fang, the Jaguar, as well as Kitty Kat, the lion. His
favorite hobby is to play "Guinea Pig" to Wednesday’s strange game ideas, such as "Is there a God?" Pugsley’s
greatest attributes are a sense of fun, loyalty to his sister, and thoughtfulness. He will make a great scientist when
he grows up.
Concept: Child Delinquent; Nature: Bravo; Demeanor: Child; Strength 3, Dexterity 3 (Nimble), Stamina 4
(Durable), Charisma 3 (Likeable), Manipulation 2, Appearance 2, Perception 3 (Attentive), Intelligence 2, Wits 3
(Quick-Witted); Talents: Alertness 3, Athletics 1, Brawl 2, Dodge 2, Leadership 2; Skills: Demolitions 3 (Plastique),
Etiquette 1, Firearms 2, Melee 2, Security 2; Knowledges: Alchemy 2, Chemistry 2, Computer 1, Occult 1, Science 1;
Disciplines: Fortitude 1, Potence 1; Merits: Luck, Silence; Virtues: Conscience 4, Self-Control 4, Courage 3, Humanity
7, Willpower 7

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Addams, Wednesday (Child Prodigy): Wednesday, whose middle name is Friday, was
originally — as her name suggests — a quiet, somewhat pathetic child, full of woe. In the TV
show she was a sweet-natured, happy child, largely concerned with her pet spiders. A favorite
toy was her Marie Antoinette doll, which she had guillotined, and which she often showed to
visitors. The movies gave her a serious personality with a deadpan wit, and a morbid
fascination with trying to physically harm or possibly murder her brother (she was seen
strapping him into an electric chair, for example, and preparing to pull the switch). She is
apparently often successful, but Pugsley never dies. Like most members of the family he
seems to live in a semi-immortal state. Wednesday Friday Addams is the only daughter of
Gomez and Morticia Addams. She is a spitting image of her mother. She and her brother,
Pugsley have a special relationship and are best friends as well as siblings. Her deadpan
humor and expressionless face cannot hide the warmth and sincerity which exudes around her. She is extremely
intelligent and is usually the first to notice trouble in others. She loves to play with her guillotine and even has a
headless doll that goes by the name Marie Antoinette which she carries wherever she goes. She has a Fascination for
the Bermuda Triangle which borders on obsession. Someday Uncle Fester has promised her that he will take her
there to study its phenomenon. Her favorite pastime is inventing new ways to torture her brother. Wednesday's best
attributes are her sense of humor and propensity for disaster. She will soon break the hearts of the men that come
calling.
Concept: Child Prodigy; Nature: Manipulator; Demeanor: Child; Strength 1, Dexterity 3 (Deft), Stamina 2,
Charisma 2, Manipulation 4 (Silver-Tongued), Appearance 2, Perception 3 (Astute), Wits 3 (Level-Headed),
Intelligence 5 (Brilliant); Talents: Acting 2, Dodge 2, Intimidation 3 (Subtle), Leadership 2, Subterfuge 2; Skills:
Animal Ken 1, Etiquette 1, Fast-Talk 3 (Convince), Melee 3, Stealth 1, Torture 3 (Amuse); Knowledges: Alchemy 2,
Clan Knowledge: Tremere 2, Lore (Faerie 1, Kindred 3, Lupine 2, Mage 1, Sabbat 2, Wyrm 2), Medicine 1, Occult 4
(no specialty), Science 2; Disciplines: Fortitude 1, Potence 1, Thaumaturgy 4 (Blood 4, Conjuring 3, Movement of the
Mind 2); Backgrounds: Merits: Iron Will, Occult Library; Flaws: Driving Goal; Virtues: Conviction 4, Instincts 3,
Courage 3, Death and the Soul 8, Willpower 9
Lurch (Loyal Butler): The Addams' also have a tall, ghoulish manservant named Lurch. Lurch is a shambling,
groaning Frankenstein's Monster-like butler. He tries to help around the house like any other butler, though
occasionally he botches things up due to his great size and strength. Aside from her headless doll Marie Antoinette,
Lurch is Wednesday's best friend. Lurch has ejected several visitors from the premises. Surprisingly, he is often seen
playing the harpsichord and organ with a great degree of skill. In the TV series, Morticia and Gomez summon him by
means of a bell pull in the form of a hangman's noose which produces a crashing gong that shakes the house, to
which Lurch responds instantly with "You rang?" For unexplained reasons, Lurch talks in the TV series, but merely
groans in the films. Lurch never spoke in any of Charles Addams' cartoons. Lurch was intended to be a non-speaking
part; however, Ted Cassidy improvised the "You rang?" line during his audition, and it was so well-received that it
became a feature of the character. Much of Lurch's history (including his full name), or the nature
of his relationship to any other Addams is unknown. Lurch is huge. He knows how to use it if
need be, but prefers to be quiet and unobtrusive, using his Obfuscate to good effect. He never
speaks, and acknowledges people with nothing more than a gesture or a low grunt. The only
thing he dislikes about his life is the fact that his plants die when he gets too near them. Lurch is
the faithful man servant of the Addams Family. While it is never mentioned whether he is an
Addams by birth (or even if he were "born" at all) there is no doubt that he is an Addams at
heart. In truth, without the faithful Butler, the mansion would probably be a cheerful place to live
(egad… perish THAT thought!!) Lurch is a tall, brutish - looking fellow. His size and demeanor has
a tendency to intimidate visitors to the mansion. The rare grimace or even rarer smile is about
the most facial expression he seems to be able to achieve. Lurch is a man of VERY few words,
preferring the basic primal grunt as his form of verbal communication. Lurch can also be called upon to entertain the
family. He is an accomplished harpsichord and organ player. Just don't ask him to dance. Lurch's greatest
characteristics are his loyalty, his dedication to his job, and his ability to keep the Addams family secrets to himself
(until this website, that is.) Lurch is the model servant who goes above and beyond the call of duty to serve and
protect his employers, friends and family.
Nature: Caregiver; Demeanor: Curmudgeon; Strength 4 (Massive), Dexterity 3 (Athletic), Stamina 3
(Determined), Charisma 2, Manipulation 1, Appearance 1, Perception 2, Intelligence 3 (Pragmatic), Wits 3 (Practical);
Talents: Acting 2, Alertness 2, Athletics 2, Brawl 3 (Intent to Harm), Dodge 2, Intimidation 2, Leadership 1,
Streetwise 1; Skills: Drive 1, Etiquette 2, Firearms 2, Music 4 (Harpsichord), Security 1, Stealth 2; Knowledges: City
Secrets 2, Computer 2, Investigation 1, Lore (Camarilla 2, Sewer 2), Occult 2, Science 1; Disciplines: Fortitude 1,
Obfuscate 3, Potence 1; Backgrounds: Resources 3; Merits: Huge Size, Mansion; Flaws: Deep Sleeper, Mute, Taint of
Corruption; Virtues: Conscience 3, Self-Control 3, Courage 4, Humanity 6, Willpower 7
Burns, Charles (Billionaire Industrialist)
Gender: Male; Hair color: Gray (Brown when young); Job: Owner of the Springfield Nuclear Power Plant;
Relatives - Son: Larry, Mother: unnamed, Brother: George, Adoptive niece: Victoria, Grandchildren: Unnamed,
Daughter in law: Unnamed (both mentioned by Larry), Ex-wife: Gertrude, Adoptive great-grandfather: Franklin
Jefferson Burns 2 nephews (unnamed)

53
Charles Montgomery "Monty" Burns, normally referred to as Mr. Burns (occasionally C.
Montgomery Burns), is the owner of the Springfield Nuclear Power Plant. He is attended to at
almost all times by Waylon Smithers, his loyal and sycophantic aide, advisor, confidant and
secret admirer. Mr. Burns is Springfield's richest and most powerful citizen, with an estimated
net worth of $16.8 billion. He uses his power and wealth to do routinely what he wants without
thinking of consequences or interference from the authorities.
Although originally designed as a one-dimensional recurring villain who might occasionally
enter the Simpsons' lives and wreak some sort of havoc, Burns' popularity has led to his
repeated inclusion on the show. He embodies a number of stereotypes about Corporate
America. He has an unquenchable desire to increase his own wealth and power. Mr. Burns also
embodies the stereotypes of a manager: he forgets his employees' names (especially Homer
Simpson) and is unconcerned for their safety and well-being. His age provides the writers a character with which to
express dated humor and references to popular culture before the 1950s. His aspirations to apply obsolete
technology to everyday life or references to Victorian era people or places provide a common source of humor on the
show. Kent Brockman also credits Mr. Burns with having stolen Christmas from 1981 to 1985. His trademark
expression is the word "Excellent", muttered slowly in a low, sinister voice while tenting his fingertips.
Mr. Burns's age has fluctuated during the course of the show, being explicitly stated he was just over the age
of 81 in Simpson and Delilah and as old as 104 in Who Shot Mr. Burns? Part I, Homer the Smithers and A Hunka
Hunka Burns in Love. In the episode Fraudcast News, originally aired in 2004, Burns states that he was born in 1889
making him 118 years old. He is occasionally referred to as "Springfield's oldest resident" with a social security
number of 000-00-0002 (and bitter toward Franklin D. Roosevelt for taking 000-00-0001). Frequent allusions to
Burns' age place his date of birth in the late 19th century. He had a drivers' license which expired in 1909, he
graduated from Yale University in 1914, and was depicted in a 19th century Woodcut as terrorizing children (which
surprisingly, features him as an old man). Other references to Burns' age place him at thousands or millions of years
old. His ATM password, which is the same as his age, is four digits long (although it is possible the first digit is 0).
Burns' birthplace has also been named as Pangaea in the episode The Seemingly Never-Ending Story.
The Burns family has deep roots in the United States. Mr. Burns' adoptive great-grandfather Franklin
Jefferson Burns participated in the Boston Tea Party. Mr. Burns had a strained relationship with his own mother, who
had an affair with President Taft and lived into her 120s. As a child, Burns lived happily in a northern state of the US
with his natural parents, younger brother George, and teddy bear Bobo. In one episode he was asked the cause of
his parents' deaths and he replied: "got in my way". This implies that he killed them recently. His mother was seen in
the season 7 episode "Homer the Smithers".
At a young age he left his family to live with a twisted and heartless billionaire (seemingly also called Burns),
who owned an "atom mill" in Springfield, where laborers split atoms by hitting anvils with sledgehammers. Burns
lived a life of privilege and would amuse himself by injuring hapless immigrant laborers. Mr. Burns later attended
Yale University, where he studied science and business, played on the varsity football team, and was inducted into
the Skull and Bones secret society. Burns graduated from Yale in 1914.
In 1939, at Burns' 25-year college reunion, he became romantically involved with the daughter of an old
flame. She would later bear his child, Larry, who was given up for adoption and would later enter Mr. Burns' life
briefly.
Burns served in the United States Army during World War II, holding the rank of private after being demoted
for his involvement in a romantic scandal and attempting to block a probe from J. Edgar Hoover, possibly
investigating the fact that he was secretly manufacturing shells for the Nazis. A member of Springfield's Flying
Hellfish squad battalion, he saw action in the Ardennes during the Battle of the Bulge, serving under Sergeant
Abraham Simpson. He was later transferred to the South Pacific with part of his squad.
At the end of World War II he was personally hired by President Harry S Truman to transport a specially-
printed trillion-dollar bill to Europe as the United States' contribution to the reconstruction of Europe. As the United
States' richest citizen, Burns was thought to be also the most trustworthy, even though almost everyone hates him
for several reasons. Burns absconded with the bill and kept it in his possession for many years until it was lost to
Fidel Castro in the episode The Trouble with Trillions.
During the 1960s, Burns operated a biological weapons laboratory until it was destroyed by peace activists -
including Homer's mother Mona Simpson. In the 1970s, Burns built the Springfield Nuclear Power Plant. Burns
currently owns the plant, although he has parted with it several times, including when he sold it to German investors,
when the bank foreclosed on it and put Lenny in charge, when he lost all of his money in a bet with Colonel O'Hara,
and when Homer and Lisa staged a hostile takeover of it. In each of these instances, Burns regained ownership of the
nuclear plant.
At the nuclear plant, Burns spends most of time in his office, monitoring his workers via closed circuit
cameras. In his office he keeps a team of ten high-priced lawyers, a scale model of Springfield, a special microbe-
resistant chamber, a two-seat escape pod, and the "League of Evil" - a sinister cabal whose members are long
deceased but whose skeletons remain. The booby traps in Burns' office include cricket poison, a secret trapdoor, a
catapult that fires 100 gram weights, and a ceiling-mounted suction tube which he can use to transport dissident
workers to Morocco.

54
Burns has also owned or co-owned a number of business ventures in Springfield, including the Monty Burns
Casino, "Li'l Lisa" recycling, an ocean slurry manufacturing plant, Burns Slant Drilling Co., Burns Media, the electric
company, the water works, and a hotel on Baltic Avenue.
Burns has used his power and wealth to blackmail and bribe various members of Springfield, including Mayor
Quimby, as well as safety inspectors. He once attempted to block out the sun to force Springfield residents to
increase their use of electricity produced by the Nuclear Plant and was subsequently shot by Maggie; Homer Simpson
has claimed to have been the one who shot Burns and framed Maggie for the crime. The town routinely is subject to
Burns' abuse, such as Burns' stealing of Christmas from 1981 to 1985. This is probably why most people in
Springfield hate Burns a lot, but not as much as Bart Simpson, who is temporaily hated by everyone in Springfield
(except for his family) for mooning the US flag, losing a baseball game to Shelbyville, decapitating the statue of the
town leader, and ruining Springfield's chance to have to Olympics, which are all worse than Burns' evil schemes.
Burns resides in a vast, ornate mansion on an immense estate called Burns Manor, located at 1000 Mammon
Street, on the corner of Croesus and Mammon streets in the 'Springfield Heights' district. It is protected by a high
wall, an electrified fence, and a pack of vicious attack dogs known as "The Hounds" one; of whom is named Winston.
At times he has employed for protection a force of Wizard of Oz - style guards, a personal paramilitary force, a riot
police squad, and a robotic Richard Simmons.
The inside of the mansion includes a room containing a thousand monkeys at a thousand typewriters, a
bottomless pit, a human chess board, the largest television in the free world, a 'Hall of Patriots' commemorating his
ancestors, a laboratory, a botanical garden of vultures bearing his likeness, a safe containing a Beefeater guard, and
a theater showing round-the-clock plays regardless of whether there is an audience.
The mansion is also home to many rare historical artifacts including the only existing nude photo of Mark
Twain, the suit Charlie Chaplin was buried in, King Arthur's mythical sword Excalibur, and a rare first draft of the
Constitution with the word "suckers" in it.
Burns has been engaged at least three times: a woman named Gertrude who died of loneliness and rabies, to
Jacqueline Bouvier, and to a policewoman named Gloria. He once had an affair with Countess von Zeppelin.
Mr. Burns is a member of various organizations. In his younger years, while a student at Yale University, he
was a member of Skull and Bones. During World War II, Burns became a member of the Flying Hellfish squad, a
group of soldiers who entered into a tontine regarding the ownership of German artwork. Burns was a member of the
Stonecutters until it disbanded, at which time he joined the secret society that succeeded it: the Ancient Mystic Order
of No-Homers. He is currently the head of the Springfield Republican Party and the Burns Religion. He is also a
member of the "Excluders Club", the Springfield Golf and Country Club, and the National Rifle Association. He holds a
chair (a demonic throne with snarling dogs chained to it) at Springfield University and controls an anti-democratic
paramilitary force in Latin America. In a spoof of Citizen Kane, he once tried to run for Governor-until Marge Simpson
forever ruined his chances with a three-eyed fish. At the end he echoes Kane by crying out his name in rage-and
vows for the rest of his life to make Homer Simpson's life miserable.
Burns' state of mind is the subject of frequent jokes on the show. He continually fails to recognize Homer
Simpson or remember his name despite all the major events in Burns' life on the series have revolved around him in
some way. Burns is also for the most part unaware of the townspeople's general dislike of him.
Mr. Burns uses phrases and expressions that have fallen out of common usage in American English, including
score (meaning 20), twain (two), post-haste (quickly), petroleum distillate (gasoline), gay (jolly), dean (principal),
velocitator and deceleratrix (a car's accelerator and brake), aeromail (post by air), lollygagger (slacker), fourth form
(fourth grade), ahoy-hoy (hello), jumping box and picto-tube (television), DictaBelt (dictation machine), the New
York Nine (New York Yankees), minstrels (rock musicians), horseless sleigh (snowmobile, although it could just mean
that he was trying to be a mysterious character), crackleberries (peanuts), talkie (movies with sound), thrice (three
times), and mater (mother). He also answers the Telephone in the same way that the man widely credited for the
Invention of the Telephone, Alexander Graham Bell, is purported to have answered it ('Ahoy, Hoy?'). In one episode
he also rings Smithers and says "Smithers, come here, I want you.", a take on what are reputedly the first words
spoken by Alexander Graham Bell on his telephone ("Mr. Watson, come here, I want to see you").
He also displays mannerisms which are considered outdated, such as practicing phrenology, writing with a
quill pen, driving a Stutz Bearcat while wearing a Edwardian motorist's outfit which includes hat, driving gloves, and
goggles, carrying a mace for self defense (though the weapon actually shown was a flail), driving without regard to
traffic laws in the manner of early 20th century motorists, and using an antique view camera to take photographs.
Burns appears unaware of 20th century political and social developments, such as Fidel Castro replacing
Fulgencio Batista as the President of Cuba, Siam changing its name to Thailand, the Belgian Congo changing its name
to the Congo-Kinshasa, Prussia being absorbed into the German Empire, India gaining its independence from the
British Empire, New Mexico entering the United States, the Wall Street Crash of 1929, Idlewild Airport changing its
name to JFK Airport, the disbanding of the Negro Leagues, the desegregation of the Major Leagues, Joe DiMaggio no
longer being a rookie, the extinction of the dodo bird, the demolition of the Polo Grounds, the ceasing of publication
of Collier's Weekly, the demise of the DuMont Television Network, believing tires need to be revulcanized, confusing
The Ramones with The Rolling Stones ("have the Rolling Stones killed"), thinking cars are still operated by levers,
believing mail may still be delivered by autogyro, and the occurrence of the 1939 World's Fair.
Mr. Burns' investment portfolio includes long-defunct shares in "Confederated Slaveholdings, Transatlantic
Zeppelin, Amalgamated Spats, Congreve's Inflammable Powder, U.S. Hay", and an "up-and-coming Baltimore Opera
Hat Company".

55
Burns commonly refers to deceased persons as if they were alive, including Al Jolson, Tallulah Bankhead,
Louise Brooks, Honus Wagner, Cap Anson, and Mordecai "Three Finger" Brown.
He also believes some social institutions and inventions are novel or nonexistent, such as musicals about "the
common cat" and "the King of Siam", the Packard automobile, the Fire Department, ice cream (or "iced cream"),
vending machines, recycling, strip clubs, the DuMont, the word "into", silent films like the 1929 Lulu, and the
synonymy of ketchup and catsup. While trying to chat up a young woman, Burns offers to play the clavichord and
show stereopticon images of the Crimean War.
Nonetheless, there are many instances where Burns also displays a clear knowledge of recent events: Citing
the films Bugsy and Working Girl as examples when making a movie to gloss over his evil rise to power; being
inspired by the movie Sliver to have hidden cameras installed in every home in Springfield; meeting Elvis Presley and
regaling Smithers with his impression of the famous singer; enjoying Ziggy comics; playing golf with Richard Nixon,
who fretted to Burns about going to prison over the exposure of the Watergate scandal; personally knowing Jimmy
Carter and Ronald Reagan, who along with George H. W. Bush tried to attend Burns' birthday party (Carter and Bush
were denied admittance for being "one-termers"); and recalling watching the Beatles' breakthrough performance on
the Ed Sullivan Show, dismissing it as "off-key caterwauling".
Burns has numerous physical ailments and health problems, often to the point where he seems to straddle
the line between life and death. On prior occasions, Burns may have died. Presently, Burns has a condition known as
"Three Stooges Syndrome" where a delicate state of homeostasis is created by the presence in his body of every
known disease and other diseases unique to him, which, when all trying to invade his body simultaneously, cancels
out each other. Mr. Burns took this as being invincible, though the doctor who told him this suggested the slightest
breeze could kill him.
Physically weak, he often has great difficulty performing the most basic physical tasks, such as giving a
thumbs-up, receiving a hug, crushing a paper cup, or stepping on an insect. He is weak enough to be pushed over by
an ant or a high-five, or pushed down by a sponge scrub on his head. Bunting a baseball sends him flying to the
backstop. He has a hunched back and his vertebral column is visible when he is viewed from the side. His exposure
to radiation has given his skin a green glow (though seen in only one episode) and left him infertile. A 1000 dollar bill
bruised him leaving a reverse imprint of Grover Cleveland on his chest.
His organs have grown immensely weak over the years. His heart is black, desiccated, and barely beats or
does not beat at all. It is shrunken to the size of a cherry. Burns' blood type is double-O negative. When his finger is
pricked, he bleeds dust, and when his arm is poked with a needle, the needle passes through his arm. On one
occasion, a chunk of Burns' brain fell out through his ear. Another time, his lungs came out through his mouth and
acted like an airbag. On another occasion, he indicated in an off-hand manner that he only has a single lung. If he is
not careful, fluid can build up in his hands, causing them to swell to enormous proportions, and his fingers have been
shown to flap in the breeze released from a bowling ball dispenser. It has been revealed that if Burns sweats even
one drop, he could die of dehydration unless he takes a bath immediately. Burns has also lost body parts due to
leprosy (one example is when he lost an entire fingernail in a cup). Both his legs have a crease in them, down the
entire length.
Mr. Burns' medical treatment includes a weekly procedure which includes chiropractics, a vocal chord
scraping, and an injection of narcotics; its purpose is to postpone his death for one week. He also has his brain
flushed out with vinegar and his eyes "re-balled". Burns' knees are also sent out to be repaired at a "shop." His
dentures replace themselves. In the future, Burns may be kept alive by cryonics. It should also be noted that his
weekly procedure also includes the introduction of minute amounts of Ventrue vitae into his system, thus effectively
making him a ghoul. In one episode however, he displayed great strength and skill when he managed to capture
Nessie (although it wasn't shown he did it).
It is been revealed that Mr. Burns has a niece called Victoria. In the past, she was a very beautiful girl and at
one point visited her uncle Monty in Springfield. There, she met Homer at a diner who had just gone steady with
Marge. Victoria immediately flirted with Homer and went out on a date with him. However the relationship ended
when Victoria found out about Marge. After breaking up with Homer, Victoria dated a lot of rich guys such as Artie
Ziff and has been married a couple of times since. Victoria has yet to appear in an actual episode on the show.
In another, it is revealed that Burns' constant exposure to radiation has given his body an electromagnetic
pulse, which causes all electronics to short-circuit if he even touches them. In the same one, it is alleged that Burns
has had no actual pulse since the Sixties.
Strength 0*, Dexterity 1, Stamina 1, Charisma 3, Manipulation 5, Appearance 1, Perception 2, Intelligence 3,
Wits 4; Talents: Instruction 2, Interrogation 3, Intimidation 4, Subterfuge 2; Skills: Animal Ken 1, Drive 1, Etiquette
2, Firearms 3, Leadership 4, Melee 2, Ride 2, Security 2; Knowledges: Academics (Archaic) 4, Bureaucracy 3, Finance
4, History (Experienced) 5, Investigation 2, Law 1, Linguistics 4, Medicine 1, Occult 2, Politics 3, Science 3;
Backgrounds: Contacts 5, Fame 4, Influence 4, Resources 7, Retainers 1, Status (Springfield) 4; Disciplines:
Dominate 1, Fortitude 1, Obfuscate 1, Potence 1, Serpentis 1; Merits: Eerie Presence, Iron Will, Nine Lives; Flaws:
Anachronism, Bad Sight, Dark Secret (Numerous), Enemy (Numerous), Lame; Virtues: Conscience 1, Self-Control 2,
Courage 4, Humanity 3, Willpower 6
* Only his point of Potence allows him any strength as his body was already deteriorating when he became a
ghoul.

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Colton, Caleb (Rebels Pack Ghoul)
Nature: Praise-Seeker, Demeanor: Conformist; Strength 3, Dexterity 2, Stamina 3, Charisma 2, Manipulation
2, Appearance 3, Perception 2, Intelligence 2, Wits 2; Talents: Alertness 1, Athletics 2, Brawl 2, Dodge 3; Skills:
Firearms 1, Survival 2; Knowledges: None; Disciplines: Potence 1; Backgrounds: None; Virtues: Conscience 4, Self-
Control 2, Courage 4; Willpower: 4; Humanity: 6
Cult of Roses (Semi-Vampiric Sanguinarians)
"Down in the park where the chant is "Death, death" until the sun cries morning Down in the park with friends of
mine...." - Marilyn Manson, Down in the Park
What is the life of a real vampire? No mortal could possibly grasp the extent of the feelings involved faced in
the unlife. To do so could cause insanity in even the most stable of minds. Ghouls are technically still mortal, and
without the emotion-dulling experience of the embrace, most of them live their newfound lives in a twisted, distorted
hell, controlled by either their Domitor, or their own fears.
But what if there were mortals who craved the vampiric existence to the extent that they actually gained,
lesser versions of course, of some Kindred traits? Such mortals exist. They are known to their fellow brothers and
sisters as the Cult of Roses.
The Cult: "What do you see in my eyes?" "Death." - Daughter of Dracula. Very few outsiders know of the Cult
of Roses' existence. To them, the Cult is just a bunch of goths/punks/freaks/whatever with too much time on their
hands, living in their own delusional world after reading one too many Anne Rice novels. That is where the outsiders
are wrong. They do have Vampiric abilities, and weaknesses. Although they are less potent versions of the strengths
and weaknesses, they are still dangerous when provoked.
The Power: "Absolute power corrupts absolutely . . . absolutely corrupt power is even worse." These cult
members are the next thing to vampires. They must drink blood, not to survive, but if they get no blood, after a
while they will become weak and sluggish (lower all dice pools by one for every week that no blood is ingested). They
do not actually take damage from the sun's rays, but their eyes do become very light sensitive (lower all dice pools
by one in bright light), and they will be almost blinded without at least a pair of sunglasses. They take damage the
same as a normal human. They are, after all, just . . . human (or are they?). Although the Cultists cannot gain
disciplines as well as Vampires can (they cannot go above a rating of 2) they can use them by using blood as a
vampire would, but taking damage as a human would from using that much blood. Blood points are regenerated just
like humans regenerate blood. In order to learn any disciplines, an aspiring Cultist must first find a willing teacher,
which would probably be another, very experienced, Cultist, or a willing Ghoul. Good luck trying to find a Vampire to
teach you, it won't happen.
The Becoming: "I'm stuck in a dream. It's changing me. I am becoming..." - Nine Inch Nails, The Becoming.
You must be asking yourself by now: "How would someone become one of these creatures?" Or "Why on earth would
someone want to play someone with weak powers and weaknesses on top of that?" I don't think that anyone fully
knows the answer . . . .
You must understand that it is not easy to become a Cultist. They are extremely rare. What is even more
rare is a Cultist with any grasp of Humanity. They come from only the most twisted, demented, obsessed minds in
the world (and usually have some sort of Derangement). These people are absolutely obsessed with the idea of
vampirism and death that they actually live out the role: sleeping in cemeteries, stalking around during the night,
and, of course, drinking blood. So, naturally, many Cultists are, or were at one time, Blood-Dolls. They can almost be
considered more vile creatures than even Vampires themselves (many do not have a Humanity higher than 5) for
they wanted, desired, and brought on the change willingly. They did not have their change brought on by the
damned blood of Caine's Childer. They damned themselves.
The System: Cultists, for the most part, can only be made during Character Creation. To become one, you
must purchase the 7pt merit/7pt flaw: Cultist of the Rose. If this is chosen as a merit (And should only be chosen as
a merit with the Storyteller's permission, as "good" Cultists are nearly nonexistent), you gain the following abilities:
Disciplines up to level 2, Immortality and a free level of Auspex.
Also, you gain the following weaknesses: Lower Dice Pools by one per week without ingesting blood. Lower
Dice Pools by one in bright light. Take damage as Humans for each blood point burned.
If you had chosen this as a merit, you were one of the more human, sane, Cultists. Most, however, or not. If
this is chosen as a Flaw, you gain all of the abilities and weaknesses mentioned above, as well as these flaws:
Incurable Derangement at character creation. Humanity cannot be above 5. Lower Dice Pools by 2 in bright light.
If you think that that is too many weaknesses, you should realize that it is a 7 point flaw. Also, these are
extremely evil, corrupt people.
Devon Family (Kentucky Revenants)
Randall and Abigail moved from Beckley, West Virginia, to Harlan, Kentucky, in 1934 when he inherited the
eldership from his father. His children, Michael, George, and Ruthie, were 28, 19, and 3 at that time. Michael stayed
in Harlan County, but George moved to Bell County and Ruth moved home to Beckley when she married to raise her
family in the old family farmstead which had been held in trust for her until that time.
Ruth was 32 when their father split the Anethdraeg eldership between her and Michael. Randall helped
Michael build a house in Hensley Store, in a remote area of Harlan County not far from Middlesborough; Michael was
57. Michael retained the Anethdraeg name while Ruth took the name Anethcigfran for her House. Following the death
of their father, ownership of the house in Harlan went to Michael, who held it in trust for his daughter; but after a

57
series of events and certain circumstances, he signed over ownership to his life mate, Sarah Williams, in 1977.
Ownership went to their son, Michael II, at Sarah's death in 2005 and was held in trust by his half-sister.
Ruth split the Anethcigfran eldership between both of her sons, Kenneth, who lived in Beckley, and Rodney,
who had moved to Farragut, Tennessee, to be with his wife's family; Kenneth retained the Anethcigfran name, and
Rodney took the name Anethbluth for his House.
Michael passed the Anethdraeg eldership to his heir and only child, Samantha, who lived in Baxter, Kentucky,
and who split the eldership between her only child, Destiny, and much younger half-brother, Michael II. They worked
together under the Anethdraeg umbrella until Destiny's death, when she passed the eldership to her youngest
daughter, Laurel. Michael II then worked with Laurel until her death; she passed the eldership to her daughter,
Hannah. Michael II passed his part of the eldership to his oldest daughter, Brooke, at his death; she took the name
Anethderwen for her House, while Hannah retained the Anethdraeg name. Michael II also eldered his great-
grandniece Samantha, who took the House name Anethadfath; as well, he eldered his half-sister's cousin, Joel Clark,
and helped him and his wife establish a House in Corbin, Kentucky, which was named Anethlawryf in honor of his
half-sister's mother, Laurel Clark.
Kenneth passed the Anethcigfran eldership to his son Joshua at his death; Rodney passed the Anethbluth
eldership to his son Jordan at his death. Joshua passed the Anethcigfran eldership to his grandson Joseph. At his
death, Jordan passed the Anethbluth eldership to his grandson John.
Appearance: Devons dress and act as average members of society. They blend in as much as possible.
Sometimes their more esoteric lifestyles lend to a more eclectic mode of dress. Two constant and telling features of
the Devon family are the necklaces they wear. One is a Celtic knot work ‘adept’ ring given to each member of the
family on their 12th birthday as a test of their magical senses. The second necklace is a silver dragon pendant, the
symbol of the Devon family and house. A member of the Devon family is responsible for the handcrafting of this
jewelry. The skill is passed down from parent to child, as are the necklaces themselves.
Family Estates: Each house of the Devon family has its own particular estate. The House of the Dragon
(Anethdraeg) is located in Hensley Store, KY. The House of the Free (Anethrith) is located in Evarts, KY. The House of
the Raven (Anethcigfran) is located in Beckley, WV. The House of the Wolf (Anethbluth) is located in Farragut, TN.
Anethdraeg will move to Baxter, KY in 2004. Anethrith will be absorbed by Anethdraeg in 2004. The House of the Oak
(Anethderwen) will be established in Baxter, KY in 2035. It will move to Hensley Store, KY in 2099. The House of the
Stag (Anethadfath) will be established in Baxter, KY in 2099. The House of the Laurel (Anethlawryf) will be
established in Corbin, KY in 2100. Note that each of these houses not only represents a branch of the family but also
a physical “House” or haven. This is the central social site for the members of that branch of the family.
House Names Deciphered: Anethdraeg - House of the Dragon; Anethcigfran - House of the Raven;
Anethbluth - House of the Wolf; Anethlawryf - House of the Laurel; Anethderwen - House of the Oak; Anethadfath -
House of the Stag
Family Disciplines: Auspex, Fortitude and Presence. Note, however, that Devon revenants have an uncanny
knack for Hedge Magic and psychic talents. They often develop Thaumaturgy at some point during their lives. Also,
technically being ‘ghouls’, they each have a free point of Potence.
Weakness: Devon’s need to drink human blood in addition to a normal diet. No real reason is known for this,
but its effects are very evident. A Devon must drink at least one blood point in every seven day period to remain
healthy. If this is not done, then every week (starting with the first) that blood is not taken, lower all virtues by one
point (to a minimum of one). This represents the psychological instability caused by not feeding. After all virtues are
lowered, the Devon starts losing points of attributes (ALL ATTRIBUTES) in the same manner. After all attributes drop
to a one, the creature is in a sorry state. These attributes return as soon as the Devon can ‘make up for’ it’s lost
feeding. One blood point must be consumed for every week of fasting. One final problem with not feeding… a Devon
cannot regenerate lost blood points while not actively feeding. As soon as the first point of virtues is lost, the Devon
stops producing blood. This also begins again if feeding is resumed.
Primus / Elder Notes: Elders get a cost break on powers, as well as gaining 3 ‘free’ dots in disciplines and / or
powers based on their personal specialties.
Conclave: Conclave monthly meeting for Family members, has three parts – business meeting, "court", social
time (teens also have a Conclave, but it’s not as structured or strict). Court second half of meeting wherein Family
members are encouraged to speak individually with their Elder/s for help resolving personal issues
House group of people with common beliefs who share a common bond, members of the same House are
considered Family.
Eldership passed down through direct family bloodline. If no direct heir, the Family votes in a replacement.
Indirect heirs are possible, but voted on by the Family. Eldership passed via blood and energy exchange in private
with a word/symbol ritual with/for the adult members of the Family.
passed via blood and energy exchange in private with a word/symbol ritual with/for the adult members of the
Family. Primus a "retired" Elder. Guides new Elder.
Devon Family Elders (1845-2100): Abigail Gibbs (2017-2095), Destiny Morgan Clark Bradford (1987-2064),
Emily Smith (2040), Hannah Morgan Young (2034), Jennet Devon (2075), Joel Clark (1965-2050), John Devon
(2025), Jordan Devon (1977-2057), Joseph Devon (2026), Joshua Devon (1976-2051), Kenneth Devon (1951-2034),
Kenneth Devon (2053), Laurel Elizabeth Sawyer (2012-2092), Michael Devon (1845-1934), Michael Devon I (1906-
2004), Michael Devon II (2004-2099), Paul Whitley (2082), Randall Devon (1882-1964), Rodney Devon (1955-

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2034), Ruth Devon (1931-2015), Samantha Ranae Devon Clark (1963-2035), Samantha Whitley (2076), Sarah
Brooke Devon (2030)

Trait Freebie Exp Elder / Primus Cost


New Abilities N/A 3 3
New Discipline N/A 20 10
New Thaumaturgy Path N/A 20 10
New Hedge or Psychic Path N/A 7 5
Attributes 5 CR x5 CR x5
Abilities 2 CR x2 CR x2
Virtues 2 CR x2 CR x2
Willpower 1 CR CR
Humanity / Path 1 CR x2 CR x2
Backgrounds 1 CR x3 CR x3
Family Discipline 10 CR x15 CR x7
Other Discipline 10 CR x25 CR x12
Thaumaturgy Path 10 CR x15 CR x7
Hedge or Psychic Path 7 CR x7 CR x5
Hedge Magic Ritual 3 each Rating Rating
Hargrove, Phinneas (Dark Knight / Hunter)
Str 3, Dex 3, Sta 4, Cha 2, Man 3, App 1, Per 3, Int 2, Wits 3; Talents: Alertness 4, Brawl 2, Dodge 4,
Streetwise 3; Skills: Drive 2, Firearms 3, Melee 5, Security 2, Stealth 2, Survival 2; Knowledges: Investigation 4,
Linguistics 1, Occult 4, Science 2; Disciplines: Auspex 1, Fortitude 1, Potence 1; Backgrounds: Relic 5 (Crusader's
Sword - Diff 6, Dam +5 Agg), Resources 2 Merits: Ghoul Flaws: Addicted to Kindred Vitae, Dark Heritage, Offensive
to Animals, Potent Blood Virtues: Conscience 2, Self Control 3, Courage 5, Humanity 5, Willpower 10
Jamaranth (Willie's Ghoul Bodyguard)
Strength 5, Dexterity 5, Stamina 5, Charisma 1, Manipulation 2, Appearance 1, Perception 4, Intelligence 2,
Wits 5; Talents: Alertness 4, Brawl 4, Dodge 5, Streetwise 4, Subterfuge 4; Skills: Drive 4, Firearms 5, Melee 5,
Repair 4, Security 5, Stealth 5, Survival 4; Knowledges: Investigation 4, Kindred Lore 2, Medicine 2, Occult 3, Sabbat
Lore 3, Wyrm Lore 2; Disciplines: Fortitude 1, Potence 3; Virtues: Callousness 2, Instincts 4, Morale 4; Special:
Power & the Inner Voice 3, Willpower 4
Lamont, Vincent (Ghoul Investigator)
Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 3, Appearance 2, Perception 3, Intelligence 5,
Wits 2; Talents: Dodge (Cover) 4, Intimidation (Interrogation) 3; Skills: Firearms 3, Security 2, Stealth 2;
Knowledges: Investigation (Missing Persons) 5, Law 3, Linguistics 1, Occult 2; Disciplines: Auspex 1, Potence 1,
Presence 1; Backgrounds: Contacts 2, Influence 3, Mentor 2; Merits: Police Ties; Flaws: Clan Enmity (Gangrel),
Enemy (2 pt), Haunted; Virtues: Conscience 3, Self Control 3, Courage 4, Humanity 6, Willpower 7
Patrano, Klyem (9,872 Year Old Ghoul)
Ghoul, 3rd Generation Domitor; Str 3, Dex 4, Sta 5, Cha 4, Man 4, App 3, Per 5, Int 4, Wits
4; Talents: Alertness 4, Athletics 3, Brawl 5, Dodge 4, Empathy 3, Expression 1, Intimidation 4,
Leadership 3, Streetwise 2, Subterfuge 3; Skills: Animal Ken 2, Drive 3, Etiquette 1, Firearms 3,
History 5, Kindred Lore 5, Melee 5, Security 5, Stealth 5, Survival 3; Knowledges: Academics 3,
Computer 3, Finance 3, Investigation 4, Law 1, Linguistics 5, Medicine 1, Occult 5, Politics 3, Science
2; Disciplines: Animalism 3, Auspex 2, Celerity 6, Dominate 3, Fortitude 6, Potence 6, Presence 1,
Protean 5, Thaumaturgy 5 (Movement of the Mind 4, Weather Control 3); Backgrounds: Allies 5,
Contacts 7, Resources 9, Status 5; Merits: Ghoul, Holdings (2), Huge Size; Virtues: Conscience 1,
Self Control 5, Courage 5, Humanity 4, Willpower 10, Blood Pool Maximum 98; Note: Due to his great
age as a ghoul, anyone who views Klyem with Auspex 2 will see his aura as if he were a vampire. He has also been
drinking vitae for so long that he has effectively become a revenant, producing his own quasi-vampiric blood. His
extreme blood pool accounts for his great age (standard revenant blood pools increase by 1 per century).
Starling, Clarice (Ghoul Agent)
In The Silence of the Lambs, Starling is in her mid-twenties and a student at the FBI
Academy. She hopes to work at the Behavioral Science Unit, tracking down serial killers and
ultimately apprehending them. In order to gain insight into the minds of serial killers, she is sent
to interview Dr. Hannibal Lecter, an infamous, brilliant criminal psychiatrist turned cannibalistic
psychopath who is housed in a Baltimore mental institution. After a brief conflict with Lecter and
a discourteous act toward Starling by another prisoner, Lecter forms a bond with her by offering
his professional insights to help catch the serial killer who is known by the name Buffalo Bill.
Upon arriving at the asylum for her first interview with Lecter, Starling is the subject of the crude
and lewd attentions of Lecter's captor, the asylum manager Frederick Chilton. She rebuffs him,

59
much to his annoyance, which probably helps her bond with Lecter, who also despises Chilton. This is the first bond
that they exhibit; as time passes, Lecter gives Starling information about Buffalo Bill, but only in exchange for
personal information about herself.
She tells Lecter that she was raised in a small town in West Virginia, with her father (a police officer), her
mother having died when she was very young. When she was about nine years old, her father was shot by robbers.
He died a month after the incident. Starling was sent to live on a farm with her uncle, from which she briefly ran
away in horror when she witnessed horses and lambs being slaughtered. (The title of the book refers to the
screaming she heard from the lambs, and Dr. Lecter's correct assumption that she was trying to find a way to silence
the screams, which had haunted her for years afterward.)
She spent the rest of her childhood in a Lutheran orphanage. She graduated from the University of Virginia at
the top of her class and became a star student of the FBI's training school, attracting the attention of FBI Chief of
Behavioral Science Jack Crawford, who had selected her to interview Lecter.
During the investigation, Starling and Lecter form a strange relationship with each other (Lecter gives her
clues in the form of cryptic, riddling information designed to help Starling figure it out for herself.) The two grow to
respect each other, so when Lecter escapes during a transfer to a state prison in Tennessee, Starling does not fear
him, because she is certain that even though as dangerous as he was, he respected her enough to not come after
her. Before his escape, it is implied that Lecter shows a romantic interest in Starling.
Acting on a hunch that one of Buffalo Bill's victims had a personal relationship with him, Starling goes to the
victim's home in Belvedere, Ohio to interview people who knew her, and unknowingly stumbles onto the killer
himself, a man named Jame Gumb. When she sees a Death's Head moth (the same kind that Bill stuffs in his victims'
throats) flutter through Gumb's house, she knows she has her man and tries to arrest him. Gumb flees and Starling
follows him into his basement, where his latest victim is alive and screaming for help. Gumb stalks Starling wearing
night vision goggles and is about to kill her when she hears him behind her and opens fire, killing him. The victim is
rescued. Lecter writes Starling a letter from a hotel room somewhere in Detroit wishing her good luck in silencing the
screaming of the lambs. (In the film version, he calls her from an unknown tropical location, in which he stalks
Chilton who is on vacation).
In Hannibal, Starling is aged 32 and a full-fledged FBI agent. After a bungled drug raid leaves Starling
suspended from duty, she receives a letter from Lecter and who is (unknown to her at the time) residing in his
favorite city: Florence, Italy. One of Lecter's surviving victims, the paralyzed and mutilated vengeful billionaire Mason
Verger, is searching for Lecter and has offered a huge reward, which a corrupt Florentine detective named Pazzi tries
to claim when he discovers Lecter's true identity in Florence.
Clarice finds out about Lecter in Florence and attempts to warn Pazzi about Lecter's extraordinary ability to
deceive and discover plots against him. As Starling predicted, Lecter finds out about the plot that Pazzi has against
him, and as a result, he kills Pazzi. Lecter then flees to the US. When he arrives, he stalks Starling, but without
homicidal intentions. Starling, meanwhile, is being harassed and chased out of the FBI by various corrupt agents
such as her superior Paul Krendler, who is secretly assisting Verger in capturing Lecter. Starling attempts to find Dr.
Lecter first, not only to capture him, but to save him from Verger and Krendler. Krendler was also trying to frame
Starling by planting falsified letters from Lecter, in an attempt to get her fired by the FBI by making them believe
that she and Lecter had an intimate relationship. Lecter is captured by Verger and Verger attempts to feed him to a
group of specially trained boars.
Starling is aware that Lecter is being held by Verger, so when she attempts to save Lecter, she is wounded in
the ensuing gunfight; Verger is killed by his own sister, out of revenge for him raping her when they were teens.
(However, in the film version, Verger is pushed into the boar pen by his exasperated assistant Cordell. Dr. Lecter tells
Cordell that he would take the blame for Verger's murder.) Lecter nurses Clarice back to health and attempts to
transform her into a surrogate for his late sister, Mischa, through a regimen of mind-altering drugs, brainwashing and
psychological conditioning. Lecter utterly underestimates her strong independent streak, however; she mocks
Lecter's devotion to his sister and tells him that he should brainwash himself into becoming Mischa if he truly wanted
her back. During this time, Lecter captures Krendler and cannibalizes his brain with a drugged Starling. Then, in the
novel's most controversial sequence, Clarice takes off her shirt and offers her breast to Lecter. Lecter accepts
Clarice's offer and the two become lovers. Starling domesticates her old foe, quieting his violent impulses with sex.
They disappear together, only to be sighted in Buenos Aires three years later by Lecter's former orderly named
Barney, who somewhat befriended Lecter while he was incarcerated in Baltimore.
Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 3, Appearance 4, Perception 4, Intelligence 3,
Wits 3; Talents: Alertness 2, Athletics 3, Brawl 3, Dodge 3, Empathy 2, Seduction 5, Streetwise 3, Subterfuge 1;
Skills: Drive 2, Etiquette 3, Firearms 3, Melee 1, Security 4, Stealth 2, Survival 2; Knowledges: Bureaucracy 2,
Finance 3, Investigation 4, Law 4, Linguistics 2, Medicine 1, Occult 1, Politics 2, Science 3; Backgrounds: Allies 2,
Contacts 3, Fame 1, Resources 3; Disciplines: Auspex 2, Dominate 1, Fortitude 1, Potence 2; Virtues: Conscience 1,
Self-Control 2, Courage 5, Humanity 3, Willpower 5; Derangement: Cannibalism

60
GIOVANNI AND RELATED
Giovanni, Ambrogino (Deuxphagus)
A bastard son to both the mortal Giovanni family and to Clan Giovanni, Ambrogino
propelled himself to the highest echelons of Necromancer prominence through ruthlessness
and ambition. His determination made him an accomplished necromancer even before his
Embrace. This same quality led him to seek the seers of the afterlife through whom he
foresaw himself ascending to godhead.
Driven by this revelation, Ambrogino has dedicated more than 300 years to the
pursuit of the Sargon Fragment - an artifact that reveals the Antediluvian Cappadocius'
plans to diablerize God and thus become God. Although Ambrogino scoffs at the idea of
literally slaying an aspect of the Holy Trinity, he does believe that Cappadocius was close to
reaching a source of godlike powers just before he was destroyed. Since 1666, Ambrogino
has raced against a group of Camarilla-sponsored Kindred to find the Sargon Fragment. This fanatical pursuit
resulted in the Fire of London and the violation of a standing truce between the Giovanni and the Camarilla. Over the
centuries, Ambrogino's recklessness gained him ground over his rivals, and in 1882 he acquired The Anexhexeton -
an artifact that provides the divine wisdom required to fathom the path to apotheosis. With his new trophy in hand,
he retreated to the Mausoleum, the clan's Venetian stronghold.
For the next century, Ambrogino kept a remarkably low profile. Like a gambler sensing that he had pushed
his luck too far, he became convinced that his crusade had finally drawn the attention of Clan Giovanni's founder,
Augustus. While Augustus always gave Ambrogino remarkably free reign, the Antediluvian would have destroyed him
instantly had he discovered Ambrogino's true ambitions.
Even during this quiet time, Ambrogino was not idle. In spite of earlier hopes to the contrary, evidence now
indicated that the Sargon Fragment had been destroyed in the London fire. Still driven by his vision from the wraithly
Oracles, he began searching for the Fragment in the Land of the Dead - for the Giovanni know that sometimes the
ghosts of things, and not just people, "exist" beyond the Shroud. For decades, Ambrogino conducted a meticulous
search of the Underworld. It was a slow and tedious business - interviewing spirits and sending agents across the
Shroud. Then, in the summer of 1999, things changed dramatically.
Ambrogino was in the Mausoleum scrying a particularly dangerous region known as the Sea of Shadows,
when suddenly the sea became a tsunami. There was a flash, a surge, and all at once, the Mausoleum's mystical
alarms sounded ferociously. A frantic inspection revealed that not only were all of the spirit snares filled with
shrieking souls, but some unfortunate ghosts had embedded themselves throughout the structure of the building.
They were thrown into chairs and walls. They had buried themselves in powerful artifacts. Some frantic spirits had
even tried to hide themselves within several members of the clan. Opening a new window to the Underworld revealed
a nightmare in motion. Wraiths - and the ruptured remnants of wraiths - blasted about like desert sand. Spirits jetted
by, groping for a foothold, seeking any shelter from the storm. Then, caught up in the vicious currents, they would
vanish.
Ambrogino was aware that such storms occasionally raged across the Underworld, but in a millennium he had
never seen one this ferocious. Not liking what the turn of events did to his plans, he canvassed the pathetic remnants
of souls trapped in the Mausoleum. The torn and shuddering husks communicated little, and what they did say was
mostly gibberish. Over time, however, Ambrogino noticed a common theme in their ramblings, and he soon
wondered if there was not great opportunity in the madness.
He learned that the storm had begun with a blinding and all-encompassing light, followed by a brief moment
of quite and calm. In that moment, three radiant, glowing shapes arose "skyward" and paused as if taking stock of
creation. For the beat of a living heart, all was still. All eyes were fixed on the three expectantly, as if in wait for the
coming of utter splendor or absolute devastation. And then they were gone.
An unbelievably thunderous blast rolled out to meet the witnesses - and the unlucky were consumed. The
description of the glowing figures captivated Ambrogino. He asked again and again what they'd looked like and where
they had gone. When it seemed that there was nothing more to learn, he ordered the captive spirits destroyed, and
then retreated to the athenaeum to reflect.
A week later, Ambrogino made plans for his first extended journey in a century. When asked of his plans, he
said simply, "Perhaps Cappadocius was right all along." Image: Ambrogino appears as a large and powerful man in
his middle 50s. He has graying shoulder length hair and gray eyes. Virtually no one alive, however, would match this
description to the man.
Ambrogino hides his image behind his powers of Obfuscate and generally appears to be a younger and less
imposing version of himself. No matter what visage he takes, his left hand is always seen as a gray and withered
claw - the price he pays for the power to control his deadly magic.
You are focused and confident. You have spent a millennium patiently working to gain the power of divinity.
You never doubted it would come because you can see the future - or parts of it, at least. The fact that you were
unprepared for the cataclysm in the Underworld concerns you quite a bit. You have a feeling that your next journey
will either propel you into the greatness you've always foreseen or bring you to some ironic and unimagined doom.
5th Generation Giovanni; Sire: Lady Constancia; Nature: Conniver; Demeanor: Visionary; Embrace: 1045;
Apparent Age: mid-30s Strength 5, Dexterity 4, Stamina 6, Charisma 3, Manipulation 5, Appearance 3, Perception 5,
Intelligence 6, Wits 4; Talents: Alertness 5, Athletics 3, Brawl 4, Dodge 4, Empathy 3, Intimidation 5, Leadership 4,
61
Subterfuge 5; Skills: Etiquette 4, Firearms 4, Melee 5, Performance 5, Ride 4, Security 4, Stealth 5, Survival 5;
Knowledges: Academics 5, Bureaucracy 5, Finance 5, Investigation 5, Law 4, Linguistics (a multitude) 5, Literature 2,
Occult 8, Politics 5; Disciplines: Auspex 4, Celerity 3, Dominate 5, Fortitude 4, Mortis 4, Necromancy 8 (Sepulchre
Path 5, Bone Path 5, Ash Path 5), Obfuscate 4, Potence 6, Presence 4, Thanatosis 1, Thaumaturgy 7 (Path of Blood 5,
Spirit Thaumaturgy 5); Backgrounds: Allies 5, Contacts 5, Herd 5, Influence 5, Resources 51 Retainers 5; Other:
Conviction 5, Self-Control 2, Courage 4, Path of the Bones 7, Willpower 7 Merits/Flaws: Iron Will
Giovanni, Don Fernando (Sleeping Elder)
As a young boy in Spain, Fernando knew that his Family was respected for their wit and
wealth. He also knew it was something more, knew that most of the other merchant families feared
his family with good reason. It wasn't until he was head of the family did his cousins let him in on
the powerful secret that he worthy of the true blood of the Giovanni. They had groomed him to
serve an elder as a liaison and ambassador and had expected him to play the lackey for eternity.
At first he tried his best to fulfill his family's needs, but the time came when he decided he could be
lackey no more.
He quietly left Europe and headed to the new world. It was here that he struck his claims and
started accumulating the wealth for which he would one day be known. He avoided the elders of
his family and instead by his own hand carved the empire for which many others would covet. He
came by the most influence when he obtained dozens of boons by covertly aiding the Camarilla against the Sabbat.
Wealth, Blood, and domain were given to him for the services he offered.
He came to St Louis at the turn of the twentieth century to check on his investments that he had obtained
the previous decade. It was here that he found the wealth of the Mississippi was slightly out of reach and obtained by
the younger bolder Mullanphy. With Gerard's permission Don Fernando moved his servants and offspring to the city
and agreed to help the struggling prince with the cities economy.
Success like Fernando had never seen fell into his hands as the world's fair came to the city. More than this,
he sense that some how a strange power lay beneath the city. As he studied the dreadful power he came to
understand that he was being summoned to a conflict he truly did not want. Some one was putting him in conflict
with the Tremere known as Nicodemus. As the hands of the jihad became apparent to him, Fernando swore to take
no part and prepared to leave the city. As he was getting his family mobilized to move their operation the lupines
descended upon his villa. Fernando alone was strong enough to survive but gravely wounded he summoned his
undead minions and fell to torpor in his underground mausoleum.
Now the Spanish Giovanni elder lay in torpor waiting for someone to come and wake him for the final nights.
His wounds so grave he lacks the strength to rise unless someone can feed him. As the final night come around many
young kindred have begun hearing stories of older torpor vampire buried beneath the city. Theses ambitious youths
hope to find and take the power that these ancients had for themselves. Rumors have recently reported an old
Giovanni letter that has been circling among the kindred detailing the haven of an ancient Giovanni who lay waiting
for someone to come and take his blood.
Don Giovanni will have much gratitude for any who awaken him. If that person can survive his blood thirst
upon being awoken that is. He will have much catching up to do and is not likely to leave St. Louis until he has found
his bearings on the 21st century. If he was awakened willingly by someone, he will stay and watch that person until
he can repay the boon. Like all things that he does Fernando, will determine how and when he repays his debtor. If
something is requested then he will consider it but ultimately the choice will remain his. No one can tell you what to
do, you are above even the elders of your clan. You are filled with a sense of personal honor that you will not
abandon no matter the cost. Those with honor lose your respect and are worthless. Things that are worthless just
take up space. Still take your time with your judgments as a mistake could cost you.
If it wasn't for Fernando's fine suit and perfectly cut hair others would judge him on his short stature and
scrappy build. He was an older man when he was embraced, and he has a deep wisdom in the eyes that show him to
be a deep thinker. An energy of fire burns in his heart when he gets passionate that animates his whole body.
Don Fernando is at the heat of a story found elsewhere. He awaits the one who will wake him. Any who enter
his tomb will somehow accidentally or otherwise feed him the vitae he so desperately needs. He is guarded by the
animate corpse of his mortal servants long since dead. Four lay at the feet of the stone slab upon which he rests. Any
who come near the torpid vampire, will be surprised to find the dead springing to life, knives in hand to force the
blood offering that their master desires.
None currently save what he could salvage from his holdings. In a years time it would become considerable
6th Generation Giovanni; Secrets: C but would soon rise to B- if awakened; Sire: Rosario; Nature: Capitalist;
Demeanor: Bravo; Embrace: 1621; Apparent Age: late 50's; Strength 4, Dexterity 4, Stamina 5, Charisma 2,
Manipulation 4, Appearance 2, Mental: Perception 3, Intelligence 4, Wits 4; Talents: Alertness 2, Brawl 3, Dodge 1,
Intimidation 1, Leadership 4, Subterfuge 2; Skills: Animal Ken 1, Etiquette 1, Firearms 1, Melee 2, Stealth 2, Survival
2; Knowledges: Academics 2, Finance 5, Investiagtion 3, law 2, Linguistics 5, Medicine 1, Occult 3, Politics 3;
Disciplines: Dominate 3, Necromancy 5 (Sepulchre 5, Bone 5, Mortuus 3) Potence 4; Rituals: Any necromantic ritual
the storyteller desires; Backgrounds: Allies 5 (clan aliies), Clan status 5, Resources 5, Retainers 5, Status 2; Virtues:
Conscience 3, Self-Control 3, Courage 5, Humanity 3, Willpower 8

62
Giovanni, Isabel (Clan Novel)
It would seem that Isabel's tale mirrors the Giovanni family history with unpleasant accuracy. From an early
age, Isabel found herself immersed in the loathsome subculture of the clan. Even as a mortal, Isabel learned the
hideous secrets of her family - and even took to them in some cases. As her morality rotted, her power rose, and by
the time she had borne her brother's child, she had earned the attention of the Kindred elders of the Giovanni.
In her early 20s, Isabel became a ghoul and tasted the power that the vitae of the Damned provided. Such
times were not particularly enlightened, however, especially in rural Italy and with regard to women. As such, it took
over two decades for Isabel to convince her domitor that she was ready for the Embrace. Indeed, among the
Giovanni such things aren't often petitioned by would-be childer, but rather decided by approving elders. Noting
Isabel's skill with the Black Art as well as her knack at diplomacy, the anziani elders allowed one of the Giovanni
Kindred to bring Isabel into damnation.
Since her Embrace, Isabel has been a mouthpiece for the clan, and again reflects the air of mystery and
suspicion with which outsiders view the Necromancers. Rumors and exaggerated depravities travel in her wake - it is
said that she can feed only from the severed heads of her vessels, that she has sexual relations with those from
whom she feeds, that she keeps a host of captured ghosts bound to her own dead heart and that her bite carries the
Black Plague or a more modern medical scourge.
Amid these tales, Isabel simply smiles and goes about her business. In many cases, such a reputation serves
her well, as diplomacy comes more easily to those already feared. Isabel now answers directly to a group of elders,
working as a liaison between Giovanni and the outside world. It is a thankless role, to be sure, and one fraught with
peril, but Isabel's strong will and sense of duty to the family keep the Giovanni interests close to her heart. She
maintains a comfortable unlife, even in these modern nights, and considers her various tasks and treaties to be a
part of what helps her make that possible.
Isabel possesses a continental beauty that is as much a result of her carriage and demeanor as it is the
power of physical beauty. She exudes grace; she walks with the je na sais qoui of a movie star or head of state. Her
hair changes between chocolate brown and a lustrous, dusky black with the seasons, and her eyes are large and
brown. Isabel prefers loose clothing that leaves more to the imagination than tight-fitting garments. When she is
present, the environment seems to push her to the fore, as if she stands at center stage.
You are calm and collected in your dealings, except when it1s obvious that you're not in control. In those
cases, you become a bit edgier and conniving - and it shows. By and large, you find Kindred untrustworthy, products
of selfish desires and hubris. You recognize these traits in yourself, too, and your greatest fear is being unable to
rationalize what you've become with the world that continues to evolve around you. You also find relating to fellow
Kindred sometimes jarring – in the Old World, you are still an ancilla, while most New World Kindred regard you as a
veritable elder.
9th Generation Giovanni; Sire: Fortunato; Nature: Architect; Demeanor: Gallant; Embrace: 1714; Apparent
Age: mid-30s; Strength 2, Dexterity 3, Stamina 4, Charisma 4, Manipulation 4, Appearance 4, Perception 4,
Intelligence 3, Wits 4; Talents: Alertness 1, Brawl 1, Dodge 1, Empathy 4, Grace 4, Intimidation 3, Leadership 2,
Subterfuge 3; Skills: Crafts 2, Drive 1, Etiquette 4, Firearms 2, Performance 2, Security 1, Stealth 2, Survival 1;
Knowledges: Academics 3, Computer 1, Finance 2, Investigation 4, Law 2, Linguistics (Arabic, Dutch, French, English,
German, Portuguese, Russian, Spanish) 4, Medicine 1, Occult 4, Politics 4; Disciplines: Auspex 1, Dominate 4,
Fortitude 2, Necromancy 4, Obfuscate 1, Potence 3, Presence 2; Necromantic Paths: Sepulchre Path 4, Ash Path 3,
Bone Path 2; Backgrounds: Allies 4, Clan Prestige 3, Contacts 4, Herd (only at the loggia) 2, Influence 1, Mentor 2,
Resources 4, Retainers 1, Status 3; Virtues: Conscience 1, Self-Control 4, Courage 4, Humanity 5, Willpower 7
Giovanni, Marciana (Camarilla Investigator)
Marciana is commonly perceived as the one Giovanni who has crossed the lines of her clan’s
famed neutrality and decided to actively support certain Camarilla efforts. Her knowledge of
Necromancy and excellent investigatory and forensic medicine skills make her an invaluable
free agent. Stroking her cat, she glides into a room, slides the facts into place and names the
culprit of a crime. Her efficiency is only increased by the fact that she can speak with deceased
victims.
Marciana enjoyed all the privileges of wealth as a girl born into one of the wealthiest families
in Venice. She entered the Venetian social whirl without giving a second thought to the strange
things that happened in her family and home, including the occasional visits by the mysterious
figures referred to as “uncles.” Her illusions were shattered when, on her 19th birthday, her
father took her to the family mausoleum. Waiting there for her were seven robed and hooded
figures. The stone doors of the crypt closed behind her. When they opened again, the flighty girl was gone and a
serious woman emerged. Constantly tested and trained, she was immersed in the family business to see if she might
be worthy of the curse of immortality.
The beautiful, intense woman who had escaped her studies by dancing in the plazas quickly put frivolous
pursuits behind her as she delved into the dark secrets of the dead and the darker secrets of international finance
with equal devotion. Happy with her progress, her undead patrons decided that she would be given the kiss of
undeath.
Marciana’s destiny as just another neonate within the ranks of the Giovanni changed when circumstances
revealed her hidden talents. On a visit to see a contact involved in the heroin trade, she arrived to find him dead in

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his office. Scrawled on the wall in the man’s own blood was a letter “G” circled, with a slash across it. The clan’s
upper echelons gave the job of investigating the crime to Marciana. Using her skills in Necromancy, she called the
man’s spirit from the beyond and, with its help, discovered the identity of the murderer, a rogue Toreador competitor
in the drug trade. Using her own natural talent at investigation, Marciana tracked the Kindred to his lair and arranged
for a few members of the family to pay the hapless Cainite a visit. Her eyes glittered in the darkness as she watched
the vengeful Giovanni descend upon the foolish Toreador and destroy him.
After this incident, Marciana’s superiors realized that she might be very useful as an investigator. Encouraged
to train in forensic medicine, investigation and law, her vampiric abilities allowed these skills to develop rapidly.
Soon, the Giovanni offered her services to the Camarilla as an investigator for hire.
Marciana’s abilities to speak with the dead, coupled with her razor sharp investigative mind, have produced
results in investigations that stymied even the powerful justicars and archons. Her reputation is such that even the
most exalted within the Camarilla come to her. When Alastor Cambridge was killed, his sire went directly to Marciana
to uncover the culprit.
Marciana would be higher on the Sabbat hit list, but she has managed to avoid the limelight. Vampires who
do know of her understand that she is the best investigator within the sphere of the undead.
Marciana does not charge for her services, but in the time-honored tradition of the Giovanni clan simply
requests that, at a future date, her employer grant her a favor. Such favors vary in scope depending on the
complexity or difficulty of the case. Through her services, Marciana has built a web of contacts and resources that
rival ones of any other active Kindred. Marciana asks her clients to keep her requests secret as a part of her fee;
thus, the Camarilla is unaware of the extent of her network. If the Inner Council were ever to realize that each of its
members owes Marciana a boon, and that at any time she could call in these favors simultaneously, it might see
cause to take action and remove her. Marciana’s network of favors reaches from these heights to neonate coteries in
various cities, vampires whom she sometimes uses to do legwork and other minor tasks.
Marciana herself is intensely loyal to her family and its cause, but to reassure her clients, she claims no
affiliation with it. This ploy has been so successful that many Kindred believe she is hiding from her family, and they
keep her secrets to prevent her destruction by the Giovanni and the loss of a valuable resource.
Marciana has unremarkable looks for a woman in her 40s, with graying hair tied in a bun and a pair of
cosmetic glasses perched on an aquiline nose. She dresses in elegantly cut Italian wool and silk business suits, and
she often wears a decorative brooch. She always has a cat with her. Many people have noticed that it is always a
different cat, changing every night. No one is quite certain what happens to these animals, though Marciana always
seems to treat them with affection.
You affect a demeanor like a gentle aunt, very genial and kind, but there is definitely a steel fist inside your
velvet glove. When working on a case, you become a paragon of single-minded obsession, but you cover it up with a
genteel surface.
Clan: Giovanni; Sire: Almodo Giovanni; Nature: Conniver; Demeanor: Caregiver; Generation: 11th; Embrace:
1924; Apparent Age: mid-40s; Strength 3, Dexterity 3, Stamina 2, Charisma 3, Manipulation 4, Appearance 3,
Perception 4, Intelligence 4, Wits 5; Talents: Alertness 4, Dodge 2, Empathy 3, Intimidation 2, Intuition 4, Streetwise
1, Subterfuge 5; Skills: Drive 2, Etiquette 2, Firearms 1, Security 3, Stealth 3, Survival 2; Knowledges: Academics 4,
Bureaucracy 2, Enigmas 4, Finance 3, Investigation 5, Law 5, Medicine (forensic) 4, Occult 4, Politics 3, Science 4;
Disciplines: Dominate 4, Necromancy 3, Presence 2; Necromantic Paths: Sepulchre Path 3, Ash Path 1; Backgrounds:
Allies 2, Contacts 5, Influence 4, Resources 4, Status 2; Virtues: Conscience 2, Self-Control 4, Courage 3, Humanity
6, Willpower 6
Gray, Phillip (Cappadocian Mage)
Phillip was a bum in Lexington in the late 60s and early 70s. His only companion was a copy of HR
Ellis Davidson’s Gods and Myths of Northern Europe. One night, he was surprised to meet Odin, his
Avatar. He awakened on the steps of a Hermetic Chantry. He was taken in by a Master who
recognized his powerful Avatar. All was well for the next twenty five years, until he met Mona and
Lucius. He was recruited for a quest that took him back in time and into the fangs of a monster,
making him the last of the Cappadocians. Player: Preston Halcomb; Secret Name: Ganglere Hrothgar,
barabbi Ex Miscellanea bani Cappadocii; Former Order of Hermes Mage / Current Cappadocian
‘Caitiff’; Strength 2, Dexterity 2, Stamina 3, Charisma 2, Manipulation 3, Appearance 3, Perception 3,
Intelligence 3, Wits 4; Talents: Acting 3, Alertness 1, Brawl 1, Dodge 2, Empathy 3, Subterfuge 1; Skills: Drive 2,
Firearms 2, Melee 3, Research 2, Survival 2; Knowledges: Computer 1, Cosmology 2, Cultures 2, Enochian Language
2, Investigation 2, Linguistics (Hebrew, Latin, Old Norse, Runic - Elder Futhark), Mage Lore 1, Medicine 2, Occult
(Norse) 4, Wyrm Lore 1; Backgrounds: Library 2, Resources 2; Disciplines: Auspex 2, Fortitude 3, Necromancy
(Mortuus Path) 3, Obfuscate 3; Flaws: Selective Digestion (Women); Virtues: Conviction 1, Instincts 2, Courage 5;
Other: Death and the Soul 3, Willpower 6
Lithrac (Aligned Independent)
Sam Mayberry was born in a New Jersey suburb to an all-American family. He had a typical suburban middle-
class upbringing, went to Rutgers and eventually on
to medical school. Due to a nervous shake in his hands, Sam realized that his dream of being a surgeon would never
come true. He decided to pursue pathology instead, where the nervous shake wouldn’t really matter. An easygoing

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young man, Sam never let the morbidness of being around dead bodies all the time bother him. Indeed, they never
judged him or doubted his twitching hands.
Sam became a coroner, and had an intense interest in using his medical expertise to
help solve crimes. He married his high-school sweetheart, who bore their twin daughters. His
dreams of a quiet, normal life ended with World War II, however. Sam dutifully enlisted and
found himself on the European front during the later stages of the war. As one of the first
U.S. servicemen into Auschwitz, he changed forever after seeing the horrors of that place.
The atrocities committed there shattered his faith in the goodness of humanity. Once he’d
served the rest of his tour, Sam returned home to the love and normalcy of his family and
tried to shake off the memories of what he had experienced.
That normalcy lasted little more than a year. A series of exceptionally disturbing
murders tested his expertise and brought back memories of the war. Horribly mutilated,
bloodless bodies began appearing, several at a time, all over the area. Some of the bodies displayed seemingly
impossible traumas, such as one woman whose ribcage looked as if it had straightened and thrust itself out of her
chest. The investigating detectives believed the crimes were simply the work of a madman. Sam tried to convince the
police that something was wrong, but they tried to cover up the whole mess. Finally, he went to the press. That
night, he came home to find that his wife and daughters had become the latest victims.
Later that night, as he wandered around in a drunken stupor, Sam discovered exactly how unnatural those
murders really were. George Frederick, a pro-Camarilla Samedi, was in town spying on the increasing Sabbat
activities. Sam’s interest in the murders had caught both Frederick’s and the Sabbat’s attention. Frederick witnessed
the murder of Sam’s family and knew that the Sabbat would find Sam eventually. Frederick saved Sam from a
gruesome death by damning him to an even more horrifying existence.
Sam took the news with the morbid fascination that remains the hallmark of his personality to this night. He
decided to turn all his knowledge and expertise into something positive, now that he could study death in ways he’d
never before dreamed. Frederick proved an excellent teacher and mentor. Upon release from his sire’s grotesque
tutelage, Sam renamed himself Lithrac, after a monster in a childhood story he remembered, as a sign of his new
existence. Frederick owed a boon to Clan Nosferatu, and then Justicar Petrodon in particular. Petrodon had harbored
political ambitions for centuries, and asked Frederick to train for him a silent and deadly weapon as a repayment.
Lithrac became that weapon.
Lithrac has proved his worth by sending key Sabbat members to their Final Deaths. He takes no pleasure in
killing but sees the Sabbat as an abomination and an affront to the humanity left in him. He sees working for his new
patrons, Cock Robin and the Camarilla, as just a job. Much like being a coroner, it is morbid but makes the world a
better place in the end. Lithrac still enjoys many of the things he did in life. In fact, he prefers to spend his time
restoring vintage ’50s cars, his favorite hobby.
Robin rewarded Lithrac’s exceptional service by making him one of his archons. Lithrac has performed above
expectation, and Robin has never been sorry for his decision.
Lithrac looks like an unwrapped mummy, with dry, thin, parchment-colored skin stretched over his bones.
When he moves quickly, large flakes of dry skin drop off, leaving a trail that he is careful to clean up. Wisps of brown
hair still cling to his head from place to place. He has no lips left, and his fingers are almost devoid of skin, giving him
a clawed appearance. Surprisingly, his bright blue eyes remain clear and look alive. He typically wears dark suits,
with a black overcoat and fedora to help conceal his appearance.
You are absolutely meticulous. Any assignment for Justicar Robin is a job to be completed, and jobs should
be done right. Keep a detached, scientific attitude about your work and in the presence of strangers. Always cling to
the shadows and be ready to act when necessity dictates. You don’t really get into the “Romantic” idea of being a
vampire, though you don’t deny the fact that you are a monster. You see it as a change in what you are rather than
who you are. When around proven acquaintances you are downright jovial, though you do have a morbid sense of
humor.
9th Generation Samedi; Sire: George Frederick; Nature: Loner; Demeanor: Curmudgeon; Generation: 9th;
Embrace: 1950; Apparent Age: indeterminate; Strength 3, Dexterity 4, Stamina 3, Charisma 2, Manipulation 3,
Appearance 0, Perception 5, Intelligence 3, Wits 3; Talents: Alertness 4, Athletics 2, Brawl 2, Dodge 2, Intimidation
1, Leadership 1, Streetwise 2, Subterfuge 4; Skills: Drive 2, Etiquette 1, Firearms 3, Melee 1, Security 4, Stealth 5,
Survival 1; Knowledges: Academics 2, Bureaucracy 2, Camarilla Lore 4, Computer 1, Expert Knowledge: Criminology
2, Expert Knowledge: Toxicology 4, Investigation 4, Law 1, Medicine 4, Occult 1, Politics 2, Sabbat Lore 2, Science 3;
Disciplines: Celerity 1, Fortitude 2, Obfuscate 4, Thanatosis 3; Backgrounds: Contacts (Clan Nosferatu) 3, Mentor 3,
Resources 2, Status 4; Virtues: Conscience 3, Self-Control 4, Courage 4, Humanity 7, Willpower 7
Unre (Keeper of Gologtha)
For centuries, the Harbingers of Skulls seethed in impotent rage, trapped beyond the wall of death. Only the
nigrimancies of the Capuchin and Unre, each working from opposite sides of the Shroud, managed to open a portal
that allowed the Harbingers to once again join the realm of the living. And what a joining it was.
Enraged by her bloodline’s containment beyond the Shroud, Unre had nearly two centuries in which to sink
into madness. When she returned, it was as if every ounce of hate and spite the Underworld possessed was visited
upon the lands of the living. She had watched the Camarilla stand by in the early nights as a rogue necromancer
drained her grandsire of his precious vitae. She had endured three centuries of persecution at the hands of that

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necromancer’s family. She had suffered a final, painful banishment to the realm of the dead and the collapse of the
bloodline she once held dear. But Unre was not one to wallow in the tragedies of the past. Subsisting on the only
vitae she could find in the Shadowlands — that of her fellow trapped Cainites — Unre learned the potent abilities of
death-magic. So prodigious were her abilities that she was able to contact her sire across the veil of death and inform
him of the plight of his childer.
At first, Japheth resisted, claiming that the events to which Fate had led the Brood of
Ashur should not be reversed. As he dealt more and more with the Giovanni family,
however, a great chancre grew in his soul and he began to see that their prominence was a
debt the necromancers owed him. Striking a tenuous agreement with Unre, Japheth agreed
to help her perform the ritual that would free them from their unholy entrapment, but only
if she agreed to play out the hand he had set. Unre agreed reluctantly, with the fervid
hatred burning in her undead veins, and the Harbingers returned. Since that time, Japheth
(among his many guises) has influenced the bloodline to join the Sabbat — an unpopular
decision among the 25 or so remaining Harbingers. To that end, however, they have led
the Sword of Caine into believing that they wield immense power, and they have
accumulated much clout within the sect.
Until the time is right for their inscrutable, vengeful masterstroke, the Harbingers play the elders’ game,
guiding the Sabbat toward their own ends in every way they can. Unre herself is a master at the ruse, even going so
far as to trap her rivals’ souls in their own bones or ash-heaps after they have met the Final Death so that she may
continue to use them. Fearsome rumors spread through the sect of her prowess, and many Cainites of the Black
Hand beseech her favor. Like a witch-woman of medieval nights, she helps them for a fee, even as they deride her
once safely out of earshot. Unre finds such double-dealing familiar, however, and she pays no heed to the others’
ignorant prattling. After all, once the time is right, she will be mistress over all of them. That is, once she and her sire
attain the status of gods….
Fortunately for Unre, she has managed to parlay her extensive necromantic abilities into a web of favors
owed by many, many vampires — Sabbat and otherwise. In her few short years among the Cainites of the Black
Hand, she has amassed the level of respect commanded by only the most august prisci and archbishops. Indeed,
many of the powerful elders of the Sabbat see her as a potent threat. She seems to have some unknown rivalry with
Sascha Vykos as well — one that stems from the events of years prior — but none among the Sabbat have been
foolhardy enough to question her on the matter. That way lies ruin, certainly.
In the modern nights, Unre makes her haven beneath the swirling sands of Egypt. A vast, sprawling affair,
the haven has earned the name Golgotha, as it is festooned with corpses and zombu in various states of
decomposition. Unre conducts grim rituals, vivisections and experiments there, in the deepest bowels of what
amounts to a personal underground city. Even eldritch Istvan Zantosa finds the place uncomfortable, “littered as it is
with the skulls, teeth and less wholesome remains of those who stood against her.” As a Harbinger of Skulls, Unre’s
face resembles nothing so much as a grinning rictus with glowing eyespots. She wears a tattered body wrap made
from the cured flesh of young virgins. Perhaps the most striking feature Unre displays, however, is her mask. While
many Harbingers wear masks to hide their hideous skull-heads, Unre takes the opposite approach. Her mask, carved
from the head of a massive bull, wears a crown of disturbingly small human skulls. Her movements are slow and
balletic, suggesting a grim reaper from a baroque play.
You are turbulent and violent, unless a radical mood swing or fugue state dominates your presence of mind.
The Sabbat is merely a tool for directing your vengeance on your enemies, and you treat all of its young members
with withering disdain. Even the elders of the sect — particularly the treacherous Sascha Vykos — have earned your
derision. In your opinion, they have settled into a comfortable hypocrisy, content to while away their nights in petty
games. You have no hatred so great as that which you harbor for the Giovanni, however. They have robbed you
repeatedly over the course of centuries — first of your grandsire’s lofty goals, most recently of the Sargon Fragment
and the Anexhexeton and numerous times in between. All others are puppets in your rancorous play — of which you
have every intent of writing the final act.
Clan: Harbingers of Skulls; Sire: Japheth; Nature: Conniver; Demeanor: Guru; Generation: 5th; Embrace:
Unknown; Apparent Age: Indeterminate; Strength 2, Dexterity 2, Stamina 6, Charisma 1, Manipulation 6,
Appearance 0, Perception 8, Intelligence 4, Wits 5; Talents: Alertness 2, Brawl 2, Dodge 3, Empathy 4, Expression 4,
Grace 4, Intimidation 5, Intuition 3, Leadership 1, Subterfuge 5; Skills: Crafts 4, Etiquette 1, Herbalism 6, Melee 2,
Performance 3, Survival 7; Knowledges: Academics 8, Enigmas 6, Finance 2, Investigation; 3, Linguistics (English,
French, Arabic, Latin) 3, Occult 6, Research 5, Sabbat Lore 2; Disciplines: Auspex 6, Chimerstry 1, Dominate 5,
Fortitude 8, Necromancy 8, Obfuscate 3, Serpentis 3, Thanatosis 4; Necromantic Paths: Ash Path 5, Bone Path 5,
Mortuus Path 5, Sepulchre Path 5; Backgrounds: Contacts 5, Resources 4, Retainers 4, Sabbat Status 5; Virtues:
Conviction 3, Self-Control 3, Courage 2, Path of the Bones, Willpower 6; Derangements: Paranoia, Fugue
Zodiac (Clan Infiltrator)
An otherwise normal member of the Giovanni trade cartel, "Zodiac" was injured in a Glass Walker/Mafia raid
in the Naples Trade Center, having acid splashed in his face. When the burns healed, his face and upper torso
(including his hands) were disfigured. Overnight (literally) he was embraced by a low rank member of the "true"
Giovanni. They believed that he would be perfect for spying on the Nosferatu, but the clan members in Italy also
knew of the neonate, so the family carted him off to one of their lesser interests in the Americas.

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Taking the name Zodiac from his interest in astrology, he arrived shortly before a Sabbat Crusade against the
city. Wrapped up in the chaos, Zodiac managed to escape and send word to Italy. The family decided to punish the
Black Hand for their violation of the Giovanni's neutrality and Zodiac was moved to Chicago to aid the family's
operatives there.
Zodiac is the simple pencil-pusher turned important and is still suffering from a swelled head about the whole
thing. He considers himself above most neonates, and curries favor among the elders of his clan. His interest in the
occult has brought him to the study of Thaumaturgy, a field which interests him greatly. While still untrained for his
scouting role, he still tries to pass himself off as Nosferatu, he even created a ghoul in their style, a giant ant named
Emillio.
13th Generation Giovanni; Age: 49; Born: Sept 18th, 1939 in Venice, Italy; Embraced: Oct 31st, 1989 in
Rome; Nature: Autist; Demeanor: Traditionalist; Strength 2, Dexterity 2, Stamina 4, Charisma 2, Manipulation 3,
Appearance 0, Perception 2, Intelligence 4, Wits 4; Talents: Brawl 1, Dodge 2, Intimidation 2, Leadership 2,
Subterfuge 2; Skills: Etiquette 2, Firearms 1, Stealth 2; Knowledges: Bureaucracy 2, Computer 1, Finance 3,
Linguistics 2, Medicine 2, Occult 3, Politics 1, Science 1; Languages: Italian (native), English, Mandarin Chinese;
Disciplines: Dominate 1, Necromancy 2 (Sepulchre Path 2), Potence 1, Thaumaturgy 1; Rituals: Devil's Touch (level
1); Backgrounds: Resources 5 (4), Clan Prestige 1, Retainers 1; Merits: Corporate CEO, Powerful Ghoul; Flaws:
Disfigured, Deep Sleeper, Color Blindness, Dark Fate (undocumented), Overconfident, Territorial, Taint of Corruption,
Allergic (plastics); Virtues: Conscience 2, Self-Control 5, Courage 3, Humanity 7, Willpower 7; Gear/Equipment
commonly used: Cell phone, Taser (hand-held), Gun cane, Reading Glasses, wristwatch, diplomatic passport,
platinum Visa credit card, $3000 cash.

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LASOMBRA
Black Wallace (The Righteous)
Black Wallace could not have asked for more from his life or death. The inheritor of
an of earldom, Wallace took his seat in the House of Lords at the age of 28. Well known for
his excesses, he frequented a London brothel that catered to “unusual and egregious
needs.” Rumor had it that his father spent an enormous sum to quiet a certain baronet
whose daughter had suffered some great indignity during a dalliance with Wallace.
In spite of his indiscretions, Wallace carried himself with aristocratic flair and learned
the workings of Parliament quickly. He always argued vigorously for his concerns, and he
made strong allies. The House of Lords came to know him as a man of conviction and
determination instead of as the bully and sadist he truly was.
In the early 1640s, Wallace became enamored with Oliver Cromwell’s crusade
against the Anglican Church. During the English Civil War, he led one of Cromwell’s most notorious terror mobs.
Normally, a man of his station would merely orchestrate such acts of violence — Wallace, however, relished leading
his men. Cromwell once remarked that Wallace might be taking too much pleasure from these excursions, but it was
also noted that the earl’s particular appetites did not dull his leadership ability.
When England entered the Thirty Years’ War against Spain, Wallace immediately involved himself. His
leadership was superlative, and he was able to negotiate substantial holdings in Spain from the Peace of the
Pyrenees. In 1659, during a tour of his Spanish concerns, he arranged a sitting with the master painter, Diego
Velazquez. Although aging, Velazquez created a forgiving and exquisitely crafted portrait of Wallace.
While showing this portrait to Wallace’s associates from the Spanish court, the young servant handling the
painting let its corner drop to the floor, thus cracking the frame. The hosts apologized profusely, but Wallace made
light of it. A week later, he arranged to have the boy moved to his own estate. That night, Wallace had the painting
displayed in his chambers. He escorted the frightened boy in and smoothly slid a wooden shard from the frame into
the child’s eye. Wallace stood basking in the moment — simultaneously aware of his fabulous power and his license
to explore the darkest urges of his soul — when a voice drifted to him from the shadows of the room. It spoke slowly
as one does when reaching a long-considered decision.
“Yes, yes — they are right, of course. But better I take you now than one night face you as one of Mithras’
Ventrue.…” Then the darkest corners of the room closed on Wallace. Black tendrils held him fast and pinched off the
air from his throat. Enraged, terrified and helpless, he watched as a swarthy man pulled himself free of the shadows.
The man considered him for a moment, then slowly forced Wallace’s face into contact with the portrait.
“In the centuries to come, as you lose the memory of your face, you will cherish this painting above all else
— if you survive.” Then the man dragged him out the window and into the night.
If the Embrace of “Black Wallace” had been indecisive — if the clan had questioned his potential — all such
concerns soon vanished. He relished the power of his vampiric form, and he took immediately to the aristocratic
structure of Clan Lasombra. More than anything else, he appreciated the illicit opportunities that Sabbat membership
presented to him.
Initially, his low standing in the clan was of great concern to him, but Wallace was nothing if not politically
adroit. He soon deduced that he could gain power more quickly by revealing treachery within the sect than by
fighting the Camarilla. His chance to test this theory came sooner he could have hoped — in fact, it was because he
was a neonate that the opportunity came to him at all. A stranger approached Wallace one night mere minutes
before the break of dawn. He commanded Wallace to bring his sire, Lord Vauxhall, to the stables the following
evening. The man wove a hurried tale of intrigue and promised that Lord Vauxhall would reward Wallace richly for
following these instructions and would surely kill him should he fail to do so. Most importantly, the stranger explained
that Wallace should say nothing of this meeting, for there were spies everywhere. Then the stranger vanished,
leaving Wallace to flee from the approaching daylight and with no time to consider the conversation.
The stranger played his part well, and almost any fledgling would have been cowed into doing exactly as
directed. Wallace, however, had staged more than one coup in his mortal life and recognized a set-up when he saw
one. He burst into his chambers and had just enough time to bark out a command before he fell into his daytime
slumber. When the sun left the sky the next evening, the stranger erupted from the soil beneath the stable.
Immediately, a dozen Lasombra ghouls burst out of hiding and set upon him. They held him fast until Wallace arose,
groomed and fed, then made his way into stable.
Both history and Wallace have forgotten why this Gangrel antitribu assassin sought Lord Vauxhall. It is
remembered, however, that Wallace tore the secrets from him by slicing the plotter’s body lengthwise to the bone,
laying knotted lengths of rope in the wounds, then letting them heal over. Hitching horses to the ends of the ropes,
Wallace drove them away in opposite directions. After his third evisceration, the man spoke freely.
Soundly praised and rewarded for his acts, Wallace used the momentum of this event to begin a relentless
crusade against “enemies from within.” Whether his true motivation was genuine concern, political gain or the
opportunity to torture is unclear. Each motive grew to feed the others and, within a century of his Embrace, Wallace
had become a vampire possessed by his own passions. He sliced apart the traitorous, the impure and the suspect.
Few dared to challenge him, and all grew to fear him.

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Black Wallace became an Inquisitor in 1780 — both to focus his energies and to keep him tempered by the
company of other Inquisitors. Now known as the most impassioned and feared of his kind, he sometimes lingers
weeks behind his fellows to consummate a punishment that his companions “gave up on too early.”
Perhaps predictably, Black Wallace has dark brown eyes and jet black hair. He instructs his ghouls to groom
his beard and mustache to match his treasured portrait. His teeth are quite bad by 20th-century standards, and
when he extends his fangs they come out a bit askew.
You are an infernalist’s worst nightmare, and often that of the “innocent” as well. You particularly enjoy
tormenting the weak and feeble but occasionally show mercy to any who share your disposition, in hopes of nurturing
their appetites. Even your fellow Inquisitors hesitate to challenge your authority.
Clan: Lasombra; Sire: Lord Vauxhall; Nature: Sadist; Demeanor: Bon Vivant; Generation: 8th; Embrace:
1659; Apparent Age: early 40s; Strength 5, Dexterity 3, Stamina 5, Charisma 3, Manipulation 4, Appearance 2,
Perception 5, Intelligence 3, Wits 4; Talents: Alertness 3, Athletics 3, Brawl 1, Dodge 4, Interrogation 5, Intimidation
5, Leadership 3, Style 2, Subterfuge 3; Skills: Crafts 2, Etiquette 3, Firearms 3, Melee 4, Ride 4; Knowledges:
Academics 2, Bureaucracy 2, Investigation 5, Law 4, Linguistics 2, Occult 3, Politics 4, Sabbat Lore 3; Disciplines:
Auspex 2, Dominate 4, Obtenebration 3, Potence 4, Thaumaturgy (Spirit Manipulation) 4; Backgrounds: Contacts 5,
Influence 6, Resources 6, Sabbat Status 5; Virtues: Conscience 2, Self-Control 3, Courage 3, Path of Honorable
Accord 4, Willpower 6; Derangements: Fugue, Hysteria
Francis (Arch Bishop of Chicago)
Early in the Sabbat history a great general from the south of Spain appeared and swept the tide of battle for
the Sabbat Clans. Little else is known about this master of war, but may say that the Regent, Melinda, owed Francis
a favor and gave him the chance to take a major Camarilla city; Chicago. So he did, organizing the scouts and spies
already in place in the Windy City, and moving in six packs to secure the area. Then, he promptly disappeared. No
one has seen him since the initial take over. Where he is, and what he is up to is still a mystery...
Francis was brought across in the time of the End of the Renaissance Ages, a truly ancient Vampire. He has
had many names, many identities. Now, he is in the Sabbat as the Arch Bishop of Chicago. He was embraced in the
1700's and has been a Sabbat ever since. As the Storyteller, you may decide to what extent you want Francis to play
a part in your Chronicle. In mine, he is the rarely seen, always present Dark Force that guides the Sabbat against the
PC Troupe. He is the Masked One, He of Many Faces, the Shadow that Walks, etc. Francis' role in the Political Sabbat
Hierarchy is that of the Cleaner, that balding guy that comes in at the end of the movie and starts to dump acid all
over the people in the tub... Get the picture? Until things get too out of hand for the Sabbat, Francis plays the
watchful eye, guiding the Bishops and the Packs in the right directions.
Francis has been around for truly a great while; some 250 years. He has roamed the world and scene much
of what the Sabbat has become since the Convention of Thorns and the arrival of the Tal'Mahe'Ra (DSBH). Francis is
secretly trying to uncover the plot behind the False Black Hand, and expose the True Black Hand. Unknowingly, he
jeopardizes the entire Chicago Sabbat structure in his hidden quest for the Truth. The True Hand will stop at nothing
to make sure that Francis fails in finding the truth, and might take drastic measures to protect themselves from
exposure (they killed a Justicar once for less...). If Francis gets closer to the truth, then the precautions he has taken
by staging his "disappearance" might fall through, and the Sabbat will be looking to promote a new Arch Bishop.
7th Generation Lasombra; Strength 5, Dexterity 5, Stamina 6, Charisma 3, Manipulation 5, Appearance 5,
Perception 4, Intelligence 4, Wits 6; Talents: Acting 4, Alertness 4, Dodge 4, Empathy 4, Intimidation 3, Leadership
6, Streetwise 4, Throw 3; Skills: Drive 2, Etiquette 5, Firearms 4, Martial Arts 4, Melee 4, Stealth 5; Knowledges:
Bureaucracy 5, Computers 3, Investigation 3, Linguistics 3, Lore (Black Hand 3, Sabbat 5), Medicine 3, Occult 4,
Politics (Sabbat) 6; Disciplines: Celerity 6, Dominate 6, Fortitude 6, Obfuscate 6, Obtenebration 6, Potence 4,
Thaumaturgy 5 (Blood 5, Conjuring 5, Movement of the Mind 4); Backgrounds: Contacts 6, Influence 6, Mentor 6,
Resources 6, Retainers 6, Status (Lasombra 6, Sabbat 6); Virtues: Conviction 4, Instincts 3, Courage 3, Power and
the Inner Voice 7, Willpower 8
Giangaleazzo (Traitor Prince of Milan)
Giangaleazzo was present at almost every important historical event in Kindred society for
the last five centuries. Present when the Convention of Thorns was called and the Camarilla
began, he participated in the Anarch Revolt and was a signatory to the Code of Milan as that
city’s Archbishop. At the signing, Giangaleazzo had the honor of being the guardian of the
original manuscript. During his swift, decisive and bloody defection to the Camarilla, he set what
he claims to be the original draft of the Code aflame and threw it into the assembled ranks of the
Milanese Sabbat, thus proclaiming his new allegiance. This act of defiance has made him one of
the highest priority targets for the European Sabbat.
A Lasombra called Fray Diego, who was a wealthy patron of a Milanese order of monks, sired Giangaleazzo in
the early 1400s. Diego chose him from a crop of novitiates when he saw how many older monks came to this young
man for advice, and then how he used these elder clerics to ensure his promotion and eventual primacy at the
monastery. Diego felt this fellow would make a fine addition to the clan, an opinion that was confirmed upon his
discovery of Giangaleazzo’s secret sojourns away from the monastery to nights filled with women, wine and song.
Giangaleazzo took to his new nature immediately and reveled in becoming one of the self-styled dark lords of
creation. The monastery had been a means for the young man to be comfortable in the world, and eternal existence
as a vampire provided even more and different opportunities. Who needed wine when vitae flowed hot and sweet?

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Fray Diego brought his fledgling to the council, where the terms of the Camarilla were hammered out alongside a
quiet, young vampire named Maltheas. Diego supported the Camarilla’s proposed move toward secrecy after a
fanatical member of the Inquisition uncovered him feeding, nearly ended his unlife and left his face a burned ruin in
the process, thanks to a flaming brand. Giangaleazzo was uncertain of the new sect’s viability, but out of respect for
his master said nothing.
The Anarch Revolt ended, but from its ashes rose the Sabbat. Giangaleazzo, by now Prince of Milan in all but
name, continued to play both sides of the fence, officially condemning the anarchs but allowing them sanctuary
within his city.
Rapidly, Giangaleazzo realized that Fray Diego had been wrong in throwing his support behind the Camarilla
and provided the opportunity for the other members of his clan to destroy his foolish sire. Once assured of his power,
he threw his lot in officially with his clan and the Sabbat, inviting the leaders to write their manifesto within his city.
Milan became a European Mecca for the Sabbat. Deep within Camarilla territory, and only a stone’s throw
from the Inner Circle’s meeting place in Venice, the Sabbat often used the heavily defended city as a staging ground
for assaults and harassment tactics. Giangaleazzo debauched himself in the bloody freedom of the Sabbat, and he
sincerely believed in its mission to allow Cainites their freedom as the ultimate predators and rulers of the night.
As the 20th century dawned, Giangaleazzo began to grow disillusioned with the world as he saw it around
him. His Sabbat, with its lofty goals of freedom for all Cainites, had devolved into nothing but a squabbling and
bloodthirsty rabble, intent on nothing but a reign of carnage and hedonism. Although Archbishop Giangaleazzo could
remember when he, too, felt that way, he missed the stately progressions of his past, and the Machiavellian
complexity of the old times. Growing up in the days of the Medici princes and vast trading empires of Renaissance
Italy gave Giangaleazzo a fine appreciation of style. Having served as the abbot of a large monastery and then as the
protégé of Diego, he’d often came in contact with the nobility and shrewd trader-princes.
The events returning Milan to the Camarilla began when an emissary from a consortium of Italian princes
approached the archbishop. Fearing a front united against him, Giangaleazzo decided to hear what this emissary had
to say. The princes had done their research well and knew the ennui that afflicted the archbishop. The emissary
described a new Camarilla that had moved with the times, that was prepared for every eventuality, that was open to
new ideas and concepts.
The archbishop listened to these words eagerly, and, intrigued, he agreed to speak further with this
emissary. Over the next few months a dialogue began, and Giangaleazzo became more and more disgusted by the
excesses of the Sabbat all around him, seeing the carnage and brutal waste in the name of freedom as nothing but
mindless viciousness. Finally, he agreed to a stunning treachery against the Sabbat that would deliver the vampires
of Milan into the hands of the Camarilla.
The Night of Bloody Terrors took place on a warm March night in 1997. The archbishop invited the Sabbat
Cainites of his city to a wild ritus in his palace. There, with all the Sabbat gathered in the courtyard, the archbishop,
clad in ceremonial robes, strode onto his balcony and surveyed the monsters below him. He unrolled the Code of
Milan and held the yellowed parchment aloft. In a solemn voice he declared that Milan swore allegiance to the
Camarilla and that hereafter he would be known as prince. Lighting the document amidst bestial howls, he threw it to
the flagstones below. The sound of the mighty courtyard doors being closed and bolted reverberated throughout the
palace, and as Giangaleazzo left his home, it exploded into flames, engulfing the Cainites within.
For several weeks, an extended Lextalionis hunted down the straggling remnants of the Sabbat, and at the
end of the year, Milan was under the influence of the Camarilla. Supported by coteries of enforcers lent from the
other Italian princes, Giangaleazzo, Prince of Milan, has begun to build his city into a shining example of what a
Camarilla city can be.
Giangaleazzo appears as a dapper Italian aristocrat with very fine features. He generally dresses in
conservatively cut suits of the most expensive fabrics. He always wears a ring with a large onyx stone set in a gold
band.
You have thrown your lot in with the Camarilla and damned the Sabbat to Hell. Be proud and forthright, but
always with exquisite manners. It is only a naked display of the Beast that may get you angry, enflaming your own
Beast into action. Refinement, manners, exquisite taste and poise should be your hallmarks.
Clan: Lasombra (now antitribu by dint of allegiance rather than Embrace); Sire: Fray Diego; Nature:
Architect; Demeanor: Bon Vivant; Generation: 7th; Embrace: 1402; Apparent Age: early 30s; Strength 4, Dexterity
3, Stamina 4, Charisma 4, Manipulation 5, Appearance 3, Perception 4, Intelligence 4, Wits 4; Talents: Alertness 2,
Dodge 3, Empathy 2, Expression 3, Grace 2, Intuition 2, Leadership 3, Style 3, Subterfuge 5; Skills: Animal Ken 2,
Etiquette 4, Firearms 2, Melee 3, Performance 3, Security 2, Survival 2; Knowledges: Academics 3, Bureaucracy 3,
Finance 2, Investigation 3, Law 3, Linguistics (a wide selection of continental languages and dialects) 4, Occult 2,
Politics 5, Science 3; Disciplines: Dominate 3, Obfuscate 3, Obtenebration 4, Potence 4, Presence 4, Quietus 2;
Backgrounds: Allies 3, Contacts 3, Influence 4, Resources 4, Status 4; Virtues: Conviction 3, Instinct 5, Courage 4,
Path of Power and the Inner Voice 6, Willpower 5
Lucita (Clan Novel)
Born to the Aragonese nobility, Lucita's willful spirit and independent nature placed her at odds with her
family and indirectly led to her forced Embrace by her "confessor," Monçada. Her transformation into one of the
undead did nothing to tame her boldness, however, and Lucita eventually parted company with her sire and - after
the Lasombra defection to the Sabbat - her clan. While she has served the Camarilla as an archon in the past and still

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prefers that sect over its rival, Lucita prefers to operate as an independent agent. As a Lasombra antitribu, she
harbors a burning hostility for her former clan, seeing in them an insufferable arrogance that has no true nobility to
sustain it.
Over the years, Lucita's association with Anatole, the Malkavian prophet, has taken her over much of the
world. Her martial skills, honed over the centuries, have made her a consummate warrior, while her diplomatic
training allows her to function as an ideal spy and agent provocateur. Although she perceives herself as Anatole's
protector and guardian, she has developed her own interest in Kindred history, making her a scholar in her own right.
Together with Anatole and Beckett, Lucita comprises one of the foremost authorities on the final nights and the signs
of the coming awakening of the ancient vampires.
Lucita travels with Anatole and Beckett to America, where she continues to act as the anchor for her two
mystical, driven companions. Her own reputation as a warrior (albeit an independent one) on behalf of the Camarilla
grows nightly. Her ability to adapt to the changing times gives her an edge over others of her age and generation,
lending her insight into the modern world and increasing her ability to protect her self-appointed charges.
Tall and willowy, with olive skin and dark black hair, Lucita exemplified the classic appearance of old Spanish
nobility. She has updated her wardrobe to reflect the times, although she still prefers stylish clothing in dark colors
and often wears skirts instead of more casual attire.
You have changed your outward appearance to blend in with the modern world, but you secretly mourn the
passing of true nobility among mortal society. What passes for aristocracy - the so-called "jet set" of celebrities,
media stars and rich, young entrepreneurs - pales before the true elegance of those born to the blood. Still, the
excitement and vigor of the modern world impresses you and you would hate to see it destroyed by the onset of
Gehenna. Your commitment to Anatole and Beckett remains strong because it is voluntary, although you worry even
more about Anatole since his diablerie of Octavio. You try to steer him away from other such temptations. You firmly
believe, however, that Anatole and, to a lesser extent, Beckett hold the key to Kindred survival in the coming nights.
Haven: Anywhere that presents a safe shelter for herself and her traveling companions.
Secrets: Lucita's knowledge of Gehenna lore has grown over the centuries. She also knows of Anatole's many
diableries and of his conviction that the demon Kupala now speaks through him. (This disturbs her greatly.)
Influence: Lucita exercises great personal influence among Kindred who have met her and have had the
opportunity to avail themselves of her skill and knowledge. Her reputation as a warrior and her willingness to defend
the Camarilla against the Sabbat has made many allies for her - as well as an equal number of enemies. Scholars of
Kindred history also look to her for advice (and for interpretations of Anatole's frequently incomprehensible
utterances).
Destiny: Lucita continues her wanderings, taking advantage of the ease of travel to spend time in both the
Americas and in Europe.
7th Generation Lasombra; Sire: Ambrosio Luis Monçada; Nature: Rebel; Demeanor: Defender; Embrace:
1190; Apparent Age: late teens/early 20s; Strength 5, Dexterity 4, Stamina 5, Charisma 4, Manipulation 3,
Appearance 4, Perception 4, Intelligence 3, Wits 5; Talents: Alertness 2, Brawl 5, Dodge 4, Empathy 2, Expression 2,
Grace 3, Intimidation 1, Leadership 4, Streetwise 1, Style 4, Subterfuge 4; Skills: Archery 2, Drive 2, Etiquette 4,
Melee 4, Performance 3, Ride 2, Security 1, Stealth 4; Knowledges: Academics 3, Camarilla Lore 3, Investigation 3,
Linguistics (you name it, she probably speaks it) 5, Occult 4, Politics 3, Sabbat Lore 3; Disciplines: Animalism 2,
Celerity 3, Dominate 5, Fortitude 4, Obfuscate 3, Obtenebration 6, Potence 3, Protean 2, Serpentis 1; Backgrounds:
Allies 2, Contacts 5, Herd 2, Influence 2, Resources 5, Sabbat Status 1, Status 1; Virtues: Conscience 3, Self-Control
3, Courage 4, Humanity 4, Willpower 7
Martin, Malaki (Seneschal of Saint Louis)
Malaki Martin was born in 1907 the eldest of 13 brothers and sisters. His mother died during
childbirth of his youngest sister in 1928. When the great depression hit, his family lost everything,
and his father's suicide left Malaki the man of the house. Unable to find work Malaki turned to
larceny to support his family. He was quite skilled and would have continued on for some time
except that he chosen to steal from one of the havens of John Mullanphy.
On the night that Malaki had chosen to break in, someone else had beaten him to it. Seth
Brianson sat with his pack mates in the darkness waiting for Mullanphy to return. Instead they
found Malaki sneaking in. The fight was over before it began, and Malaki's broken body lay bare on
the floor. He remembered Seth towering above him, snickering when everything went black. Malaki
had thought he had died, the muffled sounds of guns going off silenced by the darkness. The fight raged on for an
hour with Mullanphy emerging as the victor, when in a desperate attempt to escape Seth reached down and
embraced Malaki. The young fledgling frenzied from lack of blood and was thrown at Mullanphy. Easily restrained,
Malaki was soon fed the potent blood of Mullanphy and he regained his composure.
Mullanphy looked upon Malaki with guilt, and raised him as if he were his own childe. Mullanphy offered
money to help provide for Malaki's family. Malaki explained to his family that he had a new job and told his family
that it involved traveling. He went with his new mentor around the world, learning the world of darkness inside and
out. He would often write his family postcards from whatever corner of the world they were in. Although he could
never be a part of his family again he did watch and protect them over the years. Thirty years past and eventually
Malaki returned with Mullanphy to St. Louis. He then tracked down his family and realized that he couldn't meet with

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them again. At times Malaki may present himself as a distant cousin and involve himself with them again when the
need is present.
Recently, Mullanphy has declared himself prince, and declared Malaki his Senchal. Malaki knows that the task
is above him and waits for someone of good standing to step in, but so far none have come forward. He serves his
grandsire with considerable kindness and delights in making John proud of him. He is loyal to Mullanphy in ways few
could imagine. For his grandsire has helped his family through the darkest of time never asking for anything in
return. In the dark nights that lay a head Malaki's road will be intertwined with that of his blood line and his impact
could have the most surprising outcomes.
You always have a sense of humor about things unless times are really dark. While not the best at many
things you can get the job done and are usually surprised by your own results. Everyone tends to under estimate
you, and fails to see that you have been trained for the last 60 years to survive and flourish. You will never betray
the prince and follow his ideals as well as his laws. You tend to be a bit naïve about people, usually more so with
women. When things get tough you know that it is time to roll up your sleeves and get to work.
Malaki is tall and muscular with dark Black hair and soft brown eyes. He often appears amused from the little
nuances of life. He smiles if ever there is reason. Sometimes he smiles even if there isn't a reason, all the better to
make people a little bit more on edge. He wears tight fitting athletic clothes or black business suits that tend to show
off his broad shoulders.
A Lasombra Seneschal is not the safest character in the city. Anyone of the people who are trying to become
prince will probably start here. If they can remove Malaki, either through political disgrace or force then someone
would have to replace him and be one step closer to the princedom. The problem though is that the prince holds
Malaki in the greatest regard, and will only let him be removed if his life is endangered greatly.
Malaki has been taught the secrets of Dark steel by his sire. He can spend 2 points of blood to create tentacles and
effectively double their strength all around. He has a good number of contacts in the Mafia.
8th Generation Lasombra (Antitribu by Association); Secrets: B+; Sire: Seth Brianson; Nature: Survivor;
Demeanor: Thrill Seeker; Embrace: 1931(born 1970); Apparent Age: 22; Strength 3, Dexterity 4, Stamina 3,
Charisma 3, Manipulation 3, Appearance 2, Perception 3, Intelligence 2, Wits 3; Talents: Alertness 2, Athletics 2,
Brawl 1, Dodge 2, Streetwise 2, Subterfuge 2; Skills: Drive 1, Melee 3, Security 3, Stealth 4, Survival 2;
Knowledges: Investigation 1, Law 1, Linguistics 1 (French), Occult 3, Sabbat Lore 1; Disciplines: Dominate 3,
Obtenebration 5, Potence 3; Backgrounds: Contacts 2, Mentor 4, Resources 2, Status 2; Virtues: Conscience 3, Self-
Control 3, Courage 4, Humanity 6, Willpower 6
Monçada, Ambrosio Luis (Archbishop)
Little is know about Monçada’s early life; the best guesses posit him entering Madrid with
Alfonso VII’s repopulation efforts as a priest assigned to the city’s central church (formerly a
mosque). Monçada apparently was a man of ambition, talent and faith, according to scattered
documents from the period that detail his rapid ascent in the Church hierarchy. He eventually
gained the rank of archbishop, but was prevented by politics from ever attaining the Papacy;
even with the proliferation of popes and anti-popes, there was no place for an outsider whose
agenda lacked the support of powerful patrons. So, Monçada found himself and his ambition
restricted to Iberia. The tide of the Reconquista had turned irrevocably in favor of Christianity at
this point, and serving as a pillar of the Church during a religious war could be an advantageous
position indeed.
To no one’s amazement, Monçada made the most of his position. To the surprise of many, however, he did
so while holding himself to a strict monasticism. Not for Monçada were the hunts, lavish banquets and lascivious
pursuits beloved by so many clergymen of the time. Rather, he was absolute in his faith, unshakable in his conviction
and resolute in his use of power for what he considered to be Heaven’s causes. During an age when the corrupt
clergyman became a stock character, Monçada was a towering anomaly on the ecclesiastical landscape, and an
intriguing conundrum to certain Lasombra who had a vested interest in the Reconquista.
The Embrace changed Monçada less than one might suppose. Many of his compatriots in the Blood were
regular visitors to his confessional; others were patrons of priests Monçada knew or had ordained himself. Within a
matter of weeks, the archbishop had become acclimated enough in his new status to renew his quest for power. This
time, however, he sought dominion not over the puppets but over the puppetmasters. Nothing less than a position of
supremacy among the Lasombra would satisfy the freshly Embraced Monçada — but his reasons for seeking power
had not changed. It was not for the glory of Monçada (that poor fleshly shell), but rather for the glory of God.
Clearly, the Embrace had been God’s will, and through the instrument of the Curse of Caine, Monçada had all eternity
to do the Lord’s work.
The best laid plans of mice, men and priests sometimes change, however. Monçada’s influence rapidly
expanded throughout both mortal and immortal society. The network of royal confessors and simple parish priests
raised under his tutelage allowed him communication and persuasion that few other Cainites could match. Churches
and cathedrals rose, and many found their genesis deep in the heart of Monçada’s fortress like monastery. As for the
Reconquista, with the weight of the priesthood brought firmly to bear on Lasombra internal politicking, the clan’s
support went fully over to the Christian side, and events rolled on.
As centuries passed, however, something happened to the archbishop’s faith. It never wavered, but it has
evolved into something dark and terrible, an unshakable belief in Monçada’s own damnation and a determination to

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earn that fate. The archbishop still believes, with a perfect faith, in redemption and the Resurrection. He simply
knows, with an abiding resignation, that there is no salvation for him or his kind, and as God has seen fit to damn
him thus, it is his duty to earn that damnation as best he might. Indeed, many Cainite scholars lay the development
of the Path of Night squarely at Monçada’s feet, a tribute to both his faith and his influence over others of his clan. At
this conclusion, Monçada merely sneers, however, for his own reasons.
Monçada’s position within the Sabbat and his standing in the clan have consolidated, rather than expanded,
over the many nights since his Embrace. He is the spiritual anchor for many of his clanmates, and confession with the
archbishop (for those Lasombra who remain Catholic) is a coveted distinction. His influence on broad policy is
waning, however — some Sabbat mutter that he spends too much time on spiritual affairs and not enough on
temporal ones, or that he consorts with strange and unsettling beings in his quest to serve God’s will.
In recent nights, Monçada has essentially confined himself to his haven, his chambers protected by a maze of
corridors and shrines to saints that overflow with True Faith. When the world wants Monçada’s advice, it comes to
him; he has no interest in leaving his home, and so long as there is no pressing need for him to do so, he remains
the spider in a blasphemous web.
Monçada is immensely fat, almost repulsively so. He moves with a grace and a silence remarkable for a man
of his size, however; intruders in his maze never hear his approach. The archbishop wears robes appropriate to his
station, circa 12th century; he considers such attire to be appropriate, and propriety still means a great deal to him.
Bear in mind your position and your mandate from Heaven. Damnation is your birthright, but by accepting it
you serve the cause of Grace. Thus, you strive with all your might to accomplish the mission God has bestowed upon
you. You play on the grander chessboard of souls; lives are of less consequence to you than one might suppose.
Cainites without faith disturb you, but in truth, they are just further obstacles in the way of your great works. Despite
the concerns of your great-grandchilder and their callow friends, you are still among the canniest manipulators the
Sabbat possesses. You simply put your talents to use slightly differently than they would, and any upstarts who pit
their wills against yours you crush almost reflexively. Ants who pester a colossus should expect no less, after all.
Clan: Lasombra; Sire: Silvester de Ruiz; Nature: Director; Demeanor: Judge; Generation: 6th; Embrace:
1153; Apparent Age: mid-50s; Strength 2, Dexterity 3, Stamina 5, Charisma 6, Manipulation 6, Appearance 1,
Perception 5, Intelligence 5, Wits 6; Talents: Alertness 4, Brawl 3, Dodge 3, Empathy 5, Expression 5, Grace 4,
Intimidation 5, Leadership 4, Subterfuge 5; Skills: Crafts 1, Etiquette 5, Melee 3, Performance 2, Stealth 5, Survival
2; Knowledges: Academics (theology) 4, Finance 3, Law 4, Linguistics (virtually all European languages and dialects)
7, Medicine 2, Occult 5, Politics 4; Disciplines: Auspex 4, Dominate 7, Fortitude 3, Obfuscate 1, Obtenebration 6,
Potence 5, Presence 5; Backgrounds: Allies 4, Contacts 5, Herd 5, Influence 3, Resources 5, Retainers 7, Sabbat
Status 4; Virtues: Conviction 5, Instinct 4, Courage 5, Morality: Path of Power and the Inner Voice 9, Willpower 9;
Merits/ Flaws: Enchanting Voice, True Faith 3, Dark Fate
Monroe, Leila (Sabbat Crusader)
Leila Monroe clawed her way through a brutal Creation Rite and stepped naked from the earth with the
precepts of the Sabbat etched in her heart. She saw her holy mission was to share with the City of Angels the dark
nightmare that is life under Sabbat rule.
Leila served as a ghoul under a Lasombra archbishop in southern California and endured beatings and
humiliation as the virtual slave of this twisted monster. She lived through more than 15 years of training and
indoctrination before her Embrace. Her sire saw Los Angeles as a rotten plum ready for plucking by the Sabbat’s
talons. The anarch free state was nothing but a loose collection of coteries, and the Camarilla presence was
negligible. Leila was to be the instrument that brought L.A. to heel.
Embraced in the early 1940s, Leila, a stunning beauty, moved into L.A. society and cut through the crowds
like a knife. She turned down numerous offers of screen tests and studio contracts while drawing many film
executives into her web. She established her base of operations within the studio system, and she had a string of
horror films made in the early 1960s that clearly broke the Masquerade, including The Vampire Prince and the horror
classic They Are Among You. In the late ’60s, she extended her feelers into the anarch and independent spheres.
Finding the vampires of L.A. to be an undisciplined bunch, she easily used her charm and poise to bring coteries
under her influence and remold them into Sabbat packs — at first. By acting as an egalitarian, accepting Cainites of
every type including Caitiff, she was able to secure the nominal support of the lawless vampires. This openness made
it even easier to attract the outsiders to her call.
Leila encountered problems when she tried to exert some control over the vicious anarch packs in the inner
cities during the early ’70s. These packs were gangbangers Embraced as muscle, and they had only slightly more
respect for the Sabbat than they did for the Camarilla. Leila’s packs lost numerous skirmishes. The failure to
consolidate the inner city cost Leila the Bishopric of Los Angeles. She had to simmer quietly as the title was given to
a Pander who was held up as a symbol of the Sabbat’s acceptance of all Kindred. Leila smiled during the ceremony,
as a bloody bile rose in her throat. She decided then and there that, titles and honors be damned, her influence
would still be what got things done in Los Angeles.
Leila spent the rest of the ’70s and early ’80s consolidating her interests in the B-movie and adult-film
industries, and she began to move into illicit drug activities and other areas. It was during a heroin deal gone bad
that Leila’s sphere of influence first brushed against with what she would eventually refer to as “those Eastern
bastards.” A group of buyers vanished from a dock in the harbor and wasn’t heard from again. When Leila
investigated, the only clue she discovered was a six-inch talon.

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Although Leila never paid much attention to L.A.’s large Asian population, except as a source of drugs, this
new development prompted her to look more closely. Unfortunately, every tentacle of influence she attempted to
extend into Chinatown returned as a bloody stump. The consistent co-option or outright vanishing of her agents sent
Leila into a panic. Was this a new Camarilla incursion? Or perhaps something more sinister?
Her questions were answered when a wizened Asian man arrived and claimed to be
an emissary from a group of vampires known as the Kuei-jin. All that is known of the
meeting is that at its end a trembling and pale Leila and the old man left the room
together. She has received orders which forbid interference in Chinatown and which make
it clear that Cainites are welcome for two hours after dusk only, no feeding allowed.
Westerners who break these rules are typically never heard from again.
Currently, Leila is playing a waiting game. The bishop is making angry noises that
are being met with disapproval by some of his superiors, and Leila has brazenly claimed
the title of priscus for herself, to the bishop’s consternation. Her biggest active concerns
are the rumors that the Kuei-jin are moving out of the Asian neighborhoods and are
beginning to stake new territories in areas controlled by her sect’s packs. Continual
agitation by the anarchs and Camarilla agents keeps Leila busy putting out brushfires
before the bishop can take action of his own. She remains certain that she can eventually
claim the entire city for the Sabbat — and prove her claim to pricus — but under all the
mounting pressures, her devotion to the precepts of the Sabbat is becoming shrill and
unsteady of late.
Leila is a beautiful woman who has finely sculpted features framed with honey-blonde hair. She has pale blue
eyes and is always dressed to kill, either figuratively or literally.
If only you could tip the balance in L.A. to the Sabbat, you would achieve all your dreams. You are driven and
fanatically devoted to the principles of your sect, and you enjoy long, rambling discourses on its benefits. You are
disgusted by the political maneuverings you witness, but you know that they are necessary to your success. Your
claim of title is not vanity, but rather destiny — so earn it.
Clan: Lasombra; Sire: The Caballero; Nature: Bravo; Demeanor: Fanatic; Generation: 10th; Embrace: 1942;
Apparent Age: late 20s; Strength 3, Dexterity 4, Stamina 3, Charisma 4, Manipulation 3, Appearance 5, Perception 3,
Intelligence 4, Wits 2; Talents: Alertness 2, Brawl 3, Dodge 2, Grace 1, Intimidation 3, Leadership 2, Streetwise 3,
Subterfuge 3; Skills: Etiquette 2, Firearms 2, Performance 4, Security 3, Stealth 2; Knowledges: Academics 1,
Bureaucracy 3, Finance 1, Law 3, Linguistics (Spanish) 1, Politics 3; Disciplines: Dominate 3, Obtenebration 2,
Potence 2, Presence 2; Backgrounds: Allies 2, Contacts 3, Fame 1, Influence (movies) 3, Resources 3; Virtues:
Conviction 4, Instinct 2, Courage 5, Morality: Path of Power and the Inner Voice 6, Willpower 5; Derangements:
Megalomania
Mullanphy, John (Prince of Saint Louis)
John Mullanphy was born in near Enniskillen, Co. Fremanagh, Ireland to a fairly well off
family at the end of the 18th century. At twenty he went to France where he served in the Irish
Brigade until the Revolution drove him back to Ireland. In 1792 with his wife and child he
immigrated to the Americas. It was there that he made his biggest successes as a merchant and
garnered the attention of Francisco Lopez. Francisco Lopez was so impressed that he offered
Mullanphy the embrace. John Mullanphy declined, sighting that he would rather rot in hell. Lopez
did not embrace John but instead made him his servant through the use of vitae. Over the next
few years Lopez would use John's resources and sharp mind in several cunning ways to help his
personal offensive against the Sabbat. Over the colonies John would move for his master,
gathering wealth. Bound by the cursed blood, his catholic ideals constantly were at odds with the
unnatural love.
In the same year that napoleon declared himself emperor and Lewis and Clark set out west, Lopez was too
involved in his personal war to visit John regularly. Mullanphy used the increased weakness of the bond to uproot his
family and move them away to where he thought he would be safe. He settled finally in St. Louis, then a French
settlement. His enterprise in business brought him large returns that he invested in real estate. Over the next few
years he came to hold fervently to the church and thought that his ordeal was done with resumed national business.
He was in Baltimore during the War of 1812 with England, and took part in its defense, and later was with Jackson in
1815 at the battle of New Orleans. His business instinct prompted him to then buy a large quantity of cotton at low
rates, which the ending of the war enabled him to sell at an immense profit. He had fifteen children, and spent his
last years in dispensing much of his great fortune in charity to make up for his sins. In 1827 he established the St.
Louis Convent of the Religious of the Sacred Heart, the second in the United States. The following year he gave a
hospital to the Sisters of Charity.
Lopez though found him, and wished to destroy him for his betrayal. John had come back late to find his
house enshrouded with unnatural darkness. Terrified but still with a measure of courage John enter the house to find
his master holding his unconscious son. Lopez had hoped to torment Mullanphy, John however ran from the house.
Lopez followed with speed unknown to man. Somehow John made it to the convent that his money had made. The
faith of the sisters protected him and Lopez could not enter. The faith of Mother Rose Philippine Duchesne drove
Lopez from the town. Angered and having the patience of the undying Lopez stalked Mullanphy waiting for the right

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moment. He embraced him saying, "You shall rot in Hell!" and left him to burn in the sun. Mullanphy somehow
struggled his way to Mother Duchesne who offered him condolence. She told him that his faith could still save him.
For years he feed off of field mice and deer as well as livestock, praying daily. His visits to the mother decreased over
the years for his damnation pained her, but they would pray. When she died, John had a bout of faith that left him
searching for new answers. He re-entered kindred society searching for a cure for his eternal soul. He searched out
the Tremere to see if they knew a cure but they scorned him except for one known as Nicodemus. Nicodemus trained
John in the arts of thaumaturgy, for which he could see John had tremendous aptitude. In time he held out hope that
he could discover a reversal process, but he met with limited success. More than this, Nicodemus taught him how to
cope with his curse.
Saint Louis grew in size as did its vampiric population. Before the onset of the civil war John was led to
believe that he did indeed discover a cure. To test his theory he committed a grave sin, he embraced a depraved
shoemaker known as Seth Brianson. Seth did not revert to human, at the conclusion of his tests. The cure weakened
Seth's blood by a generation, but in the process left Seth stark raving mad. Seth attacked Mullanphy with a fury and
fled into the night. The two waged a war played out under the streets of Saint Louis. Seth in his efforts to survive
joined the Sabbat and was molded into the opposite of Mullanphy.
The two would not meet in face to face combat for another 50 years when Seth's pack would openly confront
Mullanphy in the 1930's. The city was attacked by the lupines at the same time and it fell. Mullanphy survived and
left St. Louis to explore the world. Over the next thirty years he traveled the world meeting other Lasombra antitribu
as well as an ancient venture named Vargoss. Vargoss became enraptured with the new world and decided to claim
St. Louis as his own in the 1960's. Mullanphy would prove invaluable to the new prince, and earned a place on the
city's new Primogen. Vargoss reign was marked as a peaceful time that ended in Vargoss' own death through
unknown means in 1994. Vargoss' childe Juchid Del Monte soon came and took over the princedom.
Some unknown evil began to cause Dementation to spread among some of the more important figures in the
city. Among those inflicted were Mullanphy and Del Monte who both became so deeply deranged that it almost
caused the city to be lost for a second time. During a peak moment of John's insanity he had a holy vision of Mother
Duchesne. She cured him of his insanity and spoke to him about secret revelations of the future. He has since
assumed the throne and started calling in hundreds of old favors, to help him do what he needs to do. What that is,
though none in the city know. But many agree that they have never seen Prince Mullanphy act with such confidence
and utter lack of fear. It is these characteristic that make many afraid themselves.
You are on a Holy mission which you will not fail. As prince you use your political powers to keep the kindred
from committing too many evils, but you have become prince to focus on your war on hell. All of the pieces for the
biggest battle you have ever fought are finally coming together. Lately you have been wondering if your vengeance
on the minions of hell has been misdirected. You have been wondering if all the years of violence really have been
keeping you from redemption. Have no mercy on those that commit evil against the common good. Pray often for
peace to come to you, you know it is coming soon.
A tall Irishman with dark brown eyes and graying hair. Mullanphy has broad square shoulders and the
beginnings of a double chin. He wears older out of date clothes and always has a blue scarf wrapped around his neck.
The Prince has absolutely no fear in his eyes or heart and it shows. A worn and battered rosary usually rests in his
right hand.
The Prince is gearing up for the fight against the demons of hell who he knows will surely come crashing to
the surface if Anta is allowed to awaken from her slumber. He has gathered his pieces and is getting ready to stop
the evil one from taking hold of the earth. The prince knows of everything that is going on in the city and has
prepared for all of it. He has seen the distractions of the sabbat and the lupines as what they really are, obstacles to
his redemption. As a Lasombra antitribu, he is a risk to very city he defends. The children of Montano watch him and
if he succeeds in holding the city they will begin to help him. He just as easily could be a Ventrue if the storyteller
would prefer, just replace Potence with fortitude and presence with Obetenibration.
Prince Mullanphy has been garnering influence in the city for longer than any other kindred in the city. He
has extended his grip into the police, airports river traffic, financial institutions. He has several allies connected to the
Catholic Church. Some of these allies are members of the local mage guilds, lupines and even the inquisition. The
know him as John Murphy a local businessman and philanthropist.
8th Generation Lasombra (Antitribu by Association); Secrets: A+; Sire: Alfonso Lopez; Nature: Penitent;
Demeanor: Curmudgeon; Generation: 8th; Embrace: 1821; Apparent Age: late 50's; Strength 4, Dexterity 3, Stamina
4, Charisma 2, Manipulation 4, Appearance 2, Perception 3, Intelligence 3, Wits 3; Talents: Alertness 2, Brawl 3,
Dodge 1, Empathy 2, Intimidation 2, Leadership 3, Streetwise 2, Subterfuge 2; Skills: Animal Ken 1, Etiquette 1,
Firearms 2, Melee 2, Survival 2; Knowledges: Academics 3, Finance 5, law 2, Linguistics 2, Occult 3, Politics 3;
Disciplines: Dominate 3, Obtenebration 5, Potence 4, Thaumaturgy 5 ( Conjuring 5, Movement of the mind 5, Anti
counter magic 5, Green Path 4); Rituals: Defense of the Sacred Haven, Wake with the Evenings Freshness, Deflection
of the Wooden Doom, Engaging the Vessel of Transference, Purity of the Flesh, Blood walk, Warding against Ghouls,
Ward against Ghouls, Principal Focus of Vitae Infusion, Craft the Bloodstone, Pavis of foul Presence, Ward verse
Lupines, Shaft of belated Quiescence, Ward against Kindred, Scry, Bone of lies, Ward verse Demons, Stone of the
true form, The Kiss of Montano; Backgrounds: Allies 1, Contacts 2, Generation 5, Influence 2, Mentor 5, Resources 5,
Status 4; Merits and Flaws: Additional Discipline(thaumaturgy), Guardian Angel, Dark Secret. He also has the ability
to create Dark Steel. He can spend 2 points of blood to create tentacles and effectively double their strength all

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around.; Virtues: Conscience 5, Self-Control 3, Courage 4, Road of Heaven 7 (slowly switching back to Humanity due
to his holy visions), Willpower 8
Oscar (Chicago Bishop - North Diocese)
Several decades ago, Oscar was brought across and groomed to be the next Bishop or Arch bishop of the
Sabbat. With carefully laid plans and the help of the higher Sabbat leaders, he quickly rose to power with the support
of the Council and the Clan. Latter that decade, he became the North Bishop of Chicago, and received his transfer to
the Windy City. Since then, he has secretly coveted the position of Francis as the Arch-Bishop, thinking that only He,
Oscar the magnificient, can lead the Sabbat to greatness. He plans to overthrow Francis at the first sign of weakness;
if only he could find Francis at all...
Oscar was brought across in the late 1900's and educated in the Finest of European schools. Private tutors
and Sabbat influence completed his education to become a leader of the rich and wealthy. He is typified as a middle
aged, decent looking gentleman, with a cut suit and coat putting him in the 1940's era of dress styles. Abroad, he
dresses in a fine Armani suit, with a coat and silver cane. He laughs alot, and deep with in his eyes there is the true
light of power and greed burning away what’s left of his soul...
8th Generation Lasombra; Strength 3, Dexterity 3, Stamina 4, Charisma 5, Manipulation 4, Appearnce 4,
Perception 3, Intelligence 4, Wits 3; Talents: Acting 4, Dodge 3, Empathy 4, Intimidation 3, Leadership 4, Streetwise
2, Throw 1; Skills: Alertness 4, Drive 1, Etiquette 4, Firearms 2, Martial Arts 2, Melee 2, Stealth 3; Knowledges:
Bureaucracy 5, Computers 2, Investigation 3, Linguistics 4, Lore (Black Hand 1, Sabbat 3), Medicine 3, Occult 3,
Politics (Sabbat) 4; Disciplines: Celerity 4, Dominate 5, Fortitude 3, Obtenebration 5, Potence 5, Thaumaturgy 5
(Blood 5, Morpheus 4); Backgrounds: Contacts 5, Mentor 5, Influence 5, Resources 5, Retainers 4, Status (Lasombra
3, Sabbat 3); Virtues: Conviction 5, Instincts 3, Courage 4, Power and the Inner Voice 7, Willpower 7
De Polonia, Francisco Domingo (Cardinal)
Born in Spain but eager for adventure (and profit), Polonia volunteered for military duty in the New World.
The only son of a minor — and impoverished — noble family, Francisco spent the last of his inheritance to secure an
officer’s commission before boarding ship, and he arrived in Mexico a captain.
While Mexico itself didn’t offer much in the way of opportunity for an ambitious young man, the various
expeditions heading north to find treasure and territory did. Polonia attached himself to de Onate’s expedition, which
had as its goal the foundation of a permanent outpost in what is now New Mexico. The expedition was a failure, but
one officer in particular distinguished himself by his conduct: Polonia. Such bravery and competence drew attention
from several of the Lasombra elders already established on the continent, and the young captain was rewarded for
his efforts with the Embrace — and a new assignment.
Officially, Polonia’s orders were to march north again with de Peralta in an attempt to succeed where de
Onate failed. Unofficially, Polonia was to serve as a stalking horse. His presence in the unspoiled lands to the north
would be sure to draw whatever enemies lurked there — particularly the region’s savage Lupines — into the open.
Polonia himself probably wouldn’t survive the assault. Then again, he wasn’t supposed to.
It took until 1680 for Francisco to accomplish what he unwittingly set out to do. In that year, the local
werewolves and their Pueblo kinfolk burned de Peralta’s settlement of Santa Fe to the ground. Polonia was one of the
few survivors, and he made his way back south with a full report of enemy strength, tactics and resources. Salvaging
such useful information from utter defeat impressed even more of Polonia’s superiors, and they took an interest in
training him properly for use in the long nights ahead.
The next three centuries were a whirlwind of espionage, murder and subversion. Under the tutelage of no
less a personage than the legendary Medina, Polonia learned tactics and strategies, then put them to use in the field.
He operated primarily on the North American continent, and went whither his superiors ordered him to work their will
with impressive efficiency.
As the centuries have passed, he has risen in both rank and generation — through merit in the former
instance and through skillful application of the Lasombra Courts of Blood in the latter. At this point, Polonia has
earned command over all of the Sabbat’s operations on the East Coast. Of course, success only rarely meets with
approval, while failure earns vast attention; the loss of New York City to the Camarilla’s desperate counteroffensive
tends to overshadow the fact that Polonia has managed to acquire control over Atlanta, northern Florida, the
Carolinas and indeed, most of the Mid-Atlantic seaboard. Still, New York is the richest prize of all, and until Polonia
can retake it — assuming he is allowed time and resources with which to do so — there will be whispers in the
shadows about him.
Polonia is exceedingly tall for a Cainite of his years. He stands more than six feet in height, with
ramrodstraight carriage and large hands that look equally at home grasping a sword or a firearm. He has a black,
neatly trimmed beard that matches his short black hair and dark eyes. Perhaps for the sake of contrast, Polonia often
dresses in white or gray, though in the field he’s more comfortable in fatigues. Unlike many of his venerable peers,
Polonia’s personal style has adapted to the times. His one concession to his age is a silver crucifix necklace that he
has worn unceasingly for over three centuries. It was given to Polonia by his mother, and he treasures it above all
things. The only flaw in Polonia’s image as the perfect soldier is a cosmetic, yet maddeningly embarrassing one: He
was Embraced while suffering from a severe sunburn. While Polonia keeps a rigid rein on his temper at most times,
commenting on his reddened countenance or even staring at it is the one surefire way to break this iron control.
Always keep your calm; it’s the key to victory. Analyze situations before acting; take advice into account but
don’t follow it slavishly. Your own instincts and talents have gotten you this far, and it would be foolish to stop

76
trusting them now. Most successes and defeats roll off you like water from a duck’s back; it’s always on to the next
objective. The loss of New York rankles badly, however, and you are painfully aware of the second-guessers who are
attempting to remove you from your power. You prefer, however, to cut the ground from beneath those jackals by
succeeding, rather than to waste your energy dealing with them one by one.
Clan: Lasombra; Sire: Antón de Concepción; Nature: Architect; Demeanor: Survivor; Generation: 7th;
Embrace: 1600; Apparent Age: early 30s; Strength 5, Dexterity 6, Stamina 5, Charisma 5, Manipulation 6,
Appearance 4 (when groomed; 2 when his affliction is obvious), Perception 3, Intelligence 5, Wits 6; Talents:
Alertness 4, Brawl 5, Dodge 6, Empathy 2, Interrogation 3, Intimidation 4, Leadership 2, Subterfuge 3; Skills: Animal
Ken 2, Drive 2, Etiquette 3, Firearms 5, Melee 5, Stealth 3, Survival 2; Knowledges: Academics 2, Computer 1,
Finance 3, Linguistics (Arabic, English, French, German, Greek, Italian, Latin, Portuguese) 4, Occult 1, Politics 4;
Disciplines: Animalism 1, Auspex 2, Celerity 2, Dominate 5, Fortitude 1, Obtenebration 6, Potence 5, Presence 5,
Protean 4; Backgrounds: Contacts 5, Herd 3, Influence 4, Resources 5, Sabbat Status 4; Virtues: Conviction 5,
Instinct 4, Courage 4. Morality: Path of Power and the Inner Voice 7. Willpower 8

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MALKAVIAN
Anatole (Clan Novel)
Even as a mortal, spiritual matters fascinated Anatole. The prophetic visions that visited Anatole after his
Embrace indicated that Anatole had a mission in his unlife as a conduit to express God's purpose for the Children of
Caine. Led down strange paths by his dreams, Anatole committed diablerie on other vampires in an attempt to
absorb their insights. Many of his visions concerned Gehenna; others told him of the demon Kupala's restless
dormancy beneath the soil of Transylvania. During the French Revolution, Anatole experienced a transformation of
his visionary goal, drawing him away from attempts to reconcile Kindred existence with the will of God. Instead he
became a harbinger of the Final Nights. His meeting with Octavio, another mad prophet who claimed to be the
mouthpiece of the demon Kupala, led to a fateful turn in Anatole's unlife.
Unwilling to bear his burden any longer, Octavio sought to pass his legacy to Anatole through diablerie. Since
that time, Anatole has carried within him a double curse. Octavio's spirit continues to dwell within Anatole's body,
providing him with more profound insights into the coming darkness of Gehenna. In addition, Kupala now speaks
through Anatole, who incorporates the demon's perverse omens and directives into his utterances. Anatole's
attachment to Lucita provides him with a faithful companion who can sometimes interpret his visions for others. He
considers himself Lucita's protector and, in fact, demonstrates a fair degree of competency as a warrior. For the last
two centuries, Anatole has kept company with Beckett, another seeker of the truth of Kindred existence and a noted
commentator on the Book of Nod.
Due primarily to Lucita's insistence, Anatole has changed his appearance to conform to modern fashions. His
matted blond dreadlocks give him the appearance of a Rastafarian and his piecemeal clothing gives him the look of a
vagrant. Of medium height and unremarkable features, Anatole has the face of a fanatic. His eyes burn with the fire
of his visions.
Your inner torment drives you to the edge of despair as you see clearly what will happen but cannot express
your visions except in symbols that mean little to others. Now that you harbor within you the soul of your mentor and
the voice of a demon, your insights draw you ever closer to the truth. Sooner or later, the future must manifest to
you with the brilliance of a long-forgotten sunrise. Your respite comes only when the eight signs pass and your voices
and visions trouble you no more.
Haven: Wherever Anatole can take shelter for the day.
Secrets: Anatole has an ability akin to True Faith, although it does not seem connected with any recognizable
religious belief. His ability to repel unwanted Kindred and other supernatural creatures defies explanation. He can
also perform miraculous deeds at critical moments.
Influence: While Anatole lacks traditional "status" among Kindred, those who have met him cannot deny his
conviction. He has acquired a following of ghouls and human acolytes who believe he is a holy man.
Destiny: In the late 20th century, Anatole grows more desperate to communicate the urgency of his visions.
He travels frantically from place to place, in the Americas, in Europe and in parts of Asia and Africa, searching for
Kindred who might believe and act upon his prophecies. Finally, just before the turn of the millennium, Anatole pours
out his visions into a stream-of-consciousness epic and meets his Final Death.
6th Generation Malkavian; Sire: Pierre l'Imbecile; Nature: Visionary; Demeanor: Penitent; Embrace: 1193;
Apparent Age: early 20s; Strength 3, Dexterity 4, Stamina 4, Charisma 4, Manipulation 2, Appearance 2, Perception
6, Intelligence 2, Wits 4; Talents: Alertness 3, Brawl 2, Dodge 3, Empathy 4, Expression 4, Intimidation 3,
Leadership 2, Subterfuge 3; Skills: Animal Ken 2, Archery 2, Crafts 3, Drive 1, Etiquette 1, Melee 3, Ride 1, Stealth
3, Survival 4; Knowledges: Academics 3, Computer 2, Enigmas 4, Investigation 2, Law 1, Linguistics (Spanish,
English, Romanian, German) 3, Occult 4, Theology 2; Disciplines: Animalism 1, Auspex 5, Celerity 2, Dementation 6,
Dominate 4, Fortitude 4, Obfuscate 6, Potence 2; Backgrounds: Herd 3, Retainers 4; Virtues: Conscience 3, Self-
Control 2, Courage 5, Road of Heaven 5, Willpower 6; Merits: True Faith 1
Banshee
The Malkavian known as banshee is almost never seen anywhere but under the city. The
curse of Caine took more than a chunk of banshee's reason with it. Her appearance was also
mutated in that of a demonic hag. Her voice has become shrill, and difficult to understand.
Those that know of her, Believe that she is a mindless creature that roams the sewers and
caves below St. Louis, devouring rats and anyone who is found below. Even the Nosferatu give
her a wide berth.
None would suspect that this same mindless creature has a cunning mind and a heart of
innocence. Banshee was a simple house wife that just happened to be in the wrong place at the
wrong time. She was embraced as a shovel head, but rather than claw her way up she chose to
remain in the comforts of the dirt. She would have likely remained there had she not been dug
up by the local ground custodian at the cemetery. He was just curious to find out what had
been buried on "his" grounds. Once uncovered, Banshee soon found out that not only did sun light burn her, but the
moonlight as well. She remembers only bits and pieces of that night, running wildly into a nearby shed. The police
came and with them so did Jackson Harkker. He protected and saved the pitiful creature and has done so to this
night. Using a boon owed to him he found her a small domain in the underground, to where she might dwell. He was
pleased to see her feeding only on rats, and has done what he can to alleviate her suffering.

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Over the years she has developed considerable skill with computers and has become known as a decent
hacker. It is through different logons that she has begun to once again get involved with society. Her insanity
manifests itself in her inability to remain in open spaces as well as a compulsion to communicate in a voice that is
fluctuates between low and a shrilly high pitched voice.
Due to an additional curse your voice ranges to that of a high pitched squeal to a quiet mouse like voice. It is
difficult to hold a conversation with anyone and so you try not to speak. Never move on to open ground and you
never feel comfortable without a ceiling close to your head. Still you are a lonely creature and miss your family and
the ability to have friends. You truly enjoy using the internet as it is the only way you can communicate with people
and not have the repulsed.
Banshee's face has captured more of the beast then most kindred. Almost always underground She only
changes her appearance to that of a striking young Asian woman when mortals stumble upon her. Dirt and grime
have found their way all over her person. If anyone would take the time they would see innocence in her eyes.
Banshee is a tragic character who appears in the beginning as both frightening and powerful. Only if the
characters chose to over look her disfigurements and mental derangements will they gain a powerful ally. Still they
players will have to go to her because she can not go to them. Harkker looks out for her and she could be used
against him. Her have is in the underground. Often written off Banshee has access to many hidden secret due to her
Hacking skills.
9th Generation Malkavian; Secrets: D (B concerning computer secrets); Sire: Simon; Nature: Caregiver;
Demeanor: Deviant; Embraced: 1988; Apparent Age: mid-20's; Strength 2, Dexterity 3, Stamina 3, Charisma 2,
Manipulation 2, Appearance 2, Perception 2, Intelligence 4, Wits 4; Talents: Alertness 2, Brawl 1, Dodge 2, Empathy
1, Intimidation 3, Streetwise 2, Subterfuge 1; Skills: Drive 1, Performance1, Security 1, Stealth 3, Survival 1;
Knowledge: Computer 4, Finance 2, Investigation 1, Linguistics 1, Occult 1, Sewer Lore 3; Disciplines: Auspex 2,
Dementation 2, Obfuscate 3, Protean 3; Backgrounds: Generation 4, Herd 2, Retainer 2; Flaws: Light Sensitivity;
Virtues: Conscience 5, Self-control 1, Courage 4, Humanity 6, Willpower 5
Elimelech (Seraph of the Black Hand)
And Elimelech Naomi's husband died; and she was left, and her two sons. Ruth 1:3 - as auspicious an
entrance into the ranks of the eternal as any. Elimelech of Judea never knew his sire. Was he kind? Cruel? Did he
bestow the Curse of Caine upon his fledgling as a blessing? Or a punishment? Could damnation fall upon the
unwitting by happenstance, or did some unseen purpose lurk behind it all? Without its head, what would become of
his household in this foreign land?
After waking to find him pale, cold and unmoving, Naomi, wife of Elimelech, placed
her husband in a shallow, unmarked grave. Three nights hence he summoned the
strength to rise, clawing himself from the cold earth. Half mad and possessed of a thirst
no fountain on this earth would slake, the Judean made his way eastward in search of his
beloved family and some form of release from the abhorrent unlife into which he had
been thrust.
Elimelech's search took him months, but he found his family - in the inland country
of Moab, where his sons had taken converted idolatresses as wives and started families
of their own. The shock proved too much for the fledgling Cainite; morning found Mahlon
and Chilion, Elimelech's sons, in a field with their throats torn out. They were unwitting
victims of their father's fiendish hunger, and their deaths left Naomi, their mother, alone
again. Tears of blood coursed down Elimelech's cheeks as he beheld the malignant
harvest he had sown; he saw his widow (who now called herself Mara - "bitter" - for "The Almighty hath dealt very
bitterly with me," she said) collect her worldly possessions. From afar, he watched the angry confrontation with her
inherited daughters, the heart-rending separation that followed as Orpah remained behind, unwilling to leave the life
she had built in the Moabite village. Ruth, however, accompanied her mother-in-law back into the desert, penniless
and pitiable.
Elimelech followed, torn between the compulsion to see right done by his children and the shameful secret
that prevented his revealing himself to them. Over the years he saw his wife and daughter reduced to reaping
sheaves of barley on others' estates for simple sustenance. He watched once beautiful Ruth, grown haggard and
hunched in the fields, betrothed to a miserly kinsman three decades her senior in an incestuous parody of marriage.
Naomi-called-Mara settled in a household that paid her little attention face-to-face and mocked her cruelly behind her
back. Even Elimelech's lands in Judea were divided and sold to thieves and slavers.
If my Lord wishes it thus, it must be so, Elimelech late of Judea told himself, trying to come to terms with his
unnatural existence. He took up residence in a series of southern caves abutting the Dead Sea and fed from cattle or
sleeping wanderers. He continued to watch and aid his family, and their families, to do for them what he could not for
his own children - yet always from a distance and always alone, lest he again fall prey to the madness that had
stripped his sons from him. The Cainite condemned himself to an eternity of solitude for his sins, and resolutely
awaited his sentence.
Generations came and went, as did the passing of the seasons to Elimelech's time-wearied eye. His
immortality gave him no immunity to tragedy's bite, however. The Judean had word of his estranged child Orpah, by
then an old woman, being persecuted and tortured with her daughters and granddaughters at the hands of Moabites
who had no faith in her earlier religious conversion. He saw sickness come to the village of Bethlehem-at-Judea, his

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grandson Obed dead of plague and his wife and daughters made barren. A score of years later, the lands of
Elimelech's forefathers, along with his kin who had not yet scattered to the four corners of the earth, were overrun
by the Philistines and forced into slavery as he slept during the sunlit hours. Only Elimelech remained, unchanging,
undying, and unable to ward off any of the cruelties fate and God continued to mete out, unwilling to accept
whatever wrongdoing had thrust him into this Hell on Earth or to forgive himself for the abominable crimes he had
committed decades earlier. Elimelech left the smoldering ruins of his ancestral home and drifted aimlessly through
the new kingdoms of that early world in search of destruction, redemption, damnation, anything.
Years later, in the valley of Ephesdammim, as a champion of Gath fell to the slung stone of a boy-king of
Israel, Elimelech found an answer. There, in the muted torchlight of the stone-circled arena where David, great-
grandson of Ruth, slew Goliath, great-grandson of Orpah, Elimelech realized that it would never be over - that his
was a curse from which none could escape. It was enough to sever the now-elder vampire's already tenuous hold on
reality. Mad Elimelech fled that place in search of the saint or sinner who could end his unlife. He lost himself to the
Beast for a span of centuries, throwing himself to the mercy of the four winds, killing indiscriminately, neither willing
nor able to separate man from monster, indulging in every excess his inhuman existence would allow. He rampaged
southward to the burning sands, where the serpent-children found they had no charms to sway his savage soul. He
fled east to the unexplored wastes whose forgotten secrets held no salvation for him.
Elimelech traveled west to the water's edge, where he was burned by righteous flame and could not enter the
gates of the Forbidden City, and finally north, where the death-seers of Cappadocia subjected him to the torments of
their grails and grimoires. Indeed, Elimelech bled into Christ's very cup, only to realize the treachery of foul Cainites
too late. Time and time again the Judean rose to cheat Final Death and remained forever barred from rejoining his
family, forever caught between Heaven and Hell. And, in another mind wrenching moment of epiphany, the son of
Nahshon wondered if all this - even his name, Elimelech, "my God is king" - could have been preordained... if he was
indeed the orphaned vagabond to Job's victor, impotent in the face of what he was becoming, powerless even to
make a difference.
Elimelech's travels ultimately threw him in league with the Black Hand; he is too unpredictable for the
Seraphim Council to trust completely, but too old and powerful for them to turn away. He has sampled every sliver of
the world and slain innumerable souls over the course of millennia, during which he has been woefully conscious. To
him manus nigrum is nothing more than a means to an end, another amusement with which to while away eternity.
He plays the faction's pathetic power games and tries to forget what he once was and what he has become. In vain,
he uses the Hand to distract him from the thing he feels growing slowly inside him, compelling him with increasing
frequency, taking hold of his very being.
Perhaps an end is imminent; perhaps some night soon that terrible creature will rise to assume permanent
control, forever eclipsing all that is Elimelech (already he has degenerated to the point where only Cainite blood, not
human, quenches his dreadful thirst, a hypocrisy that unduly taps the Black Hand's already stressed resources). In
the meantime, the Seraphim accept him (tentatively) as their peer. And yet the Seraphim wonder if the screams
aren't really sobs. All of the vaunted elders of the Black Hand refuse to enter a room with Elimelech alone, for
reasons that none of them discuss.
Elimelech bears a kind face wholly inappropriate to one of the most terrible vampires in the Sabbat's Black
Hand. Although his appearance is rumored to change when he keeps his own company, Elimelech typically appears
as a grandfatherly man of Persian or Mesopotamian descent. He wears the same clothes as he did during the days he
spent alive with Ruth in Moab: a simple linen shift and a pair of weathered sandals. Individuals familiar with him
swear that his skin has darkened with age and that he is an Assamite but Elimelech neither confirms nor refutes
these claims. It is obvious to anyone who observes you for any length of time that you are dangerously close to the
edge. Your periods of lucidity come less and less frequently with each passing year. When the Beast takes your reins,
your ennui gives way to something diabolical and depraved - something that likes being one of the Damned.
Something lurking just beneath the surface waits for an opportunity to rise - something lost Elimelech, God-fearing
merchant and father of four, would sooner have destroyed than allowed to exist.
Clan: Malkavian; Sire: Unknown; Nature: Monster; Demeanor: Masochist; Generation: Unknown, but
attributed to any from the 2nd through 5th Generations; Embrace: Ruth 1:3; Apparent Age: Indeterminate. Although
the Seraph could not have been a night past 30 or 35 years of age at the hour of his rebirth, his weathered, age-
streaked features are those of a man in his 50s.; Strength 4, Dexterity 3, Stamina 7, Charisma 4, Manipulation 5,
Appearance 3, Perception 8, Intelligence 9, Wits 5; Talents: Alertness 6, Athletics 2, Brawl 3, Dodge 4, Empathy 5,
Expression (prayer) 4, Intimidation 3, Leadership 4, Streetwise 2, Subterfuge 4; Skills: Animal Ken 2, Etiquette 2,
Herbalism 4, Melee 2, Performance 5, Ride 1, Stealth 3, Survival 4; Knowledges: Academics 4, Hearth Wisdom 6,
History 9, Investigation 5, Law 1, Linguistics (millennia of living and dead tongues) 8, Medicine 2, Occult 4, Science
(agriculture) 5; Disciplines: Animalism 2, Auspex 8, Celerity 2, Dementation 9, Dominate 7, Fortitude 9, Necromancy
1, Obfuscate 7, Potence 3, Presence 1, Protean 3; Backgrounds: Allies 6, Black Hand Membership 5, Sabbat Status 8;
Other: Conscience 2, Self-Control 1, Courage 2, Humanity 1, Willpower 10
The Harbinger
"Listen as the Wind blows, from across the Great Divide. Voices trapped in yearning, memories trapped in
time. The Night is my Companion, and Solitude my Guide Would I spend forever here, and not be satisfied... Onto
the sea of waking dreams I follow without pride, Because nothing stands between us here, and I won't be denied" -
S. McLachlan Possession

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Not much is known about the Harbinger, he does not remember his mortal life. He was embraced by Poor
Sarah (the photo of the girl is in the Malkavian's Clanbook). During his embrace, he claims, a three- eyed ghost came
to him and told him of the coming of the end, and his role to play within it. When we emerged from the ruins
(alternate, 'unofficial' creation rites were used), he bore a spear made of Rowan wood and wisdom. He could quote
passages from the Book of Nod, adding parts, speaking in a first-person perspective (he claims to have seen and
lived these events during his vision). He came to the attention of the Bishop of Quebec (herself a follower of the Path
of Caine). She pronounced him a heretic (by Sabbat code, the only recognized 'harbinger' of Gehenna is Caine re-
awakened). He fled the Sabbat's Wild Hunt, killing many of it's members.
From there he traveled along the Saint Lawrence seaway towards the Great Lakes, hunting and killing
Nomadic Packs and luckless travelers. He began to remember bits of the vision, spirits began to speak to him of the
Dark Powers and their servants on this world. These sought to disrupt the Time of Change (Gehenna). They sought to
destroy the world by not allowing the Last Daughter (mentioned in the Book of Nod) to choose the fate of Man and
Kindred. They spoke to him of the Baali, of the Wyrm, of Nephandi and of the Infernalists. He began to search for
these being within the packs he attacked for survival. Once, as he diablerized a Lasombra, a dark-haired girl spat out
a curse that his sin be forever marked upon his body (the girl was a Baali Infernalist traveling with the Pack).
He eventually found his way to Toronto (he wasn't aware of why he needed to come here, only that this felt
like his destination). Here he met a Pack putting a group of recruits through their Initiation Rites, a hunt of a Garou.
Among the neonates there was a young woman who seemed somewhat familiar. Desperate for any snippet of his
past life, and in particular, how he had known her and why he had come here, he shadowed the group. He protected
her against the Garou who turned out (unfortunately for the Sabbat) to be a Bone Gnawer from Toronto, leading the
Garou back to the waiting Founding Pack. There was a great battle, where for the first time the Harbinger made his
presence known. The woman called out for 'Matthew' and the Harbinger instinctively looked up.
After the battle, the woman identified herself as Kathryn. She had met Matthew only two years ago at an
academic competition. She told him that he was from New Brunswick, Canada and that he and his baby sister were
all that remained of their family after a car crash a year before their meeting. They had shared correspondence up till
a few months ago, when he wrote her saying that he was going to go to University in Montreal, but was stopping off
in Quebec to see the Medieval Festival. None of this reminded the Harbinger of the past, though thereafter he began
to have dreams of a little girl, standing amidst a car wreckage, crying out for her mother, who lay dead just a few
feet away. It soon became apparent as to the reason why he had been drawn here. Kathryn said that he had once
told her that strange things had always happened to him, that he saw things others didn't and that in the middle of
polite conversation would drop a few words that would later come true. He also recognized that he felt a deep sense
of belonging when he met her. Later she confided that she felt the same way, and that they had skated around the
subject when they were mortal, due to mutual shyness. Together they left Toronto for safer ground. They fled to the
Camarilla city of Chicago...
The Harbinger believes that he is the bringer of Gehenna and that he is also the protector of the Last
Daughter as soon as she is born, and found. He is calm and silent, speaking little and then only to Kathryn unless he
is speaking to authority. His words should always carry some enigmatic bit of prescience (for example, he calls Lodin,
"The Dead Prince" and predicts the death of Lodin during a 'time of strife between us and the spirit-wolves') Although
reluctant, he finds himself sometimes in roles of leadership. During Kathryn's disappearance (see Kathryn), he is
more sullen and withdrawn, and his hunting is erratic and extremely violent (think Predator 2). Above all, he is an
independent, and is fiercely protective of that. He wears the social title of Autarkis as a shield to ward off undue
manipulation.
A young man of light, underweight build (5'10", 121 lbs.) with faint scars on his forehead and chin. His eyes
slowly but constantly shift colors, appearing dark blue, green or grey, making them hard to look at. His hair is dirty
blond and falls only to the nape of his neck. His skin is like black- veined white marble.
He is the Harbinger of Gehenna. His primary haven is unknown, even to the Nosferatu of Chicago, although
he claims all the graveyards in the Barrens and Rockefeller Chapel on the university campus as his private domain.
He rarely interacts with other Kindred, and is widely believed to be everything from Caine or Malkav to a Black Hand
Seraph, to a spirit of some sort or a Mage masquerading as a vampire. His loyalties are always circumspect.
The Spear: The Heartwood spear is a 6 foot long double-ended spear made of dark stained rowan heartwood.
It inflicts aggravated damage against all targets and if broken, will reform by expending a Blood Point. The Spear is
as much a part of the Harbinger as his protective robes- he is never without it.
Other Memory: This is a unique supernatural merit that duplicates the merit Jack-Of-All-Trades. The
Harbinger is a Jocastian Diabolist, which means to say that all the memories of those he has killed can be called
upon. It also represents the help he receives from the other side of the Shroud from various wraiths and spectres.
Shroud of the Dead: This is actually two uses of the Innate Magical Ability merit and represents the
Harbinger's affinity with the Shadowlands and the Tempest. First, he has all the powers listed under the art of
Pandemonium 3 (Substitute Blood points for Pathos and he has three dice to add to his Manipulation). The other
power is more akin to his material form. Treat it as a Fortitude of 3, but describe it in terms of Wraith. IE. He seems
to turn insubstantial as the bullet hits him, or he doesn't fall quite as fast from the top of the building.
8th Generation Malkavian Antitribu; Nature: Visionary/Survivor; Demeanor: Curmudgeon; Concept:
Outcast/Pariah; Haven: the Barrens, Chicago; Apparent Age: early twenties; RIP: Aug 16, 1993; Strength 2,
Dexterity 2, Stamina 2, Charisma 4, Manipulation 3, Appearance 2, Perception 4, Intelligence 3, Wits 3; Talents:
Alertness 2, Athletics 2, Brawl 2, Dodge 3, Intimidation 3, Leadership 2; Skills: Firearms 2, Melee 3, Stealth 3;

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Knowledges: Linguistics 1, Occult 3, Sabbat Lore 2, Kindred Lore 5 (Gehenna); Languages: English (native), French;
Disciplines: Auspex 2, Dementation 3, Obfuscate 3, Obtenebration 1; Backgrounds: Status 2 (Feared, Tenacious,
Pariah); Merits: Dual Nature, Blasé, Silence, Medium, Spirit Mentor, Mystic Ability, Other Memory, Charmed
Existence, Magical Ability (Shroud of the Dead), True Love (Kathryn), Early Riser, Catlike Balance, Mystical Item
(Heartwood Spear); Flaws: Driving Goal (Gehenna), Hatred (servants of Oblivion/Wyrm), Confused, Amnesia,
Cursed (Diablerie physically visible), Eerie Presence, Light Sensitive, Social Outcast, Hunted, Notoriety, Diabolist,
Secret Friendship (Tammille Obertus), Extremely Pale Skin; Virtues: Conviction 2, Instincts 4, Courage 3, Harmony 6,
Willpower 9
Equipment: Spear, Hooded robes (several layers, with protective gloves, boots, and facial wrappings- only
his eyes are visible), Class II body armour, straight razor, Ruger Super Redhawk (manstopper bullets), hand taser
(difficulty 4, use melee instead of firearms), Glock 22 or Fianchi shotgun.
Stage of Malkavian Development: Lunatic; Derangements: Cynicism, Delusions of Grandeur
Harkker, Jackson (Saint Louis)
Raised with strong morals and discipline Jack was drawn to his calling as a police officer. He met his wife on
the other side of a protester line and the two fell madly in love and were married within the same year. Jack's
integrity and hard work efforts allowed him to rise among the ranks of the police force despite the corruption around
him.
All of his life and dreams were shattered when his wife was brutally and savagely murdered in their home
while he was away at work. Finding his wife's killer became his sole focus and he was relieved of duty. Moving from
job to job in effort to care for his son he was shocked when he was arrested for the murder of his old partner.
Strangely the police wouldn't let him speak his lawyer until after nightfall. When the man who showed up wasn't the
lawyer he requested, Jack found it odd. The man, who introduced himself as Simon, quickly began interviewing Jack
and led the discussion to his wife. Jack was horrified to realize that this man was his wife's killer. He called to guards
and tried to explain that his lawyer was the man who murdered his wife. Simon laughed at Jack and that sparked the
rage within him. He was innocent by reason of insanity for the charges of murdering his partner, his wife and the
guard.
Alone in a straight jacket in his windowless padded cell Simon embraced Jack. Simon
returned the next two nights to feed his childe, completing the blood bind leaving saying that
Jack would serve him forever. As Jack lay in his straight Jacket weeping bloody tears, his mind
ravaged and waiting for death Jack heard a soothing voice. He rolled over to see another man in
a straight jacket smiling. This man with unkempt hair told Jack that everything was going to be
okay. He told Jack that his name was Montique and that he would help Jack. "Monty" would help
Jack escape and rebuild his life.
Jack had found a true friend and with Monty's help Jack escaped that very night. He returned
to his old house and found it boarded up. Breaking inside he found his old wedding ring, a trench
coat that his wife gave him and some money he had stashed away. Simon tracked Jack down
three days later and tried to reason with him. He expected that Jack would be fully in his thrall,
but Jack's love for his wife and his unquenchable thirst for vengeance allowed Jack to hate his sire even though he
couldn't physically hurt him. He was unresponsive to Simon's attempts to educate Jack, only the threat to Jack's son
made Jack comply partially. Simon tried to mold Jack into a willing pawn so that he might use him to help fight his
own sire.
Over the years Jack has resisted the urge to feed from mortals and feeds only from animals. He retrieved his
only son, who was in the care of his sister, and has desperately tried to maintain his humanity. Monty did as much to
teach Jack about the nature of vampirism as his own sire. In kindred society Jack has used his police skills to help the
sheriff and the prince of the city keep order. He also helped to form a powerful neonate coterie that slowly gained
prominence in the city. To the other Malkavians he acted like a big brother to those who were the victims of the
embrace and an enforcer to those who were more destructive. The power struggles within his clan between his sire
and his sire's sire he has remained out of. He is the most trusted Malkavian in the city, both within his clan and
without. He is not well liked but is respected.
Jack is always dressed in the trench coat that his wife gave him. The years have not been kind to the trench
and it is a patch work of bullet holes and stains. His black hair also has a wild manic look that gives some pause.
Dark police issue sun glasses cover his ever watchful green eyes. A single gold ring on his left hand holds the deepest
significance to him and he occasionally looks at it as if it will give him guidance when ever the beast calls.
You can not help speaking collectively to include Monty in everything you do. For mortals you have a great
heart, for kindred you could care less. The masquerade serves its purpose in protecting the mortal world and allowing
them to live their normal lives. You must include Monty in everything you do. You can only hope that heroic action
will someday lead to redemption.
Jack is a Golconda seeker even though he has never heard of the term. When players run into trouble with
the cops it Jack who will most likely be able to get them out of it. While not the internal leader of the clan he is the
most respect Malkavian in the city and other believe he carries more weight with them than he seems. His insanity is
represented by his imaginary friend Monty who is always with jack. Monty is his key to Malkavian wisdom and his
spiritual guide. Jack makes his haven above a coin operated laundry that provides some of his income. The other half

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of his income comes from his struggling detective agency. Jack has considerable influence in the police department,
not from ghouls or cops on the take but from friends and allies.
9th Generation Malkavian; Secrets: C+; Sire: Simon; Nature: Idealist; Demeanor: Cavalier; Embraced: 1987
born 1957; Apparent Age: 29; Strength 3, Dexterity 3, Stamina 4, Charisma 2, Manipulation 3, Appearance 3,
Perception 4, Intelligence 2, Wits 3; Talents: Alertness 4, Brawl 3, Dodge 3, Empathy 2, Interrogation 2, Intimidation
2, Leadership 3, Masquerade 1, Search 2, Streetwise 1, Subterfuge 2; Skills: Crafts (body) 2, Drive 2, Fast draw 2,
Firearms 3, Performance 2, Police Procedure 3, Security 2, Stealth 1; Knowledge: City secrets 3, Criminology 1,
Forensics 1, Investigation 3, Law 1, Linguistics 2, Medicine 1, Sabbat lore 1, Theology 1; Disciplines: Auspex 3,
Celerity 2, Dementation 1, Dominate 2, Fortitude 2, Obfuscate 2, Presence 2, Protean 1, Vicissitude 2; Backgrounds:
Allies 1, Contacts 2, Generation 4, Herd 2, Influence 1, Resources 2, Status 2; Merits: Silence, Blush of health, police
ties, Higher purpose; Flaws: Cast no Reflection, Ward, vengeance; Virtues: Conscience 4, Self-control 4, Courage 4,
Humanity 7, Willpower 10
Holmes, Sherlock (Great Detective)
7th Generation Malkavian; Str 3, Dex 4, Sta 4, Cha 4, Man 4, App 2, Per 6, Int 6, Wits 6;
Abilities: Acting 4, Alertness 5, Area Knowledge: Chicago 3, Area Knowledge: London 1, Athletics I,
Brawl 4, Bureaucracy 1, City Secrets: Chicago 3, Computer 3, Disguise 5, Dodge 5, Drive 2,
Empathy 4, Etiquette 4, Instruction 4, Intimidation 4, Investigation 6, Law 3, Linguistics 3,
Medicine 2, Melee 5, Music I, Occult 5, Politics 1, Repair 4, Science 5, Scrounging 3, Security 5,
Stealth 5, Streetwise 6, Subterfuge 5, Survival 1; Disciplines: Auspex 4, Celerity 2, Fortitude 1,
Dominate 2, Obfuscate 4, Potence 2; Backgrounds: Age 1, Allies 2, Contacts 6, Resources 3,
Retainers 1, Status 4; Virtues: Conscience 2, Courage 5, Self Control 3, Humanity 4, Willpower 10
Lecter, Hannibal (Cannibal and Diabolist)
Hannibal Lecter was born in Lithuania in 1933 to a wealthy aristocratic family; his father, simply known as
Count Lecter, was a descendant of the warlord "Hannibal the Grim" (1365-1428) who defeated the Teutonic Order at
the Battle of Grunwald, in 1410, while his mother, Madame Simonetta Sforza, descended from both the Visconti and
Sforza families who separately ruled Milan for a total of 250 years. Hannibal is the eighth in his blood-line to bear his
ancestor's forename.
It has been suggested that Lecter was also descended from Giuliano Bevisangue ("Bevisangue" means
"Blood-Drinker"), a feared and ruthless figure in 12th-century Tuscany, and from the Machiavelli bloodline. Lecter
himself would pursue this subject, to determine from the records of the Capponi Library if there was any true
connection to Bevisangue, but he was unable to definitively answer the question. Hannibal also asserted that Lecter
was a cousin of the artist Balthus.
When Hannibal was 6 years old, he was introduced to his sister named Mischa, born in 1939. The two shared
a bond that was particularly strong, even for siblings. When Hannibal was 9, his family left their estate to live in a
lodge in the forest in order to escape Hitler's "Blitzkrieg". Three years pass and when Hannibal is 12, his parents,
tutor, and family retainers died in the crossfire between a German bomber and Soviet tank. The lodge was invaded
by a group of former Lithuanian collaborators turned looters. Hannibal, Mischa, and other local children were rounded
up by the looters to be used as food during the cold Baltic winter. Six year old Mischa was cannibalized, but Hannibal
escaped, to be severely disturbed by the incident.
After the looters fled, a disturbed and mute Hannibal wandered the forests until he was found by a tank crew.
The soldiers cut the shackle from his neck, which had stripped away pieces of his skin, leaving a scar that would
never truly heal.
The Soviets returned Lecter to his family's castle, which had been converted into an
orphanage. The war had many lasting effects on the children, and many of them became bullies.
Hannibal surprisingly did not, but he was most certainly violent. While living there, he frequently
attacked and severely wounded many of his fellow orphans, but only those who bullied, hurt or
insulted others. Lecter used his memories of the leader of the group of looter, Vladis Grutas, to
assist him in hurting the bullying orphans. Hannibal was surprisingly well behaved around the
younger orphans, often letting them tease him a little, letting them believe him to be a crazed
deaf-mute, and giving them his treats that he rarely received.
A short time later, Hannibal was taken to France by his uncle, and the new Count, Robert Lecter, a famous
artist. Hannibal developed a close relationship to his aunt and adoptive mother, the Lady Murasaki, with whom he
instantly fell in love. He was educated at home on his uncle's estate on the banks of the Essonne; his uncle
encouraged him to take-up painting while his aunt taught him aspects of Japanese culture. He saw a psychiatrist,
Doctor Rufin, but continued to be mute and suffer from nightmares of Mischa's death. At age 13, he attacked a local
butcher, Paul Momund, in retaliation for an obscene insult to his aunt (after which he began talking again, describing
Momund as "beast"). After Robert Lecter suffered a heart attack during a further confrontation with Momund, Lecter
killed the butcher, slashing him twice in the stomach with a Tantō that had belonged to Lady Murasaki's Samurai
ancestor, Date Masamune, and then beheading him and taking his head as an offering to Masamune. The murder
brought Lecter to the attention of his first lawman, Inspector Pascal Popil. Popil intuitively grasped what Lecter had
become and pressed him to admit his guilt. Lecter proved impenetrable, however, even passing a lie-detector test;
thanks to Lady Murasaki's intervention, Lecter escaped any blame. Following Robert Lecter's death, Lady Murasaki

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moved to a flat in Paris, where Lecter attended a boarding school. Popil, who was fascinated by both Lecter and Lady
Murasaki, remained in close contact with them.
Lecter excelled at the Lycée and graduated early, becoming the youngest person admitted to a medical
school in France, where his mentor was Doctor Dumas. Lecter had been alerted to the survival of the Totenkopfs who
had held him prisoner, when he found a painting looted from his father's collection on sale in a Paris gallery.
In 1951, he returned to Lithuania and the scene of his sister's murder. He excavated the ruins of the lodge
where his family died, and upon finding Mischa's remains, he gave her a proper burial. He also unearthed the dog-
tags of the group of deserters who had killed her. One member of the group, Enrikas Dortlich, now an officer in the
Soviet Border Guards, arrived at the scene intent on killing Lecter. Lecter surprised and murdered him. Lecter then
dispensed poetic justice by consuming Dortlich's cheeks, his first willful act of cannibalism.
Dortlich's murder put the group in alert; Grutas dispatched a second member of the group, Zigmas Milko, to
eliminate the problem by either bribing Lecter or killing him. Lecter killed Milko instead, drowning him in
formaldehyde. Both Popil and Lady Murasaki try to dissuade him from hunting the gang; he and Lady Murasaki
almost consummated their relationship, but Lecter was driven to kill, claiming he had made a promise to Mischa.
Lecter attacked Grutas in his home but Grutas was rescued by his bodyguards. Grutas kidnapped Lady Murasaki and
used her as a lure to draw Lecter to his death. Lecter, donning Masamune's Tantō, tracked Grutas to his houseboat.
In a final confrontation, Grutas claimed that Lecter too had consumed his sister in broth fed to him by the soldiers,
and it was to keep this fact secret that he was killing them. Enraged, Lecter eviscerated him by repeatedly carving
his sister's initial into his body. Lady Murasaki was disturbed by Lecter's behavior and fled from him even after he
told her that he loved her.
Popil arrested Lecter for the murders, but there was little incentive for a trial; no evidence could be
conclusively tied to him, and all the victims had been slavers and war criminals. His victims' association with the
Nazis led Hannibal to become something of a celebrity in France, with communists and students marching for his
release. Lady Murasaki visited him one last time while he was being held by the police, and saw that he had become
completely emotionless. After receiving references from Doctor Dumas and from the head of the Police Forensic
Laboratory, for whom he has worked as a volunteer, Lecter was released. He left France, killing the final member of
the group, Bronys Grentz, while on a vacation in Montreal, before returning to his internship at Baltimore.
Lecter's drawings led to an internship at Johns Hopkins Medical Center in Baltimore, Maryland, where he
graduated with a degree in medicine and eventually settled. Lecter established a psychiatric practice in Baltimore in
the 1970s. He became a leading figure in Baltimore society and indulged his extravagant tastes, which he financed by
influencing some of his patients to bequeath him large sums of money in their wills. He became world-renowned as a
brilliant clinical psychiatrist, but he had nothing but disdain for psychology; he would later criticize it as "puerile" and
comment that most psychology departments were filled with "ham radio enthusiasts and other personality-deficient
buffs.", even declaring at one point that he didn't consider psychology to be a science.
Lecter killed at least nine people before his capture, becoming known in the Baltimore and Chesapeake area
as "The Chesapeake Ripper". Only three of his victims survived, including Graham, an FBI profiler who was Lecter's
captor and who figures largely in the plot of Red Dragon. Another one of these, Mason Verger, figures largely in the
plot of Hannibal.
Only two of his nine pre-incarceration victims after he came into the United States are known by name in the
books: Benjamin Raspail and Mason Verger. Mason was the son of Molson Verger, a very wealthy and influential
businessman who owned a meat-packing empire. Mason went through psychiatric counseling with Lecter as part of a
court-order after being convicted of child molestation, and for viciously raping his own sister named Margot who also
went to Lecter for counseling. Mason invited Lecter to his home in Owings Mills one night after a session. Lecter, out
of retribution for Mason raping Margot (whom Lecter had grown particularly fond of), drugged Mason and suggested
he try cutting off his own face with a mirror shard. Mason complied and, again at Lecter's suggestion, ate it and fed
some to his Dobermans. Lecter then broke Mason's neck with a rope used for auto-erotic asphyxiation and left him to
die. Later, the dogs were taken to an animal shelter to have their stomachs pumped which led to the retrieval of
Mason's nose, lips and parts of his forehead; however, the skin graft was unsuccessful. Verger survived, but was left
hideously disfigured and forever confined to a life support machine.
Raspail was Lecter's ninth and final (known) victim in the Chesapeake series before his incarceration. Raspail
was a not-so-talented flautist with the Baltimore Philharmonic Orchestra, and it is believed that Lecter killed Raspail
because his musicianship, or lack thereof, spoiled his enjoyment of the orchestra's concerts; although Lecter would
claim to Clarice Starling that the reason for Raspail's death was that Lecter "got sick and tired of his whining".
Raspail's body would be discovered sitting in a church pew with his thymus and pancreas missing, and his heart
pierced. It is believed Lecter served these organs at a dinner party he held for the orchestra's board of directors.
Raspail claimed to have killed a man whose head was found years later in Raspail's rented storage garage in
Baltimore, but Lecter suspected him of covering up for his former lover, Jame Gumb, who would later be involved in
Lecter's life as the serial killer dubbed "Buffalo Bill". (Raspail's role in the film versions has been inconsistent; he may
have been killed by Buffalo Bill in the film version of Silence of the Lambs, which Lecter seemed to suggest, but by
Lecter in the adaptations of Hannibal and Red Dragon. The inconsistency has never been explained.)
The novels also mention a few details about Lecter's other victims. One, who initially survived, was taken to a
private mental hospital in Denver, Colorado. Others include a bow hunter, a census taker whose liver he famously ate
with "fava beans and a big Amarone" (in the movie, the wine he had for this particular meal was "a nice Chianti"),
and a Princeton student whom he buried. Lecter was given sodium amytal by the FBI in the hopes of learning where

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he buried the student; but Lecter, instead of giving them the location of the buried student, gave them a recipe for
dip. He had trained himself previously by administering self hypnosis in case he was ever administered hypnotic
drugs. Lecter committed his last three known murders within nine days.
Lecter was caught in March or April 1975 by FBI Special Investigator Will Graham. Graham was investigating
a series of cannibalistic murders in the Baltimore area committed by a serial killer, and had been corresponding with
Lecter for professional advice. When Graham questioned Lecter at his psychiatric practice, he noticed some antique
medical books in his office. Upon seeing these, Graham knew Lecter was the killer he sought; the sixth victim had
been killed in his workshop and laced to a pegboard in a manner reminiscent of Wound Man, an illustration used in
many early medical books. Graham left to call the police, but Lecter crept up from behind and slashed him with a
linoleum knife, nearly disemboweling him. Graham managed to shoot Lecter several times during the struggle, and
both were rushed to the hospital, Lecter being apprehended after his recovery.
The courts found Lecter insane. Thus, he was spared prison and sent to the Chesapeake State Hospital for
the Criminally Insane, under administrator Frederick Chilton. (The second book in the series changes the name to
Baltimore State Hospital for the Criminally Insane for reasons unknown, though there is evidence given in the books
that the hospital may have had a name change and renovation). Many of the families of his victims pursued lawsuits
against Lecter to have their files destroyed. The FBI exhumed the graves of four patients who had died under Lecter's
care for further investigation into the cause of their deaths . He was nicknamed "Hannibal the Cannibal" in the
National Tattler, a tabloid that also published unauthorized photos of Graham in the hospital after being attacked by
Lecter. Another officer retired from the FBI after being the first to discover Lecter's basement. Lecter's
electroencephalogram (EEG) showed a bizarre pattern and, given his history, was ultimately branded "a pure
sociopath" by both Dr. Alan Bloom and hospital director Chilton, even though Harris stated that Lecter doesn't fit
seamlessly into any specific mental diagnosis.
Lecter, while in custody, was said to be "far too sophisticated" for most forms of psychological evaluation,
especially as he enjoyed staying abreast of all of the latest developments in his field. Since he knew how the tests
worked, he could easily come up with the typical answers that would brand him as not being psychologically
disturbed, and he also mocked the psychiatrists' attempts to profile him by folding their tests into origami. Much to
Chilton's disappointment, Lecter was never psychologically profiled simply because of his superior intellect and his
ability to trick the tests. It was because of this that he remained one of the most frightening serial killer enigmas in
custody.
Lecter was a model patient until the afternoon of July 8, 1976. After complaining of chest pains, he was
taken to the infirmary. After his restraints were removed for his electrocardiogram (ECG) he attacked a nurse,
tearing out an eye, dislocating her jaw, and biting her tongue off. Chilton would later note that Lecter's pulse never
went above 85 beats per minute "even when he swallowed it(her tongue)." During the struggle with the orderlies, his
shoulder was dislocated. Following the incident, Lecter was treated very carefully by the hospital staff, often outfitted
with heavy restraints, a straitjacket and hockey mask, and transported only when strapped to a hand-truck.
Chilton and Lecter's relationship was marked by mutual hatred; Chilton's status as a psychologist, his
mediocrity and inflated self-importance offended Lecter, who often humiliated his keeper; while Lecter's constant
mind games and slipperiness infuriated Chilton, who punished him by removing his books and toilet seat. At the end
of Red Dragon, Lecter diagnosed this form of punishment as indicative of the damnation of society by half-measures:
"Any rational society would kill me, or give me my books." By contrast, Lecter reached a mutual respect with his
primary caregiver and warden, Barney Matthews, and the two often shared thoughts over Barney's correspondence
courses. During the investigation of Buffalo Bill, the two would also discuss Clarice Starling. It is also implied at the
end of the novel and of the film adaptation that Lecter seeks revenge on Chilton for the mistreatment that he
endured at Chesapeake. Moreover, On the second-last page of the novel (366), Harris writes: "Next, he dropped a
note to Dr. Frederick Chilton in federal protective custody, suggesting that he would be paying Dr. Chilton a visit in
the near future. After this visit, he wrote, it would make sense for the hospital to tattoo feeding instructions on
Chilton's forehead to save paperwork."
During his stay in Baltimore State Hospital, Lecter would help with four FBI cases. Graham came out of
retirement in 1978 to offer his insight on the "Tooth Fairy" case and upon arriving at a dead end, went to Lecter for
help, as he had twice before after Dr. Lecter was in custody, but before Graham went into retirement. Lecter gave
Graham some valuable insights into the Tooth Fairy, but upon learning about the case, secretly sent a coded
message to the killer, Francis Dolarhyde, to kill Graham and his family (which would later result in Graham's
permanent disfigurement). Five years later, Jack Crawford sent FBI trainee Clarice Starling to Lecter to administer a
psychological questionnaire. Starling, initially assuming the assignment was related to her studies, ended up getting
him to help the FBI in the Buffalo Bill case. In both of these cases, Lecter used wordplay and subtle clues to help
Graham and Starling arrive at the conclusions themselves.
Lecter's relationship with Starling, around which The Silence of the Lambs and Hannibal revolve, was part
antagonism and part seduction. He saw in her tenacity and eagerness, in addition to an unseen power that fueled her
motivation and drive into the FBI. Despite this, they quarreled routinely throughout The Silence of the Lambs.
Starling allowed Lecter into her mind in return for leads and information on Buffalo Bill, which Lecter found
fascinating. Nevertheless, Lecter was not amused when Starling provided possibly the best psychoanalysis of him,
observing:
"You see a lot, Dr. Lecter. I won’t deny anything you’ve said. But here’s the question you’re answering for me
right now, whether you mean to or not: Are you strong enough to point that high-powered perception at yourself?

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It’s hard to face. I’ve found that out in the last few minutes. How about it? Look at yourself and write down the truth.
What more fit or complex subject could you find? Or maybe you’re afraid of yourself."
Buffalo Bill's last victim would be Catherine Martin, daughter of Senator Ruth Martin. Lecter told Chilton he
would reveal Buffalo Bill's real name to Martin and was promptly flown to Memphis, Tennessee, and held at the
Shelby County Courthouse. During his stay in Memphis, Lecter lied to Martin, giving her the fake name "William
Rubin," or "Billy Rubin". (Bilirubin is a pigment found in feces. It is the same color as Chilton's hair, Lecter's hint that
the name was fake. Additionally, Lecter advises Clarice to remember that Chilton is not an M.D.; presumably, Lecter
believed that a medical doctor would have seen through the "Billy Rubin/bilirubin" charade.) The film adaptation
changed the name to "Louis Friend," an anagram for "iron sulfide" - fool's gold.) Starling then visited Lecter at his
makeshift cell, and he gave her some final clues before making a bloody escape, killing two police officers during the
ordeal. He escaped by making a "mask" from the face of one of the officers, donning the officer's uniform and
pretending to be his own still-living victim so that he would be hurried away by ambulance while the authorities still
hunted for him.
After plastic surgery and the removal of a distinctive sixth finger, Lecter relocated in Florence, Italy. Lecter
avoided reconstruction of his nose to protect his uncanny perception of fragrances. In Florence, he took the
pseudonym "Dr. Fell," possibly a reference to the Tom Brown translation of Martial's epigram "Non amo te, Sabidi" ("I
do not love thee, Doctor Fell / The reason why, I cannot tell." Fell also means "cruel" or "fierce") As Dr. Fell, Lecter's
dazzling charm won him the recently vacated position of museum curator; Lecter had, of course, murdered the
position's previous occupant.
Lecter's identity would be discovered by Florence detective Rinaldo Pazzi seven years after his escape from
Memphis. Lecter had been going by the false name Dr. Fell and Pazzi, who had been disgraced when he bungled the
"Il Monstro" case, saw a chance for redemption when he realized Dr. Fell's true identity. Pazzi struck a deal with the
vengeful Mason Verger, Lecter's fourth victim who survived having his neck broken and his face peeled off by Lecter.
The deal was to get Lecter alive so that Verger could exact his revenge by feeding Lecter to a group of specially
trained boars. In his efforts to capture Lecter, Pazzi inadvertently informed Lecter of his plot to sell him to Mason
Verger. After disemboweling and hanging Pazzi, Lecter returns to the United States. Both Verger and Starling would
hunt him, hoping to get to him before the other. Lecter ended up being captured by Verger's men, but was rescued
by Starling, who was sedated with two darts during the ensuing gun fight. Lecter carries her away from the boars
and convinces Margot Verger (Mason's distraught sister and a former patient of Lecter; after having been raped by
Mason) to kill her brother. Lecter left a voice message claiming responsibility for Verger's death. (In the film
adaptation of Hannibal, Clarice is shot in the shoulder with a bullet instead of being shot by darts. Lecter also offers
to spare the life of Verger's personal physician Cordell, on the condition that he kill Mason. Lecter, knowing Cordell's
disdain of murder, offers to take the blame for his crime.)
Lecter kept Starling in total isolation during the next few months, subjecting her to various conditioning
techniques ("brainwashing"). His main goal was to systematically replace Starling's memories and personality and
make her believe she was Lecter's deceased sister Mischa. After breaking Starling down, Lecter kidnapped her
nemesis, Paul Krendler, who was trying to discredit her, as a final test. At the rented home that Lecter was living in,
Lecter performed a craniotomy on a drugged Krendler and tastefully prepared and shared his brains with Starling and
Krendler himself while Krendler was still alive.
However, Lecter's plan to brainwash Starling ultimately failed, as he utterly underestimated her strong will;
Starling refused to have her own personality sublimated, mocking his efforts to turn her into his sister. Then, she
exposed her breast to Lecter and seduced him.
The couple then vanished. In 1993, Lecter's former caretaker, Barney Matthews, spotted the two in Buenos
Aires, Argentina. It is often misinterpreted that Starling domesticates Lecter, quieting his violent impulses with sex,
but it is stated on the last page of the novel that both Lecter and Starling were capable of murder at any time; in
essence, whatever of Lecter's conditioning took created a "counterpart" of himself in Starling. Around the time of the
millennium, Starling sent an emerald ring to her former roommate Ardelia Mapp.
Lecter's confirmed body count is at least 24, though the number is almost certainly higher. The FBI by the
end of Hannibal only knew of 14 victims, Pazzi and the bow hunter being added to his original list of 12, as well as
three attempted murders, and a driven suicide. The novels leave uncertain whether the FBI know of Dr. Lecter's role
in Paul Krendler's murder. The beginning of Hannibal states that he killed and buried the curator of the Capponi
Library in order to more easily assume his position, and subsequently his home and the Library itself. They also
strongly imply but never specifically state that Lecter killed Dr. Frederick Chilton after escaping from prison.
There were a total of eight victims in Europe before he came to the United States (Most of the murders were
committed at the time to avenge his sister's death). He murdered or attempted murder on nine more victims when
he lived in the Baltimore area (This was when he was known as "The Chesapeake Ripper". Two of these victims
survived, one of which was Mason Verger). He also attempted to murder Special Agent Will Graham, but failed.
During his stay in the Baltimore mental institute, he drove a patient in the adjacent cell to suicide after he showed
"discourtesy" toward Clarice Starling. During his escape from prison, he killed at least five; two police officers, an
EMT (possibly other EMTs), an ambulance driver and a tourist (at the airport). Seven years later in the events of
Hannibal, he kills a pickpocket and the Florentine detective Rinaldo Pazzi. Upon his return to the United states, he
killed a bow hunter who offended him and DOJ officer Paul Krendler.
In the books, Lecter has been described as short, but with noticeable wiry strength and dignity of bearing
that makes him seem more physically able than his age presents. He had maroon-colored eyes that spark red in

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reflected light and even rows of small white teeth. His "most ardent fan," Francis Dolarhyde, remarks that he is "the
dark portrait of a Renaissance prince". In The Silence of the Lambs, he is mentioned to have a widow's peak, and
dark hair.
Lecter's left hand had a second middle finger next to the first, perfectly replicated; the rarest form of
polydactyly. It was a condition he never bothered to correct until after his escape from custody, when such a
distinctive feature would have quickly led to his recapture. Thanks to plastic surgery while in Rio de Janeiro, the extra
digit was gone by the time he resurfaced, the scar left behind on the back of the hand covered by cosmetics and a
tanning agent. The film adaptations of Harris' novels make no mention of this phenomenon; whatever actor
portrayed Lecter in a given film had the usual five fingers on his left hand.
Lecter is a character who is portrayed to be intellectually brilliant, but at the same time, primal in his
mannerisms. His natural posture is rigid and still, but swift when required, and he tilts his head to one side when
listening. He is also noted to have inhuman hearing, and more commonly noticed, an almost animalistic sense of
smell (being able to smell tiny amounts of blood or semen from up to a few yards away). Other unique traits include
a remarkable photographic memory, and in Hannibal Rising, it is mentioned by a psychiatrist that Lecter can have
'several trains of thought at once, without distraction from any' due to the hemispheres of his brain acting
independently. His voice is described as having a metallic ring to it, as though he spoke with a perpetual tension.
After plastic surgery (novel series only), he has different hair and a minor alteration to his nose and cheeks. At the
end of Hannibal, when he is spotted with Starling by his former orderly Barney, he has had his face altered again.
Lecter refrained from major alterations to his nose, because it would severely inhibit his incredible sense of smell. He
is also noted to possess an admirable level of patience, so much that he did not complain when he waited eight years
for just the right moment to escape from custody.
Lecter is a superb artist; his accurate representations of human anatomy were a major factor in his winning
his internship to Johns Hopkins. He is also an excellent doctor and psychiatrist; his papers were still accepted in
scientific journals even after his incarceration. He plays the piano and is a capable swordsman. Unsurprisingly, he is
an excellent chef- his many dinner guests commented on the excellence of the meals he prepared long before they
knew the true nature of his cooking. His native tongue was Lithuanian but his travels allowed him to gain fluency in a
variety of different languages including Italian, German, Russian, Polish, French, English and Spanish. He is also
capable of passable Japanese.
Lecter organizes his memories in an elaborate memory palace. In the novel Hannibal, author Thomas Harris
exposits Dr. Lecter's unique intellect and memory as being the product of well-developed Ars Memoriae, or Memory
Palace form of mnemonic discipline. The young Hannibal is taught this discipline by his tutor, Jakov, in Hannibal
Rising. Lecter is able to remember entire books and can even recall entire conversations years after they occurred.
Thomas Harris also raised the fascinating, and possibly original proposition that the palace can be a dangerous place
for its owner. In one scene Lecter retires to his palace in search of comfort only to become haunted by horrific
memories he, or his subconscious mind has stored there in numerous oubliettes. He also uses it as a sanctuary;
when he is being tortured with a cattle-prod, he enters his memory palace to place his face on the cold surface of a
statue that he had touched while he lived in Florence.
Name: Hannibal Lecter (Hannibal the Cannibal); Nature: Monster; Demeanor: Deviant; Clan: Malkavian;
Generation 8th; Strength 3, Dexterity 4, Stamina 5, Charisma 5, Manipulation 5, Appearance 2, Perception 4,
Intelligence 5, Wits 5; Talents: Alertness 5, Artistic Expression 5, Brawl 5, Dodge 4, Empathy 3, Intimidation 4,
Streetwise 4, Subterfuge 5; Skills: Animal Ken 5, Cooking 5, Drive 2, Etiquette 5, Firearms 2, Melee 5, Security 5,
Stealth 4, Survival 5; Knowledges: Computers 2, Finance 2, Investigation 4, History 4, Law 2, Linguistics 4,
Psychoanalysis 4, Psychology 4, Medicine 4, Occult 1, Politics 2, Science 4; Disciplines: Animalism 3, Auspex 2,
Dementation 5, Dominate 5, Fortitude 3, Obfuscate 3, Potence 5; Backgrounds: Fame 5, Generation 5, Resources 3,
Retainers 1, Status 2; Merits: Acute Sense of Smell, Eat Food, Eidetic Memory, Enchanting Voice; Flaws: Conspicuous
Consumption, Enemy (Camarilla); Virtues: Conviction 1, Instincts 4, Courage 5, Path of Cathari 3, Willpower 9
Hannibal Lecter’s Derangement: Even though Lecter has been branded a "pure sociopath", his general
behavior fails to perfectly exhibit the standard forms of the condition. In order to be diagnosed as a true sociopath,
Lecter must exhibit all three characteristics from the Diagnostic and Statistical Manual's checklist. Lecter is seen to
only exhibit two: a lack of remorse and habitual deceitfulness. However, Harris wrote in Red Dragon that Lecter did
not fit any existing psychological condition. Physicians who examined Lecter during his stay at the Baltimore Asylum
reported his brain patterns were inconsistent with those of typical sociopaths. This could be explained as another of
Lecter's manipulations of psychiatric tests and examinations. However, in the books this explanation is never
presented. Will Graham (a forensic psychologist and Lecter's captor) says he believes Lecter is the way he is because
of neurological disability, which would present a severe congenital deformity as well. However, Lecter himself chooses
to believe that "Nothing happened to me. I happened."
In Red Dragon, Harris wrote that (in a statement from Will Graham), as a child, Lecter showed his earliest
sign of sociopathic behavior: sadism towards animals. Many found this to be inconsistent with Lecter's later
characterization, and evidence of this behavior is not found in any of his later appearances. In fact, quite the opposite
is shown. Hannibal Rising reveals that back when he lived in Lithuania, he had formed a strong friendship with a
horse named Cesar and used non harmful methods to intimidate swans from attacking his sister. After killing one of
Mischa's slayers, he released the victim's flock of caged birds. In Hannibal, he again displayed this affinity toward
animals by staring down the boars Mason Verger had bred specifically for the task of killing him, though the
statement of Lecter's sadism towards animals in Red Dragon being inconsistent can be explained by a small forward

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in Hannibal Rising stating that Lecter lied about his childhood and changed records to confound profilers. Lecter also
displayed an uncharacteristic compassion for children, perhaps because they reminded him of how he was before he
turned to murder. He was willing to spare one of Mischa's murderers on account of him having a family.
It has been also suggested that Lecter is not an individual suffering from a mental disorder, but rather a
person who exhibits an unrestrained human psyche. This makes him behave out of impulse rather than conforming to
society's view of acceptable behavior, and it is this combined with Lecter's vast catalogue of skills makes people both
envy and fear him.
As the novels progressed, the character of Hannibal Lecter became less and less that of a realistic serial killer
and increasingly more mythical in nature, assuming traits in common with vampires or demons. It is implied many
times in the novels that he is a unique case, an as-yet-undocumented and aberrant human being. More often than
not, he is termed a "monster." Perhaps the definitive comment on this issue is found in the film adaptation of The
Silence of the Lambs: when asked by a local Tennessee policeman if it is true that Lecter is "some kind of vampire,"
Clarice Starling replies, "There's no word for what he is."
Because of the particularly strong bond that Hannibal had with his sister, it is believed that Mischa's murder
led him to cannibalism in order to avenge her. This neurosis then developed into compulsive serial murder. Harris
writes that when the looters took Mischa from the barn, Lecter prayed to God to see his sister alive again, but instead
witnessed her decapitation with an axe. This destroyed his faith in God, and he believed from then on that there was
no real justice in the world (evidence from later in the series’ chronology suggests that Lecter believed God was a
sort of evil demiurge). Years later, he would come to see Clarice Starling as a surrogate for his beloved sister.
Manson, Charlie (Prophet of the Black Spiral)
Charles Milles Maddox was born at Cincinnati General Hospital in Cincinnati, Ohio, on November 12, 1934 to
a 16-year-old unwed girl named Kathleen Maddox. Shortly after her son's birth, Kathleen married William Manson,
who provided the last name by which he is now known. William Manson was Charles' stepfather; by most accounts
Manson did not know his biological father. In 1939, his mother and his uncle, Luther Maddox, were convicted of
sexual assault and holdup of a gas station. Luther served five years in Moundsville prison, dying there in 1949. His
mother was an alcoholic prostitute who (by Manson's account) sold him for a pitcher of beer. In and out of reform
school as a youngster, he had a reported IQ of 109 and became a kind of institutional politician and manipulator by
age 19. From then on his continuous scrapes with the law landed him in prison. His record there described Manson as
having "a tremendous drive to call attention to himself."
Manson attended Walnut Hills High School as a child. When he was thirteen, his mother (who
had become an alcoholic) attempted to put him in a foster home. When she was unable to find
one for him, he ended up at Gibault School for Boys, a reform school in Terre Haute, Indiana.
Within a year he ran away and back to his mother, who rejected him. He began living on the
streets, supporting himself by petty theft; in 1951, after a string of arrests and escapes,
Manson fled to California, where he was apprehended and placed in the National Training
School for Boys in Washington, D.C., a Federal juvenile facility, for driving a stolen car across
state lines. At least one psychiatrist there observed marked anti-social tendencies, and in that
same year, Manson raped another boy. By 1952, Manson already had eight assault charges
against him. After being transferred to the Federal Reformatory in Petersburg, Virginia, and
later to Chillicothe, Ohio, Manson became a model inmate, resulting in his parole in 1954 at
the age of 20. Following his release, however, he continued along a criminal path. His crimes quickly escalated to
major offenses, including Mann Act violations. (Prior to the Tate-LaBianca murders, Manson had already spent more
than half his life (approximately 17 years) in Federal prison — at one point in 1967 asking not to be released.) In
January 1955, Manson married 17-year-old Rosalie Jean Willis, and decided to move to California. Soon after the
wedding, Manson stole a car and was arrested. Willis became pregnant in April. Manson's parole was revoked in 1956
when he missed a court date. Soon after his arrest, Willis gave birth to their son, Charles Milles Manson, Jr. She then
left town with a truck driver and Charles Jr. (Charles Jr. committed suicide in 1993.)
Manson was paroled in 1958 after serving two years of a three-year sentence. In 1959, he was arrested
again for passing stolen checks. Once again, he was given probation, which was revoked nine months later. On June
1, 1960, Manson was arrested for solicitation of prostitution. He was ordered to serve his 10-year suspended
sentence for passing stolen cheques at the federal prison on McNeil Island in Washington state. While at McNeil,
Manson was a cellmate of notorious 1930s bank robber Alvin Karpis who taught Manson to read music and to play
the guitar. It is interesting what Karpis wrote about Manson in his memoirs "On the Rock: Twenty-five Years at
Alcatraz" (written with Robert Livesey, published in 1980):
"This kid approaches me to request music lessons. He wants to learn guitar and become a music star. 'Little
Charlie' is so lazy and shiftless, I doubt if he'll put the time required to learn. The youngster has been in institutions
all of his life - first orphanages, then reformatories, and finally federal prison. His mother, a prostitute, was never
around to look after him. I decide it's time someone did something for him, and to my surprise, he learns quickly. He
has a pleasant voice and a pleasing personality, although he's unusually meek and mild for a convict. He never has a
harsh word to say and is never involved in even an argument."
After Manson had become somewhat proficient on the guitar, he asked Karpis for help in getting a job playing
in Las Vegas as Karpis had contacts with nightclub and casino owners there. Manson even told him he would be
bigger than the Beatles, but in the end Karpis decided to leave Manson on his own regarding his music career.

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Manson was moved to a Los Angeles facility in 1967, a step which proved to be one of the most ominous prison
transfers ever. Later Karpis added "The history of crime in the United States might have been considerably altered if
'Little Charlie' had been given the opportunity to find fame and fortune in the music industry."
Manson was finally released March 21, 1967, against his own expressed wish to remain in prison. While
either in prison or on probation, he had, among other things, raped another inmate at razor point, stolen cars,
pimped inmates, and forged federal cheques. His prison reports continued with the same message:
(1961-62) "He hides his resentment and hostility behind a mask of superficial ingratiation ... even his cries
for help represent a desire for attention with only superficial meaning"; (1964) "Pattern of instability
continues...intense need to call attention to himself...fanatical interests"; then finally, (1966) "Manson is about to
complete his ten-year term. He has a pattern of criminal behavior and confinement that dates to his teen years ...
little can be expected in the way of change."
At 33 years old, he had spent more than half of his life in institutions and did not want freedom. "Oh, no, I
can't go outside there...I knew that I couldn't adjust to that world," he said.
Manson started to attract a group of followers, many of whom were very young women with troubled
emotional lives who were rebelling against their parents and society in general. This was the core of the Manson
Family execution team whom he ordered to kill pregnant actress Sharon Tate, her wealthy house guests, and the
well-to-do LaBiancas, which was part of a plot by Manson to start a global race war.
The Manson Family was responsible for several murders, known collectively as the Tate-LaBianca murders.
On the night of August 9, 1969, Manson directed some members of the Family, including Charles "Tex" Watson,
Patricia Krenwinkel, Susan Atkins, and Linda Kasabian to go to the former residence of an acquaintance, record
producer Terry Melcher, and kill whoever was on the premises. It was stated at trial that others, including Catherine
Gillies, wanted to go as well, but didn't because there "was no room in the car." There is no proof that they were
under influence of drugs or that any of them challenged Manson’s wishes.
They left their Spahn Ranch compound and arrived at midnight at the grounds of the Beverly Hills home of
the film director Roman Polański and his wife Sharon Tate. Polański, highly acclaimed for his recent hit Rosemary's
Baby, was in London working on his next film and had asked friends to stay with Tate, who was eight and a half
months pregnant. Before entering the house, the Manson family members shot dead Steven Parent, an 18-year-old
friend of Tate's gardener, William Garretson, who was leaving the property and had unwittingly seen the intruders
while getting in his car. Kasabian, who was acting as the getaway driver, expressed horror at the murder of Parent
and was told to remain outside and keep watch while the others entered the house.
The quotation, "I am the devil, and I have come to do the devil's work" has been attributed to Watson when
Wojciech "Wojtek" Frykowski awoke from his slumber on the living room couch. They assembled the four occupants
of the house into the living room. The intruders asked if anyone had money, and, in replying that she did, Abigail
Folger, heiress to the Folgers Coffee Company, was led to her bedroom to empty her purse. She was led back to the
living room where the four occupants of the house were tied together. Jay Sebring, a noted hairstylist and friend of
the Polańskis was visiting, and when he attempted to defend Tate, he was shot by Watson, who then kicked him
several times in the face.
Frykowski and Folger, who were staying in the house until Polański's return from London, were able to
escape from the living room and were each pursued as they ran onto the front lawn. Quickly overtaken by the
attackers, Frykowski was stabbed fifty-one times, shot twice, and pistol-whipped 13 times in the head; Folger was
stabbed twenty-eight times. Tate remained in the living room and begged for the life of her unborn baby. Susan
Atkins later testified that she had replied, "Look bitch, I don't care about you. I don't care if you are having a baby.
You are going to die and I don't feel a thing about it," before stabbing her to death. Before leaving the house Atkins
used a towel to soak up some of Sharon Tate's blood and then used it to write "PIG" on the front door. This was
allegedly inspired by the Beatles song Piggies.
Linda Kasabian later received immunity for submitting evidence against the group. She told Manson, "I'm not
you, Charlie. I can't kill anybody," and evinced shock and horror at finally seeing the pictures of the killings in court.
The following night in the Los Feliz section of Los Angeles, California, wealthy supermarket executive Leno
LaBianca and his wife Rosemary were killed in their home, once again by members of the Family (Watson,
Krenwinkel and Leslie Van Houten). On this occasion, Manson apparently went along to "show them how to do it"
with less tumult, and pacified the victims, tying them up before returning to the car to tell his followers to commit the
killings. Watson apparently killed Mr. LaBianca, and Krenwinkel and Van Houten took turns stabbing Mrs. LaBianca
when she began to struggle. Between them, the two girls stabbed Mrs. LaBianca 41 times, including more than 20
stab wounds made after the woman was dead. Krenwinkel then added to the butchery, using a carving fork to cut the
word "WAR" into Mr. LaBianca's stomach. She then left the fork embedded in his stomach, soaking up some blood on
a piece of paper and writing the phrases "RISE" and "DEATH TO PIGS" on the walls, as well as the misspelled
"HEALTER SKELTER" on the refrigerator.
There was a strong link between the "Tate" and "LaBianca" murders: motive; the instigator (Manson); the
two main assassins (Watson and Krenwinkel); and witnesses common to both cases. The witnesses included police,
medical and scientific witnesses, and civilian witnesses. All of the crimes committed on both nights were prosecuted
by Los Angeles assistant district attorney Vincent Bugliosi in a single combined trial.
Members of the Manson Family had previously been responsible for the death of Gary Hinman, a high school
music teacher in nearby Topanga Canyon. Manson ordered the killing of Hinman after he denied the Manson Family

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money that Charles claimed Hinman owed them. Bobby Beausoleil was arrested for Hinman's murder a few days
before the Tate slaying; later Susan Atkins confessed her part in the plot.
On August 16, 1969, Los Angeles County sheriff's deputies descended upon Spahn Ranch and arrested
Manson and most of the Family members on suspicion of auto theft (the Family were not, as yet, suspected of the
Tate or LaBianca killings). Ranch hand Donald "Shorty" Shea offered to tell the deputies what he knew about the
Family's activities, but disappeared before he could give them a statement. It is believed that on August 25 or 26,
after the Family members were released due to lack of evidence, Manson directed Family members, including Steve
"Clem Tufts" Grogan, to kill Shea. One of the enduring Family myths, presumably used to frighten members into
submission, was that Shea was dismembered and his body parts buried in different places around the ranch. In 1977,
the incarcerated and extremely remorseful Grogan directed law enforcement officials to Shea's body, and it was
found in one piece, contrary to the horror story passed down through the Family. Grogan, who was paroled in 1985,
is still the only former Family member to have been paroled after being convicted of a Manson-ordered murder.
They claimed a total of some 35 killings, but most were not tried either for lack of evidence or because the
perpetrators were already sentenced to life for the Tate/La Bianca killings.
Barker Ranch, on the outskirts of California's Death Valley, is known as the last hideout of Manson and "the
Family" after the gruesome Los Angeles murder spree. The local county sheriff's department and National Park
Service officers had arrested Manson and his group in 1969 on suspicion of trespassing and vandalism. Some of the
members of the cult were seen burning a mass of road-grading material and arson investigators suspected the crime
to have come from Manson. At the time of the Manson arrests, the officers were unaware of other criminal actions by
those they had in custody. They wanted to apprehend and prosecute the persons responsible for vandalizing road
repair equipment in Death Valley National Park farther north, not knowing that they had Manson and his followers.
Manson was ultimately discovered hiding beneath a sink in the Barker Ranch bathroom.
In the trial, the prosecutor, Vincent Bugliosi, placed Helter Skelter as the main motive. Evidence included
testimony that, on the night of the LaBianca murders, Manson considered discarding on the street a wallet he
apparently obtained in the LaBianca house; he "wanted a black person to pick it up and use the credit cards so that
the people, the establishment would think it was some sort of an organized group that killed these people." On
March 6, 1970, Manson released an album titled Lie: The Love & Terror Cult to help finance his defense. The album
was put out by ESP Records and included the song that had previously been recorded by the Beach Boys.
The Family survived the incarceration of Manson. After his arrest, Lynette "Squeaky" Fromme, one of
Manson's shrewdest, toughest and most obedient followers, effectively took command of the management of the
Family in his absence. With a handful of other followers, mostly women, she perched on the steps of the Los Angeles
courthouse during the trial, shaved her head to protest his conviction and, copying Manson, gouged an X into her
forehead as a sign of loyalty. She later explained: "We have X'ed ourselves out of this world." In 1970 the Charles
Manson family recorded an album titled The Family Jams of songs written by Manson, although he didn't appear on
the album.
On November 13, 1972, Michael Monfort, James Craig, Priscilla Cooper, Nancy Laura Pitman and Lynnette
Alice "Squeaky" Fromme were held for the murder of James T. Willett and his wife.
By 1974, the original Manson "family" had dwindled to only Fromme and Sandra Good. Motivated by
Manson's new ideology, they sent a series of threatening letters to heads of corporations, making threats unless they
stopped polluting the environment.
On September 5, 1975, Fromme unsuccessfully attempted to assassinate US President Gerald Ford in
Sacramento. It appears that, although she managed to get close to Ford, by mistake the chamber of her Colt .45
pistol was empty. She was heard to say, "It didn't go off. Can you believe it? It didn't go off!" She stated she had
committed the crime so that Manson would appear as a witness at her trial, and thus have a worldwide platform from
which to talk about his apocalyptic vision. She escaped prison in December 1987, apparently to try to reach Manson,
but was recaptured two days later.
Manson gave two notable interviews in the 1980s: the first on June 13, 1981 at California Medical Facility by
Tom Snyder for NBC's The Tomorrow Show, and the second at San Quentin Prison by Charlie Rose for CBS News
Nightwatch (aired March 7, 1986). Rose's interview won the national news Emmy Award for "Best Interview" in 1987.
Manson is currently incarcerated in California's Corcoran State Prison. His CDC inmate number is B33920. All
of his applications for parole have been denied, most notably in 1986 when he appeared before the parole board with
a swastika evident on his forehead. He is known for his theatrics when given the opportunity to appear in the media,
and in one taped parole hearing said he wanted to go to the moon. He has been overheard in conversations with at
least one of his former "Family" members saying that it doesn't matter what he says or does because he knows he
will be kept in prison for the rest of his life, implying that at least some of his fanatical behavior is deliberate. During
his imprisonment, Manson has received more mail than any other prisoner in the United States prison system. It is
said that he gets over 50,000 pieces of mail a year–a combination of fan mail, hate mail, and mail from curiosity-
seekers.
In January 2000, Manson was publishing messages on a now-defunct website run by Manson followers St.
George and Sandra Good.
10th Generation Malkavian Antitribu; Str 4, Dex 4, Sta 4, Cha 5, Man 5, App 4, Per 3, Int 5, Wits 4; Talents:
Alertness 3, Brawl 4, Dodge 4, Empathy 4, Intimidation 5, Leadership 4, Streetwise 4, Subterfuge 4; Skills: Drive 2,
Firearms 3, Melee 5, Security 2, Stealth 5, Survival 4; Knowledges: Bureaucracy 4, Computers 2, Investigation 4,
Linguistics 1, Lore: Black Hand 5, Lore: Camarilla 5, Lore: Demon 5, Lore: Sabbat 5, Lore: Wyrm 5, Medicine 4,

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Occult 5, Science 3; Disciplines: Auspex 5, Dementation 5, Fortitude 4, Obfuscate 5, Potence 4, Protean 4;
Backgrounds: Alternate Identity 3, Black Hand 2, Generation 3, Resources 2; Flaws: Derangement (see below), Eerie
Presence, Lunacy, Taint of Corruption, Vulnerability to Crosses; Virtues: Callousness 1, Instincts 3, Morale 5, Path of
Evil Revelations 10, Willpower 8; Investments: Army of the Damned, Infernal Ranking, Journey to the Spirit Realm,
Magic Sense
Derangement: Charlie truly believes that he is the second coming of Christ. But, this is related to his other
Derangement, which causes him to basically flip the meanings of good and evil in his mind. Satan is good, God is
evil, and it goes on from there. So, in his own mind, he IS the son of God, or the Antichrist, from a typical Judeo-
Christian Standpoint.
Metalstorm, Alexander (Assassin)
Player: Patrick Rucker; 7th Generation Malkavian Antitribu; Str 4, Dex 4, Sta 3 (7 Soak Dice), Cha 1, Man 3,
App 2, Per 3, Int 3, Wits 2; Abilities: Alertness 2, Athletics 2, Brawl 3, Dodge 2, Drive 2, Firearms 4, Intimidation 3,
Investigation 1, Law 1, Melee 3, Politics 2, Security 1, Stealth 2, Streetwise 2, Subterfuge 1, Survival 1; Disciplines:
Auspex 4, Dominate 3, Obfuscate 3, Potence 2; Demonic Investments: Body Armor (4 Dice), Hell Skinned, Kiss of Ice
(2 aggravated damage); Virtues: Callousness 3, Instincts 3, Morale 3, Path of Evil Revelations 7, Willpower 6
Potts, Chester (Liar)
Anarch and Elder alike groan when the Malkavian known as liar enters the room. He has
been banished more than any other kindred in North America and possibly the world. Not
because he violates the traditions, nor because he is the worst criminal, but because simply he is
crazy enough to tell the truth. He has mentioned in the past that he was a prominent criminal
lawyer before his embrace. To hear him speak it, he could lie in such a believable way that he
could get off his defendants before the blood was washed from their hands. He was so much a
compulsive liar that he caught the attention of his sire, Budrick who needed his skills to help him
in the jihad.
Unfortunately his sire could not have expected the family curse to reverse his compulsion
so he would never lie again. His sire soon was destroyed because liar told all about him to his
enemies. It soon became apparent that not only that Chester couldn't lie but also he had a
unique ability to predict the future. And so it began, if you wanted to know the prince's plans, ask Edgar. If you
wanted to know what the Anarchs were going to do, ask Chester. In just a short time everyone was more afraid of
what Chester would say about them, over what he would say about others. A Blood hunt was called on him, by a
reluctant prince and Chester quickly learned that running is better than fighting.
The same events have forced him from many other cities and even denied him entry. His ability to see the
truth often allows him to know when a he is in trouble long before any one else does. He came to Saint Louis as soon
as he heard that the prince had fallen, and has done his best to avoid talking to people. It won't be long before
Chester is forced to move along again.
Chester has a very clean Leave it to Beaver look about him. He never left the fashions sense of the 1950's.
Always in a suit and tie with his hair greased back, He appears randomly shaky and composed. He is never known to
hide his emotions and so his expression is always true. Usually a friendly smile accompanies his brown hair and eyes.
He always knows when he has outstayed his welcome, and as a result sometimes has a nervous twitch.
The simple fact is that everything you say is true. You can not lie and can not stop yourself from saying it.
Often you yourself don't know what comes out of your lips. You are shocked and bewildered like everyone else when
something unknown comes out. When that happens it's time for you to leave, lest you give away to many secrets
and another blood hunt is called. Often you get depressed and will do your best to not speak to anyone. When you do
find a friend though you are quite loyal and friendly and will go to great lengths to help those who helped you.
Liar is great plot device, as he can wander into the story and point the characters into any direction that you
want. As he is incapable of lies try to think of him as an ancient Greek prophet. Usually his predictions have a darker
theme than a positive one. Remember to think about what he says before you say because in order for his character
to remain true you have to make what he says come true in some fashion. Liar currently makes his home in a no-tell
hotel room which he dominate the owner and staff to avoid. Chester has no influence due to his constant movement.
11th Generation Malkavian; Secrets: C- (A+ if he says something); Sire: Budrick; Nature: Survivor;
Demeanor: Honest Abe; Embraced: 1956 (born 1920); Apparent Age: mid-30's; Strength 2, Dexterity 2, Stamina 2,
Charisma 3, Manipulation 3, Appearance 2, Perception 5, Intelligence 3, Wits 3; Talents: Alertness 3, Empathy 4,
Expression 4, Leadership 1, Subterfuge 5; Skills: Drive 1, Etiquette 1, Performance 2, Security 1; Knowledge:
Academics 1, Investigation 2, Law 4, Occult 2; Disciplines: Auspex 5, Dominate 3, Dementation 1; Backgrounds:
Generation 2, Insight 4, Resources 3, Retainers 2; Merits: Oracular Ability, Innate Magical Ability; Virtues:
Conscience 4, Self-control 3, Courage 3, Humanity 7, Willpower 6; Notes: Chester's innate magical ability is his
predictive truth. He has Insight to simulate this power. He can not lie unless he spends a willpower point.
Streck, Maris (Malkavian Justicar)
As the child of a merchant family fallen on difficult times, Maris grew up in hardship and poverty. Once she
entered her teens, she developed a taste for burglary and managed to attain quite an impressive skill at invading
others' homes. She likewise developed a keen sense for finding hidden valuables.

91
Her career might have continued indefinitely had she not been caught in one Lutz von Hohenzollern's home
in the dead of night. He was reputed to be very eccentric, as he kept lamps burning late into the night, and only his
servants would come out by day. None in Hohenzollern had ever seen him. This ignited her curiosity.
Lutz detected Maris as she stealthily entered his manor through a side door. He chose to stalk her rather
than eject her. He inflicted visions upon her and enhanced her paranoia to a fever pitch. At the moment she finally
broke, he gave her the Embrace and locked her away while she suffered the ravages of the change and dying.
Malkav's blood taught Maris a very important lesson: Crime demands justice, and the strong must enforce it
over the weak of heart. She understood that she had committed wrongs against destiny when she committed the sin
of stealing, and that this living death was her punishment. Maris learned everything Lutz had to teach her about the
Curse, her new power and the madness suffusing her blood. She was uncertain whether Lutz should suffer for killing
her, or if he had only acted as an instrument of fate.
This dilemma tormented her for decades. His choice of entertainment only complicated the matter, as he
would select mortals from influential families, or even the childer of other Kindred, and force them to act out twisted
passion plays of his own devising. These events invariably ended with the death or torture of at least some of the
participants. Maris might have tried to stop this activity had Lutz not convinced her that his victims deserved the
punishments to which he subjected them.
Maris would only drink the blood of criminals or the insane, never that of the innocent. An avenging angel,
she felt, even a fallen one, should never strike the pure of heart. She learned how to use her undead proclivities to
find those truly deserving of damnation and send them screaming into their own personal hells.
The murderer might relive his crime from the vantage of his victims over and over again, or the liar might be
compelled to admit the truth to individuals she had wronged - or Maris might simply kill them.
Ultimately, Maris came to see Lutz for the unjust monster he was, that the torment he inflicted on others was
purely for his own amusement. She decided to inform the families of his latest round of victims and allow them to
decide his punishment. She left his manor but stayed in Hohenzollern long enough to see what the townspeople
decided to do about his crimes. Some of the bereaved needed a little extra incentive to convince them - modified
memories here, a little insanity there, and they were ready to accept Lutz's responsibility for the disappearances.
She left for Munich the night after he was dragged from his manor into the daylight. Maris served the Prince
of Munich for a time as an investigator before moving on. She learned everything she could about each vampire she
found and kept notes in her own personal shorthand for later use. None were safe from temptation, she decided; all
Kindred eventually fell to damnation. Then, and only then, would she bring justice to them. Even so, she served the
prince well and aided him many times. By the mid-20th century, she was known across Europe for her competence.
Maris worked freelance for any prince who could meet her price. For one, she might work simply for access to
a herd. From another, she might request some of his holdings. She developed an extensive network of contacts and a
support base through which to manage them across Europe and parts of America. By means of mortal resources as
well as boons accumulated from a hundred years of work for various princes, she developed a superior intelligence
network. Her primary contacts came to include high-ranking members of national and international police agencies.
Among the Kindred, she maintained lines of communication to (and a sympathetic ear for) neonates and ancillae, if
only for the information they could provide.
Maris was affected little by the wave of madness that swept across the Camarilla Malkavians in 1997.
However, she developed an ambition and sense of purpose that required she go to the very top of Camarilla society.
When the 1998 conclave approached, Maris called in boons from several of her most influential clients: Francois
Villon, Toreador Prince of Paris, Queen Anne of London and others supported her nomination as Justicar for the
Malkavian clan. The Inner Circle confirmed her nomination and selected her to serve - her influence within the
European community, her reputation as a thorough investigator and her determination to seek justice served her
well. Maris selected most of her archons from those ancillae she'd courted as informants.
Only one thing disturbs Maris: When the Inner Circle called her in, she saw that Lutz represented the
Malkavian Clan. When she looked again, another's face was there, but she is uncertain....
Maris is a slight, short woman with a youthful appearance. She carries little of the exuberance of youth,
however. She prefers instead to maintain a quiet, stern facade. She prefers dark clothing appropriate to the German
upper class of the 1800s, preferably with as much skin coverage as possible.
You believe fate has chosen you to find persons who commit wrongdoing and punish
them. You are not as concerned with mortals as with Kindred, whose greater excesses and
more serious crimes merit a sterner response. Individual vampires may not be of import to
you, but the continued existence of Camarilla society holds significance. You value
individuals whom you see as innocent and strive to protect them in any way possible.
Innocence is a rare and valuable treasure, and you wish to prevent the touch of corrupting
influences. You do not realize that your own actions may taint others' innocence, and you
act with blind disregard for anything but your own vision. You believe in the strict
interpretation of Lextalionis and the Traditions, and you prefer to encourage the princes to
enforce them after you present evidence of wrongdoing. Use your archons to dig up what
you need, put it into a package and give it to the prince. If the prince refuses to handle the
problem, call a conclave. If the transgressor is truly guilty, he will be punished, and you may then deal with the lax
prince. You prefer to make the punishment fit the crime, so you do not always order an execution.

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8th Generation Malkavian; Sire: Lutz von Hohenzollern; Nature: Traditionalist; Demeanor: Judge; Generation:
8th; Embrace: 1762; Apparent Age: mid-20s Strength 3, Dexterity 3, Stamina 4, Charisma 5, Manipulation 4,
Appearance 2, Perception 5, Intelligence 4, Wits 4; Talents: Alertness 5, Brawl 3, Dodge 4, Empathy 3, Expression 4,
Intimidation 4, Leadership 5, Streetwise 3, Subterfuge 4; Skills: Animal Ken 2, Crafts 2, Etiquette 5, Security 4,
Stealth 5, Survival 3; Knowledges: Academics 3, Computer 1, Finance 3, Investigation 5, Law 5, Linguistics 3,
Medicine 1, Occult 3, Politics 4; Disciplines: Animalism 2, Auspex 5, Dominate 4, Obfuscate 5; Backgrounds: Contacts
4, Herd 4, Influence 3, Resources 3, Retainers 3, Status 5; Derangements: Prey exclusion: "the innocent,"
Megalomania, Hallucinations (Maris sometimes perceives reality differently from what it truly is, whether seeing
objects that aren't really there or remembering events that never happened.); Others: Conscience 5, Self-Control 5,
Courage 3, Humanity 6, Willpower 8

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MINOR KINDRED BLOODLINES
Ravana, Khalil (Ravnos Clan Novel)
Khalil Ravana recently emigrated from India to the United States and expanded his horizons from stealing
wallets to stealing souls. He's sold information to the Sabbat, played hostage negotiator for a Setite neonate and
became entangled in a Ravnos elder's schemes for a time.
Khalil had the luck to survive the Week of Nightmares, despite his proximity to the site of Zapathasura's
destruction. He encountered the Setite elder, Hesha Ruhadze, and after a shaky introduction negotiated a deal with
the Setite to smuggle him into America. In exchange for passage to the West, Khalil gave Hesha information about
the Eye of Hazimel, an artifact the Setite desired.
Once in the United States, Khalil hitchhiked to New York City. Before and during the trip, he experienced and
resisted telepathic compulsions from an unknown elder. Once in New York, he was guided to a young Setite - Hesha's
former ghoul. Khalil held the neonate hostage to bait the Setite elder. During this time, the Ravnos met the Gangrel
Ramona, who had experience with the Eye of Hazimel and had seen the curse it carried - hideous wounds and
stigmata that could not be healed, even with the powers of Caine's blood. Khalil learned how to heal the wounds from
the elder who had led him to New York.
Khalil traded this knowledge to Sabbat and Camarilla Kindred in New York City, as members of both sects
had suffered Eye-inflicted injuries. In exchange for teaching them how to heal the wounds, the Ravnos asked for
information on Hesha's location. Unfortunately, this information didn't help much. Khalil traded the location of the
Eye of Hazimel to the Sabbat in exchange for potent blood. In exchange, he received information about the recently
Embraced childe of the Prince of New York City.
Unfortunately for Khalil, dealing with the Sabbat is never safe. He learned that simply being of Ravnos
lineage was more dangerous than ever - one of the Kindred with whom Khalil had dealt, a Ventrue traitor, discovered
the Ravnos clan's current situation and decided it would be simple to dispose of Khalil Ravana. The Ventrue
miscalculated and suffered the fate he'd intended for Khalil when the Ravnos consumed the Ventrue's heart's blood.
After this act, Khalil became addicted to diablerie, and his previous patience with his Setite hostage wore
thin. However, he soon found his alliance with Ramona coming back to haunt him. Ramona had built up sympathy for
his hostage and freed her. Worse, she had then found Hesha and led him straight to Khalil. The hapless Ravnos
barely escaped the trap set for him. Now, Khalil has perhaps more enemies than anyone else in New York because he
betrayed the Camarilla and the Sabbat. Worse, his addiction to diablerie led him to diablerize one of his own clan, a
fool named Ghose, and turn his mortal family into ghouls. Subsequently, Khalil left New York for Chicago. He remains
controlled by his addiction, haunted by the manipulations of an elder and with no real allies.
Khalil, despite his greatest efforts to the contrary, can never really escape his urchin's origin. Even in a
three-thousand-dollar suit, Khalil looks like little more than an Untouchable in a three-thousand-dollar suit. His hair is
just shorter than his shoulders and his features are fine, almost to the point of being feline. Khalil was Embraced with
two days growth of facial hair, which he shaves when he needs to be presentable but otherwise ignores.
Survive. You know you can, you know you will; it's just a simple question of doing whatever it takes. One
night, you'll manage to turn things back around, but until then you're going to need to make a few sacrifices, and
your humanitas may be among them.
9th Generation Ravnos; Sire: Unknown; Nature: Bravo; Demeanor: Autocrat; Embrace: 1878; Apparent Age:
late 20s; Strength 2, Dexterity 4, Stamina 4, Charisma 3, Manipulation 3, Appearance 3, Perception 4, Intelligence 2,
Wits 4; Talents: Alertness 3, Brawl 1, Dodge 3, Empathy 2, Intimidation 2, Streetwise 5, Subterfuge 3; Skills: Animal
Ken 2, Drive 1, Performance 4, Security 3, Stealth 4, Survival 5; Knowledges: Investigation 3, Law 2, Linguistics 2,
Occult 2; Disciplines: Animalism 2, Auspex 1, Chimerstry 4, Dominate 1, Fortitude 4, Obfuscate 1; Backgrounds:
Contacts 4, Fame 1, Resources 3; Virtues: Conscience 2, Self-Control 3, Courage 2, Humanity 4, Willpower 9
Rocia (Renegade Gargoyle Leader)
Rocia never asked to lead, and truth be told has never volunteered. His life before becoming a gargoyle is
unknown to him. However his memories as a gargoyle stem back almost a thousand years. When the gargoyle revolt
came Rocia was of the most powerful among the rebels. It was he who knew that he could not lead, and it was he
who knew that others would be better suited. It was he who decided out loyalty and respect that he embraced the
ghoul Ferox. Since that time he has known his purpose and that purpose has given him strength. Since the revolt he
has served his cause and Ferox with determination and cunning he never thought possible. He has raided the most
secure chantries in Europe and has personally "saved" two score of gargoyles. He has followed Ferox's plans to the
letter, for hundreds of years with unquestioning loyalty.
But now, at the dawn of the end times, Rocia has been asked by his master to perform a
very difficult task, one that Rocia is unsure of his capability to accomplish. He has been told to go to
the new world to establish a new safe haven for gargoyles unlike those ever seen before. Ferox has
told him that the gargoyles have an ally in Prince Mullanphy. Mullanphy has asked for their help and
in return will open the city to all gargoyles who need safe haven. The Gargoyles have come to serve
and protect Mullanphy, and in do so they have bolstered their numbers. They are not unlike the
Praetorian Guard of old. Rocia has assembled them and has himself been made scourge of the city.
He has even been asked by the prince to take a place at the city's Primogen meetings as an advisor
to the clans.

94
Many kindred in the city resent their gathering. So Rocia has become uncertain of the potential for such risk
to his kin. Surely the gathering of so many of them has great potential to anger the warlocks and cast anger to them.
It is only a matter of time before the prince of St. Louis will have to choose between his allies and the camarilla. If or
when that time comes Rocia will have to be ready to lead his people to safety.
Cracked and stony skin covers a giant's body. Seven foot tall he towers over everyone and his every
movement exemplifies power and strength. More terrifying still is the fact that he can also be extremely quiet. So
quiet that often he appears behind people with nary a sound. His victims never see him coming. A ridge of horns
climbs up his back and cross his brow. A look of unemotional stone is ever present on his face.
The weight of leadership is on your huge shoulders, you won't disobey ferox's orders but you know that this
is wrong. You put your heart and soul in to protecting your own and if protecting and following the prince will help
you do that, so be it. Still you question how is this better than serving the Tremere? Snort a lot when you think about
it but none save the other gargoyles are worthy of hearing your thoughts. A pretty girl's face can catch your eyes
even though you will never get the chance to see that face look back with out screaming in terror.
Rocia is the backbone to gargoyle movement. He is also the prince's brute squad. Few in the city have
actually seen him close up and fewer still would want to. Ferox has sent him to st. Louis because he knows that
demons lie underneath and must be defeated. Rocia’s haven is in the Saint Louis Cathedral.
7th Generation Gargoyle; Secrets: B; Sire: unknown; Nature: Solider; Demeanor: Survivor; Embraced: 1216
(born unknown); Apparent Age: undeterminable; Strength 6, Dexterity 3, Stamina 6, Charisma 3, Manipulation 4,
Appearance 0, Perception 5, Intelligence 4, Wits 5; Talents: Alertness 4, Brawl 5, Dodge 1, Empathy 3, Intimidation
4, Leadership 4, Subterfuge 3; Skills: Animal Ken 4, Crafts (Blacksmithing) 6, Melee 5, Security 4, Stealth 4, Survival
4; Knowledges: Investigation 3, Linguistics 5 (many), Occult 3, Theology 5; Disciplines: Animalism 5, Auspex 4,
Flight 5, Fortitude 5, Obeah 3, Potence 5, Visceratika 5; Backgrounds: Allies 4, Clan Status 5, Contacts 3, Generation
6, Herd 4, Status 1; Merits: Huge Size; Virtues: Conscience 4, Self-Control 3, Courage 6, Road of Heaven 7,
Willpower 9
Saint Louis Gargoyles
St. Louis has become the gargoyle Free State. All free Gargoyles who haven't been able to find permanent
residence in another city come to St. Louis in the hopes of finding peace from their vampiric persecutors. Any where
from three to a eight such kindred dwell in the city at one time. As Guards to the prince and the city in general many
kindred in the city view the gargoyles with suspicion and distrust. It is assumed that once the sabbat threat is taken
care of that someone will try to remove the prince and this swelling clan. Until then the Gargoyles are the front line
soldiers fighting for their freedom and a place to call home.
Hideously ugly, covered with warts and other protrusions, Gargoyles have Batlike wings and a stony
countenance that portray a demonic appearance.
These gargoyles have been tortured and beaten by their tremere masters. Prince Mullanphy represents their
greatest hope for equality in the final nights. When they fight for him, they fight for their own freedom. They have
religious bent and are unafraid to die.
10th to 14th Generation Gargoyles; Secrets: D; Sire: unknown; Nature: Survivor; Demeanor: Solider;
Embraced: Varies (born Varies); Apparent Age: undeterminable; Strength 4, Dexterity 2, Stamina 3, Charisma 1,
Manipulation 2, Appearance 0, Perception 3, Intelligence 2, Wits 3; Talents: Alertness 1, Brawl 3, Dodge 2,
Expression 1, Intimidation 3; Skills: Animal Ken 1, Crafts 2, Melee 1, Security 1, Stealth 2, Survival 1; Knowledges:
Investigation 2, Linguistics 2 (many), Occult 1, Theology 1; Disciplines: Flight 2, Fortitude 1, Potence 1, Visceratika
3; Backgrounds: Allies 4, Herd 1; Virtues: Conscience 4, Self-Control 3, Courage 3, Humanity 7, Willpower 4
Sierra (Salubri Warrior)
"I don't want to believe that I was born to fight. Though it would be too easy to say that it is too late. Don't
hide your eyes from the bitter reality growing before youTurn it into courage and "Blow Up" "Blow Up""- Oomori
Kinuko Victory (from Bubblegum Crisis)
Caitlin was born in the wrong body. She ran and fought with the boys from her New Brunswick township,
much to the embarassment of her Irish Catholic parents. She refused to marry, and fought (vainly) to further her
education beyond an elementary school level. Her parents had disowned her at 19, after a bitter argument over her
life. She left her township and moved to Fredericton, the largest city in the area.
Soon after her 22nd birthday she got involved in the 1812 war between the Americans and the British (and
by default, Canadian colonies). She disguised her sex, called herself Jean-Francois LeGaud and signed up as a scout
in the His Majesty's army. Her secret and her resourcefulness made her a very effective scout and spy, helping take
most of New England from the Yankees (we gave it back soon after the war.). Shortly after the declaration of peace,
she once again found herself forced to return to her weaker role in society. She did not take this lightly and fled west,
to the Hudson Bay company's territories. During her trek, she came across a group of strange individuals dealing
with the devil (Tremere vampires enacting a rite). She attacked them, screaming out for the fires of Heaven to strike
them down (she was a lapsed Catholic). They almost killed her, but at that same time, several wolves also decended
from the hillsides and fell on the strangers (Garou attack, she has the willpower to remember some of the events).
With the wolves was a young Huron, clothed only in skins and pelts. The boy saved her life, but at a cost. He said
something about his time had come, and then the boy (not much older than 9 or 10), picked her up and ripped out
her throat.

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When she came to, it was night, and she almost killed the little boy as he slept next to her. He said that he
was a healer, but that his time to die was near. He taught her what he could of Saulot's path to Golconda, but she
found the concept of willingly giving up your life, even to save your immortal soul, was not only a stupid concept, but
a useless one. Still, the Salubri sacrificed himeself, and she did drink of his lifeblood (she wasn't that dense, she
knew her power lay in the strength of the blood). She then set out to find the 'Shining Ones' that the boy had
mentioned. She didn't find them, rather, they found her. They (Inconnu) had been watching from a far the Salubri,
and they were puzzled as to why he had chosen this firebrand as his disciple. But they did not want to answer her
questions. They subdued her and took her back to Hunedora Castle.
She was kept "for her own protection" in the castle for about half a century. During her restless stay she met
a dark, brooding man who the others called the Dragon's Son (Vlad Tepes). This one saw her inner fire and her need
to struggle, so he made her busy with grueling training exercises, martial training, weapons, tutoring in various
humanitarian arts, etc. She flourished under his tutiledge, learning faster than she ever had before.
Soon the Inner Council called on her during one of their annual meetings. There she met the other Salubri,
and she was disappointed to learn that the same slavish martyrdom that the indian boy had exhibited was more or
less true for the rest of the remaining Salubri. The Council expressed regret that she chose to continue a warlike path
for herself. Hearing this the other Salubri, revolted by this, stood back from her, vowing that they would not aid her
until she came to understand the Truth of Saulot. But Tepes spoke on her behalf, stating that, as she was more than
capable of surviving on her own without fear of the Tremere, and that she had repeatedly shown a desire to leave,
that she should be given the title of Monitor and given permission to leave. This through the Council into violent
debate; "a Salubri monitor? But where would she be able to go? If she stayed anywhere, the chances of discovery
were very high, why should they risk it?" The debate went on for two days straight. In the end, a compromise was
reached. She would be given the title of Monitor, but she must be an itinerant one. She would go where she pleased,
only a letter away from the Inner Council's command, but she must collect data on the Jyhad and report her findings
back to the council every 9th year.
This practice has remained until a few years ago, when she was asked by the Council to observe a young boy
in her native province. She returned just as the boy's (actually a teenager) parents had died in a car crash returning
from a Summer Vacation that he had stayed home from. She marveled at how the boy took care of himself during
the following period, raising not only himself but also his baby sister, the sole survivor of the accident. When he
moved to Quebec, she lost him in the crowd during a festival in the capital city. When she caught up with him, he
had already been taken by a Sabbat pack to a nearby ruined fort. She stayed with him during his stay with the Black
Hand, sending back report after report to Romania, documenting his unusual powers and his mysterious knowledge
of pre- historical events. She never lost track of him during his wandering, wishing either her edict on self-
identification and no direct action would be removed or she would receive a new mission. During his recent trip to
Toronto (the events of which make up the story, "Dramatis Personae"), she again lost track of him.
Sierra is a fighter, a warrior. She dislikes the neutrality of her position, but if she resigned, she wouldn't be
allowed to roam free across the world. She's the closest thing to a Salubri Antitribu, being the most likely to sire
Childer without sacrifice. She is also beginning to slouch off the inhabitions of humanity, slowly following the Path of
Harmony. She hates Caregivers, thinking them weak and passive (one and the same in her book).
Sierra is of medium height and light weight with pale skin, and slightly boyish build. She has green eyes, and
dark brown hair that reaches her waist, often braided. Her style changes, keeping up with modern trends, currently it
is a clashing combination of New Ager and Blood Doll/1970s Punk.
8th Generation Salubri Warrior; Name: Caitlin MacInnis "Sierra"; Nature: Survivor; Demeanor: Bravo; Age:
205; Apparent Age: mid-twenties; Born: July 17th, 1789; RIP: November 23rd, 1814; Strength 4, Dexterity 5,
Stamina 4, Charisma 4, Manipulation 4, Appearance 4, Perception 5, Intelligence 5, Wits 5; Talents: Acting 1,
Alertness 4, Athletics 5, Brawl 4 (Street Fighting), Dodge 4, Empathy 3, Intimidation 4 (physical threat), Intrigue 1,
Leadership 2, Masquerade 2, Panhandling 2, Scrounge 3, Streetwise 4, Style 2, Subterfuge 2; Skills: Animal Ken 2,
Archery 3, Blind Fighting 2, Camouflage 3, Demolitions 4, Disguise 3, Drive 3, Firearms 5 (rifles, two weapons), Fire
Walking 2, First Aid 5, Heavy Weapons 3, Hunting 3, Melee 4 (swords), Pilot 3, Stealth 4, Survival 3, Technology 2,
Tracking 3; Knowledges: Camarilla Lore 2, Canada Lore 3, Computer 1, History 1, Investigation 4, Kindred Lore 3,
Linguistics 3, Law 2, Lupine Lore 3, Mage Lore 2, Medicine 3, Occult 5, Politics 3, Sabbat Lore 3, Salubri Knowledge 3,
Science 3, Sewer Lore 3, Spirit Lore 2, Tremere Knowledge 2; Languages: English, French (Acadian), Irish Gaelic
(native), Iroquois; Disciplines: Animalism 1, Auspex 4, Celerity 3, Dominate 1, Fortitude 5, Obeah 3, Obfuscate 4,
Potence 4, Presence 2, Protean 2, Thaumaturgy 1; Backgrounds: Allies 4 (Inconnu), Contacts 2 (New Age Feminist
groups), Herd 2, Mentor 4 (Vlad Tepes), Resources 2, Inconnu Status 3 (Monitor); Merits: Animal Friendship, Code of
Honor, Silence, Fast Learner, Eidetic Memory, Daredevil; Flaws: Dark Secret (Salubri), Enemy (Clan Tremere), Clan
Emnity (Tremere, Salubri), Ward (The Harbinger), Short Fuse, Intolerance (Tremere and those with the
nature/demeanor Caregiver); Virtues: Conscience 5, Self-Control 1, Courage 5, Humanity 6, Willpower 9
Equipment: street clothes, long coat (modified to hold weapons), knife, hand taser, and weapons... normally
she carries (at least) two pistols, Ruger Super Red Hawk, and Fianchi Law 12 shotgun (sawed-off, Dragonsbreath
rounds), when going into a potentially dangerous situation she also carries a two-handed sword (enchanted, a sword
of discharge), and an Ingram MAC-10. When going into battle she goes in with several gun belts, class II body
armor, the knife, the Super Red Hawk, the shotgun, the sword, the taser, two UZI 9mm SMGs (set for full auto), a
M-79 Grenade launcher (incendiary and fragmentation grenades), 1kg (2.2 lbs) of C4 explosives, and 2 timers. She
has access (via the Inconnu) to ridiculous amounts of ammunition for these weapons, a sniper rifle with all the fixings

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(including flash suppressor and silencer), and a modified Blackhawk Helicopter with two forward mounted .30mm
machine guns.

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NOSFERATU
Bennie (Cabbie)
Since his Embrace in 1957, Bennie (or Benny or whatever, he knows who he is), Bennie has stayed in the
same place-behind the wheel of his 1955 Cadillac taxicab.
Bennie was a Chicago cabbie from the time he was about 13 and could fake having a driver's liscense to the
company. He grew up in the Great Depression, and learned the highways and byways of Chicago's streets like no
other. When he got the job, he was one of the most efficient cabbies his company had seen, definitely the most
knowledgeable, and by far the most dedictaed. Bennie loved his job so much, he would often park his cab in the
underground system of roads underneath Chicago's downtown to sleep at night, and emerge the next morning to
begin his workday anew.
Bennie picked up lots of street-type knowledge on his fares. Who was "borrowing" from this company, who
was having an affair with his secretary, which socialite was cheating on whom with whom, where to get the best
roast beef sandwich, the best way to get from Kedzie to Lake Shore Drive via Lower Wacker, etc etc. Bennie also
made a lot of contacts from his days as a cabbie-city workers, restauranteurs, small businessmen, bar owners, street
lowlife, city government workers, and other people who frequented his back seat.
Then there was the night he picked up a fare just south of Washington in November. A nondescript
businessman, out late, thought Bennie. Probably wants a ride up to Addison. The businessman got into the cab,
quickly and gruffly giving Bennie directions such as "Turn right here", or "Go over the bridge, past two lights then
left". Over the course of the hour-long ride, going practically in circles, the fare, Arthur, found out that Bennie knew
quite a bit about the workings of the Second City. So much, in fact, that Arthur the Nosferatu thought Bennie would
make an excellent addiction to the Nosferatu information web in the city. So, the Obfuscate was dropped, and when
Bennie reached back to offer the requested light for the fare's cigarette, Arthur bit his wrist and drained him.
After the Embrace, Bennie the Nosferatu showed his gratitude for the change by taking Arthur to his
destination by a wholly new and quick route Arthur had not known about. Bennie is friend to all Kindred who are of
the "lower" classes, such as the Anarchs, Autarkis, Caitiff, Nosferatu, and high-generation Brujah, Gangrel, and
almost all Malkavians. No one doesn't like Bennie - he's just too friendly for anyone not to like him.
He speaks in a low, rough voice, often chortling to some joke only Bennie understands. He has a sort of wry
and earthy sense of humor, never letting his supernatural state get over the fact that he is still the best damn cabbie
in the Windy City. His fares never see his face, only the reflection of his red glowing eyes in the rear view mirror.
He's sort of the light plot element, that sort of interzone character to fill in the downtime between scenes. Maybe he'll
pass on an anecdote for the ride, maybe a secret, or news of a meeting or a new arrival in town. If he really likes
you, he won't charge you for the ride.
He takes fares from Kindred and Kine alike. From some Kine he takes blood, from some money to maintain
his cab. From Kindred, he takes cash sometimes, and sometimes a tidbit of information. His haven, naturally, is his
cab. He parks it in the underground streets during the day, to avoid the sunlight.
10th Generation Nosferatu; Nature: Survivor; Demeanor: Caregiver; Strength 2, Dexterity 2, Stamina 4,
Charisma 3, Manipulation 2, Appearance 0, Perception 4, Intelligence 3, Wits 5; Talents: Alertness 3, Streetwise 4;
Skills: Drive 4; Knowledges: Chicago 5, Chicago Secrets 3; Disciplines: Animalism 1, Auspex 2, Fortitude 4,
Obfuscate 2, Potence 2, Protean 1; Backgrounds: Contacts 3, Generation 3, Resources 1; Virtues: Conscience 3, Self-
Control 4, Courage 4, Humanity 8, Willpower 6
Calebros, Keeper of Secrets (Clan Novel)
The most influential Nosferatu in New York for the past fifty years since his sire disappeared, Calebros is
remarkably anonymous beyond his clan, and that's they way he prefers it. He maintains order in his warren beneath
Manhattan, while also coordinating plans and information for his brethren across the Americas and parts of Europe.
As the reluctant and temporary Prince of New York, Calebros looks forward to the night when he may put those
duties behind him.
Calebros remembers little of his mortal life. As a child, he was snatched away by the Nosferatu and held in
prolonged captivity before his Embrace. To his thinking, he has always been Nosferatu, and the indistinct nature of
his days as a kine precludes notions of existential angst. He exists as the quintessential Kindred, and his efforts have
been rewarded by his steadily increasing status among his clanmates and Damned peers.
Calebros seldom mixes with kine or Kindred beyond his warren, so there is little need for him to assume a
visage other than that of his curse: pasty, bald head; wide, deep-set eyes accustomed to near or total darkness;
mouth full of jagged fangs that rub his gums raw and bloody; hunched back; permanently taloned fingers that,
nonetheless, do not interfere with his work at his Smith Corona typewriter. Calebros' twisted spine and arthritic joints
cause him an inordinate amount of pain nightly, whether he is active or, more usual, at his desk. He is capable,
however, of speed and decisive physical activity if pressed.
Some of your clanmates call you a packrat, but you know that each of the countless reports, photographs,
and newspaper clippings crammed into your grotto office is a piece of the large puzzle - and solving that puzzle may
mean the survival of your clan. Other Kindred take you for granted, and that's just as well, because ever more
terrible things are taking place in the world, and safeguarding your brethren against them is your eternal work.
9th Generation Nosferatu; Sire: Augustin; Nature: Martyr (although sometimes Penitent); Demeanor:
Director; Embrace: 1780; Apparent Age: indeterminate; Strength 3, Dexterity 3, Stamina 3; Charisma 2,

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Manipulation 5, Appearance 0; Perception 5, Intelligence 5, Wits 4; Talents: Alertness 4, Brawl 4, Intimidation 3,
Leadership 3, Streetwise 5, Subterfuge 4; Skills: Animal Ken 3, Crafts 1, Drive 2, Melee 1, Performance 2, Security 2,
Stealth 4, Survival 3; Knowledges: Academics 4, Computer 1, Finance 3, Investigation 5, Linguistics 3, Occult 3,
Politics 4, Science 2; Disciplines: Animalism 3, Auspex 1, Celerity 1, Fortitude 2, Obfuscate 5, Potence 3, Protean 2;
Backgrounds: Clan Prestige 2, Contacts 5, Herd 3, Influence 3, Mentor 5, Resources 4, Status 4; Virtues: Conscience
2, Self-Control 3, Courage 2, Humanity 5, Willpower 7
Cock Robin (Nosferatu Justicar)
"Robin" was a skilled but otherwise unremarkable silversmith's apprentice who
struggled to survive poverty in the dying days of Colonial American monarchy. He was
brought into darkness at the whim of an elder power in the third year of the French-English
crusade for the continent; his sire abandoned him to the less-than-tender mercies of the
New World toward the close of the British occupation. The hapless neonate was left only
with the admonition that the price of immortality was an account sire and childe would
settle in due time.
The American Colonies represented a difficult time and place for wayward fledglings,
the strife-torn New England coast in particular; many with whom Robin first established
contact did not survive the dawning of the 19th century. The neonate's dogged survivalist
instinct, however, coupled with his tendency to go to ground at the first sign of trouble,
saw him through an endless series of tight spots, trials and tribulations. He ultimately found himself in early industrial
Rhode Island; there, secreted away from the mainland hostilities with a handful of other stragglers beneath Governor
Fenner's newly constructed piers, he witnessed the midnight arrival of a black-sailed galleon, unmarked and
unchallenged, and the carrier of a foul blackguard whose machinations quickly pervaded the nascent nation's every
pore.
The ship's captain called himself Warwick, Prince pro tempore of Providence, and the reign of terror that
followed in his wake made the region's previous infighting seem tame in comparison. His colleagues effortlessly broke
all initial resistance, aided as they were by Brujah brutes from the north and an uneasy Tremere-Ventrue alliance
from the south.
Warwick's right hand, a ruthless murderer named Roman Pendragon, conscripted hundreds of redcoat
soldiers and loyalists as ghouled shock troops. The insurrectionists declared blood-ransoms on prominent American
Kindred for anarchs, insurgents and diablerists alike. Key Ventrue power players starved, deprived of sustenance by
surgical strikes targeting their chosen vessels. Entire councils of primogen disappeared overnight. And Robin and his
clansmen became unwitting agents of Warwick's web - an intercontinental information network suspected to be
spearheaded by European Methuselahs.
It was more than 100 years later, in the darkest hour of Warwick's tyranny, that Robin's sire resurfaced,
sending word to his childer through underground resistance leader Prudence Stone (see Clanbook: Nosferatu). Robin
and a handful of his compatriots had been introduced as seeming innocents into the web, yet primed to strike when
the time was right - and that time had come. Guided by carefully orchestrated leaks and snares, an unprecedented
1990 Camarilla-Sabbat offensive carried the fight back to the elder's unseen armies and crushed the bulk of
Warwick's forces at Bloods Brook, New Hampshire, where it had all begun decades earlier. (Warwick, however,
escaped the rapidly closing nets; his whereabouts remain a mystery to this night.) And Cock Robin, sole survivor
among the web counterinsurgents, emerged as an unsung hero recognized by few - but forgotten by none among the
topmost tiers of the Camarilla.
Some rumors have it that Robin's sire was none other than Petrodon, Count of Seville, who served as Justicar
until his untimely destruction. (That would certainly explain a great deal - Robin's unusual selection as successor, his
fervent devotion to the Camarilla cause, even the passing physical resemblance, if such can be said to exist with
Nosferatu, between the two.) Others suppress these allegations almost as quickly as they surface; their potential
repercussions (evidence of nepotism within the Inner Circle, or, worse still, vendetta driven, Justicar-sponsored
inquests and inquisitions) would be devastating to the Camarilla infrastructure.
Robin wears the body of a gangly teen, limbs and features stretched and twisted into disproportionate
mockeries by the Curse of Caine. His elongated scarecrow's frame, a collection of jackstraws put together at odd
angles, moves awkwardly, without deftness or grace. These afflictions pale, however, before the deformity that
earned him his sobriquet; the Nosferatu's elongated head, puckered lower lip, and distended chin give him a
grotesque avian appearance. (This beaklike malformation makes drinking from the jugular impossible for him; on
those rare occasions when Robin succumbs to his Beast, or when vermin do not slake his inhuman thirst, he "feeds"
through his victims' eyes, a grisly practice which gives both mortal and Kindred authorities cause for consternation.)
Although a master of the Obfuscate Discipline, he rarely assumes any face but his own.
You are still a child in many ways, in spite of the centuries you have had to learn and grow. An incorrigible
tinker, you love machines of all sorts, as your gadget-strewn subterranean haven readily attests; more than one
Sabbat haven has met with a fiery end thanks to your carefully placed, matchlock-triggered black powder charges.
Sadly, your fierce intellect and cunning are easy to misinterpret; an insurmountable speech impediment caused by
your misshapen head makes conversation difficult, and the company of others makes you nervous. You still cannot
abide your own reflection - but nothing sends you flying into a rage faster than the pity-filled glances of others.

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7th Generation Nosferatu; Sire: Alonso Cristo Petrodon de Seville; Nature: Architect; Demeanor: Conformist;
Embrace: 1757; Apparent Age: Indeterminate Strength 6, Dexterity 2, Stamina 5, Charisma 3, Manipulation 2,
Appearance 0, Perception 3, Intelligence 4, Wits 6; Talents: Alertness 4, Athletics 2, Brawl 3, Dodge 2, Empathy 1,
Intimidation 1, Leadership 1, Scrounging 3, Streetwise 3, Subterfuge 2; Skills: Animal Ken 2, Crafts (jeweler /
silversmith) 3, Demolitions 2, Etiquette 1, Firearms 2, Melee 3, Performance (woodwinds) 3, Stealth 4, Survival 3,
Traps 3; Knowledges: Academics 2, Camarilla Lore 5, Clan Knowledge (Nosferatu) 4, Computer 2, Investigation 5,
Linguistics 1, Medicine 1, Occult 2, Sabbat Lore 3, Science (metallurgy) 4, Sewer Lore 5; Disciplines: Animalism 6,
Auspex 2, Fortitude 3, Obfuscate 5, Potence 2; Backgrounds: Herd (vermin) 6, Mentor (Inner Circle) 6, Resources 4,
Retainers (spy network) 5, Status 5; Other: Conscience 2, Self-Control 3, Courage 5, Humanity 5, Willpower 7
Daniels, John (Pissed Off Actor)
Player: Josh Holmes; 8th Generation Nosferatu; Str 3, Dex 4, Sta 3, Cha 1, Man 4, App 0, Per 2, Int 3, Wits
3; Talents: Acting 2, Alertness 1, Athletics 2, Brawl 3, Dodge 3, Intimidation 1, Streetwise 1; Skills: Animal Ken 3,
Firearms 2, Stealth 3, Survival 2; Knowledges: Investigation 2, Occult 2, Science 1; Disciplines: Animalism 1,
Potence 2, Obfuscate 1; Backgrounds: Generation 5, Herd 3, Resources 4, Status 1; Demonic Investments: Aquatic,
Walk the Walls; Virtues: Conscience 3, Courage 4, Self Control 4; Humanity 6; Willpower 4
Deeds, David (Security Guard)
Player: Travis Hundley; 10th Generation Nosferatu; Str 4, Dex 3, Sta 3, Cha 2, Man 3, App 0, Per 4, Int 2,
Wits 2; Talents: Acting 2/ Brawl 3, Dodge 3, Streetwise 2, Subterfuge 1; Skills: Animal Ken 1/ Drive 1, Firearms 3,
Melee 3, Security 2, Stealth 2, Survival 1; Knowledges: Investigation 1, Law 1, Medicine 1, Occult 2; Disciplines:
Auspex 1, Fortitude 1, Obfuscate 3, Potence 1; Backgrounds: Generation 3, Resources 2; Merits: Misplaced Heart;
Virtues: Conscience 3, Self Control 3, Courage 4, Humanity 6, Willpower 4
Dondinni (Monitor of Genoa)
“It’s the quiet ones you have to watch out for,” or so the saying goes. Although the Camarilla pays little
attention to Italy’s principal port of Genoa, Dondinni, the resident monitor, knows something is wrong in his city. He
happens to be the fourth monitor in residence at Genoa in the past millennium, and he is the only one to have
survived so long. Dondinni is also highly unorthodox for a member of the Inconnu. His outspoken manner and his
crusade against vampires whom he believes to be “tools of the Antediluvians” may risk his position within the
Inconnu.
Dondinni came from Genoa during the Dark Ages. He recalls those hard nights like a
man tasting ash; the central rule of Rome was gone, chaos gripped the countryside, and
monsters sated their bloodthirsty appetites on the frightened populace. Dondinni called it
Hell then, but now he knows it was but a shadow of coming Gehenna.
As a mortal peasant, Dondinni proved adept at survival and hiding, two qualities that
brought him to the attention of the Genoese Nosferatu. These creatures needed mortal
help as much as Dondinni needed their assistance to survive. He agreed to be their eyes by
day, watching out for mortal agents of their enemies, whereas they offered him food and a
place to sleep. Never mind that the food was cooked rat, or the shelter a dank, abandoned
cistern; it was still sanctuary from the beasts roaming the long nights. The relationship
worked so well that the Nosferatu probably never planned to Embrace Dondinni. Instead,
they ghouled him to better withstand the ravages of disease and time. Dondinni lived centuries beyond his natural
span, enduring the curses of both Cainite and mortal domains.
Dondinni never wanted to become Nosferatu, but fate dictated otherwise. When Pope Urban II called for a
Crusade to free Jerusalem from the “infidels,” the effort drew devout kine and Cainites alike. The Genoese Nosferatu
sent Dondinni ahead of the first Crusaders to warn a handful of Nosferatu allies in Sidon and Tyre. Despite the
hardships of the journey, Dondinni succeeded in his task several weeks before the second wave of crusaders swept
through the region (the first wave perished in Anatolia). He even returned with the Nosferatu Hauzal, an ally of the
Genoese.
When Hauzal and Dondinni arrived Genoa, they found the resident Nosferatu destroyed. Something had
ravaged Dondinni’s allies. Only streaks of dried vitae and piles of cold ash remained. Hauzal and Dondinni fled from
Genoa that same night; centuries would pass before either returned. During this period, Dondinni served Hauzal in
Madrid and eventually accepted the Embrace. As the years wore on and the Sabbat and Camarilla formed, however,
Hauzal remained hidden and neutral. He advised Dondinni to do the same. Centuries after Dondinni’s Embrace,
Hauzal finally told Dondinni he was Inconnu, and another two centuries passed before the Inconnu admitted Dondinni
into their ranks.
Dondinni is one of the youngest members of the Inconnu and often considered brash and arrogant by his
superiors. Still, his skill as an observer is hard to dismiss. Given his knowledge of Genoa, he was the natural choice
as the city’s new monitor. In this role, Dondinni makes no secret of his efforts to uncover the fate of the Genoese
Nosferatu 900 years ago, but the more he learns about Genoa, the less he understands. Dondinni’s three Inconnu
predecessors suffered the same brutal fate that befell the region’s Nosferatu. The Kindred of Genoa remain quiet in
Italy’s fractured political arena, as if avoiding undue attention. In many ways, they act more like frightened prey than
like vampires. Dondinni believes something makes its home beneath Genoa, but any theories he might have are
exactly that: theories.

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Dondinni has not found any proof apart from the destroyed vampires that some force is afoot. The young
monitor has also been digging deeper into ancient records and archives, as well as formulating theories about
Gehenna and the proliferation of minor bloodlines as an omen (in particular, the Daughters of Cacophony, whom he
believes are tools of the Antediluvians). Dondinni has even suggested trying to guide sects such as the Sabbat to do
the Inconnu’s dirty work. Naturally, this notion triggered an Inconnu backlash despite Dondinni’s unswerving loyalty
to Hauzal and his superiors. Now, the Inconnu question Dondinni’s ability to remain neutral… and Dondinni debates
with himself nightly as to whether or not neutrality is the best policy.
Dondinni suffers the disfiguring curse of all Nosferatu. His uneven teeth jut from his mouth as if trying to
escape, and his eyes protrude like those of a frog. Dondinni’s skin is pulled taut over his frame, revealing individual
bones and thin, stringy muscles. Most of his hair has fallen out, with only random strands left intact. He moves like a
hunter, never facing straight but always sideways. He looks around constantly, and his eyes never stop darting from
side to side.
You are loyal to the Inconnu, but its members’ actions frustrate you. They cannot remain hidden and still
hope to win against the Antediluvian threat. The Camarilla is too petty, the Sabbat too divided and the Inconnu too
removed to stop Gehenna. Rather than betraying your elders, however, you abide by their decisions but continue to
crusade for what you believe is right.
Clan: Nosferatu; Sire: Hauzal; Nature: Visionary; Demeanor: Survivor; Generation: 6th; Embrace: 1132;
Apparent Age: varies; Strength 3, Dexterity 4, Stamina 4, Charisma 2, Manipulation 3, Appearance 0, Perception 5,
Intelligence 4, Wits 3; Talents: Alertness 4, Athletics 3, Brawl 3, Dodge 5, Empathy 4, Interrogation 3, Intrigue 4,
Leadership 2, Scrounging 4, Search 4, Streetwise 5, Subterfuge 5; Skills: Animal Ken 4, Firearms 2, Melee (staff) 4,
Security 3, Stealth 5, Survival 3; Knowledges: Academics 1, Area Knowledge (Genoa) 5, Bureaucracy 3, Camarilla
Lore 3, City Secrets (Genoa) 4, Expert Knowledge: Inconnu Lore 3, Investigation 5, Linguistics (French, Latin) 2,
Occult 4, Politics 5, Research 4, Sabbat Lore 3; Disciplines: Animalism 4, Auspex 3, Celerity 2, Dominate 2, Fortitude
3, Obfuscate 7, Potence 6, Protean 4, Vicissitude 3; Backgrounds: Allies 4, Contacts 5, Herd 2, Mentor 3, Resources
2, Retainers 2; Virtues: Conscience 3, Self-Control 4, Courage 5, Humanity 9, Willpower 7; Derangements: Fire
Phobia (Dondinni fears fire more than the average Kindred; his difficulty for Rötschreck rolls is always 10)
Gooding, Nathaniel (Saint Louis)
Nathaniel Gooding had a promising future as a teacher at a St. Louis University. He managed to shatter his
own dreams by signing up for World War I. Although he became a hero to those around him by risking his life time
and time again, he was disfigured from a shelling and sent home. Bitter because of his damaged skin, and losing his
promising future left him in a dark state.
One night out of the darkness he saw a large and powerful creature beckoning him to follow him out
into the night. The creature asked him if he would be willing to have a purpose in life again. Nate
seeing no better future agreed and was soon swept up in the world of darkness. As a ghoul, he saw
and learned things that made his mind dizzy. All the creatures of the night became his study.
Delivering letters to kindred, battling lupines, and studying the sewers were a few of the many things
he preformed for his new master.
Ten years of servitude had gone by before Nate was offered the embrace, he jumped at the chance.
As an equal, he already was well known because of his dealings with kindred and soon he became a
favorite contact for many outside the clan. He has spent many of the past sixty years studying the
latest marvels of technology. Nate has come to marvel the beauty of the camera, the telephone, and the police
scanner. The recent invention of the internet has caused Nate to set up many websites and this holds his attention
more than any other media. Among the Nosferatu he has taken on the role of teacher and guardian to the younger
members of the clan.
Nate followed his sire to Saint Louis in hopes of discovering what evil has taking place. He is completely loyal
Nicholas as he is blood bound. He is aware of this and believes he approves of it, he tries to remain close to his sire
and willingly drinks of his blood. He is politically undecided in St. Louis, but would likely follow his sires lead if he
knew his intentions.
A corrupted smile that shows that all of his teeth are in the wrong place, his whole head is tilted to the right
side and his features are quite angular with a very narrow head. When using obfuscate, (which he does out of
politeness) he appears much as he did in life. A short mustache and slicked back hair are hidden beneath his tweed
hat and matching suit. Despite his embrace his eyes are still warm and inviting.
You are a model Nosferatu, who has almost moved beyond the social limitations of your clan. You are wise
enough never to openly oppose anyone who would take it as an insult. You are a master of several secret
knowledges, and know that you have much to bargain with. Be friendly to get what you want if that doesn't work, try
stealing it. Your goals interest you more than anything else except for that of your sire.
Nate is the patsy of the Nosferatu. He is the guardian of younger Nos, but in truth is so completely bound to
his sire that he has little free will. Still this means he is often sent on various missions to help his sire and can pop up
anywhere. Nate has never worked to achieve his own influence but because of the many friendships he has
developed, he can call in many favors from those who do.
10th Generation Nosferatu; Secrets: B+; Sire: Nicholas Xavier; Nature: Pedagogue; Demeanor: Bon Vivant;
Embraced: 1932 (born 1899); Apparent Age: undeterminable; Strength 3, Dexterity 3, Stamina 3, Charisma 3,
Manipulation 2, Appearance 0, Perception 3, Intelligence 3, Wits 4; Talents: Alertness 1, Brawl 3, Intimidation 1,

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Streetwise 3, Subterfuge 2; Skills: Animal Ken 3, Crafts 2, Drive 2, Firearms 1, Melee 1, Stealth 3, Survival 2;
Knowledges: Computer 2, Investigation 2, Linguistics 1 (Latin), Occult 4, Politics 2, Sewer Lore 4; Disciplines:
Animalism 2, Obfuscate 4, Potence 2; Backgrounds: Allies 1, Contacts 3, Status 1; Virtues: Conscience 3, Self-
Control 3, Courage 4, Humanity 6, Willpower 6
Jones, Bernie (Saint Louis)
Bernie would like to think that there was a reason why he fell into a bottle almost a hundred years ago. He
knows there isn't and he has no one to blame but himself. A hundred years ago he traded his family job and his
future for a bottle of whiskey. It landed him homeless on the streets of a merciless town subject to the whims of
others. It was there that the elders of clan Nosferatu looked to find their next ghoul and servant. They gave him
something to drink that was better than the best whiskey in the world, in return he served the needs of the clan as a
mortal go between and a courier for his clan.
Often he was just hired muscle for when things got rough and the clan needed someone to
risk their butt in an expendable way. After a hundred years of drinking enough booze to actually
give his withered supernatural liver a run for its money the elders of the clan disappeared. He
searched everywhere for them but his time was up and the punishments that he put his body
through started to catch up with him. He started to age at a rapid rate and cirrhosis shot into his
liver at lightning quick speed. As the doctor questioned what was happening to his aging body,
he was whisked away by Peter Vincent. Peter fed him vitae, waiting for his ally Helen to awaken
from torpor. Peter's vitae was barely enough to keep Bernie alive. After Helen rose from her
slumber she asked Bernie what his choice was, she could turn him into one of the damned or let
him past into the arms of death. The choice was easy and now Bernie is a member of the clan he
served for so very long. He owes both Peter and Helen big time and he is going to serve each of
them until he has returned the life boon that he owes. As a Ghoul Bernie could never see beyond
the bottle now that he has become kindred he hopes to find some purpose with which his life
could serve.
Bernie has dark yellow skin that shows the jaundice he had in mortal life. He body is part aged and withered
and part strong and young. He often wears normal but dingy clothing that hide his wither limbs.
You have the exterior of a boxer with a soft spot for those that treat you with respect. If you are nearby
there is usually some business that needs to be taken care of and you do your best to keep quiet about your clan's
missions. Because you were a ghoul for so long you find yourself unconsciously submissive to elder vampires.
Bernie is a strong man who looks after the sheriff with or without his permission. He is old in experience and
thinks more elderly than any newly made kindred in the city. Bernie dwells in the same hole in the ground that he
has for a century however now he has wired it with cable and electricity.
10th Generation Nosferatu; Secrets: C+; Sire: Helen; Nature: Caregiver; Demeanor: Bravo; Embraced: 2002
(born 1857); Apparent Age: Indeterminable; Strength 4, Dexterity 3, Stamina 4, Charisma 3, Manipulation 2,
Appearance 0, Perception 3, Intelligence 2, Wits 2; Talents: Alertness 1, Brawl 4, Dodge 2, Empathy 1, Intimidation
2, Streetwise 2, Subterfuge 2; Skills: Drive 1, Firearms 3, Melee 1, Security 1, Stealth 2, Survival 1; Knowledge:
Camarilla Lore 2, Linguistics 1, Occult 1, Politics 1, Sabbat lore 1, Sewer Lore 1; Disciplines: Animalism 2, Obfuscate
3, Potence 3; Backgrounds: Contacts 2, Generation 3, Herd 1, Resources 1, Status 1; Virtues: Conscience 4, Self-
control 2, Courage 4, Humanity 6, Willpower 4
Lancaster, Janet (Beautiful Monster)
Janet was a gangster's moll. This meant one thing: money, jewels and comfort, as long as one thing
happened - Your boyfriend stayed alive. In 1947, the luck just wasn't on her side. With one fell swoop, Meyer Lansky
and his boys eliminated much of the competition. Lansky was smart; he _never_ trusted women. They were always
around, acting ditzy and looking pretty. But the problem was that they were _always_ around - when the deals were
made, when the boys talked about the heists, etc. Most of them played dumb, but when push came to shove, they
would tell all to the cops. So Lansky figured to be better safe than sorry.
After the death of Janet's boyfriend, Lansky's boys grabbed Janet, and took her to a club on the east side,
wearing only a negligee. Lansky gave her a choice. There were two doors. One led to her first john, waiting to be
serviced. She would be a prostitute the rest of her life, watched over by Lansky. The other led out into the alley, in
the dead of winter. Lansky explained that Janet had nothing: no money, no home to go to, no friends, and, of course,
no clothes. Without a moment’s hesitation, Janet picked the alley door, and walked out into the night. She caught a .
45 round in the back for her troubles.
Jordan was new to this scene. He was told by Gisele, then Prince of New York, to watch the change of power
in the crime scene, and report back. To Jordan, 300 years old, all this was confusing. He watched as each moll chose
the door to prostitution, all that is, but the last. She made a defiant decision, and they KILLED her for it! No matter.
He would exact his revenge on them later. Now he had to save a soul so courageous she would make a choice like
that. The prince would assent to this Embrace, since they now had a spy who knew _everything_ about the
organization they were grasping at straws to understand.
In life, Janet was a beauty. Her boyfriend had plucked her out of a modeling school. In unlife, she was
hideous, a mockery of all she once was. She settled into he new existence quickly, though, but she did torture herself
by covering her haven with pictures of her as she once was.

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She was a damn good spy, insuring the Prince would know every single move the underworld made. Further,
she hounded Lansky until his death, playing cruel pranks that cost him millions, and saved others like herself from no
win situations. She gained the trust of the Prince, and eventually became his crying towel, as he relegated to her all
the problems that he faced in his rule. She accepted this, as it was a minor conversion from her previous role as a
moll.
Then the terror came. Janet returned to her haven early, determined to get a good day's sleep, when they
arrived. Darkness, sudden and cold, enveloped her, and they were on top of her. She fought like a Beast, but so did
they. She was staked, and a leather bag tied to her head for good measure.
When she awoke, she was back in her haven. Covering the walls were pictures of her as she was _now,_ the
older ones taken. Someone was out to torment her, and...
A strand of blonde hair fell before her vision.
It was back! She looked at her hands...smooth and new! If only she had brought a mirror with her!
She dashed out of her haven, and saw it. A mirror stood right outside her door, and showed her the sight she
thought she had lost: herself, as she _truly_ was.
Blood red tears coursed down her face, and she prayed to the God that had deserted her all those years ago
in gratitude. And _they_ answered.
It was only four of them, but Janet knew their voices, distant memories from that first battle. She would not
try to fight.
"What do you want?"
"Information, Number 6," the first intoned. "Sorry, couldn't resist. Love the show."
"Shut up, Dmitri... damn Malkavian..." muttered another.
A black woman, tall and muscled, stepped forward. "This...this is our offering to you. Free of charge...well...
Almost."
"Almost?"
"The effect lasts but a week, then it's back to _that!_" The woman pointed into the haven, at the plethora of
pictures that covered the wall. From out here, the room looked like a Tableau to obscenity, and it made Janet want to
wretch in disgust.
"If you will give us... information... we will give you this." She showed Janet a Holly Hobbie thermos, red
streaks crawling down the sides.
"Enough for a week?"
"Enough."
"What's the question?"
"What did the Prince think of the opera last night?"
Janet had accompanied the Prince when he went to see La Traviata the night before at the Met. It was such a
simple question. Any skulker desperate to know could have easily found out. And the reward...
"He didn't like it. He thought the male lead ought to have his gonads removed, to increase his range."
The woman turned to Dmitri, who nodded in a savage sort of way. "Excellent." She handed Janet the
thermos. "Put some of your own blood in to make it work."
Janet nodded. "And next week?"
"Another question..." They turned to go. The women indicated to one of her followers, and he broke from the
pack. He removed from his denim jacket a manila envelope, bulging with contents. He handed it to Janet.
"What is this?"
"Your life."
And it was true. All that Lansky had stripped from her was now present. It contained forged ID, passport, a
key to her old apartment, bills of receipt from Sax and Bloomingdales, to indicate the closets were _very_ filled. And
best of all were pictures...of Lansky.
He looked dead, but then again, so did she. Still, his eyes were open, and his face contorted in pain, as they
did...things to him. The worst involved a fire hose, well hidden, and water gushing from his mouth. She smiled
within. It was only questions, after all...
And something in the shadows smiled as well.
The secrets of the Prince were laid out for the eyes of the Sabbat, bit by bit. All his havens, all his lieutenant,
all his habits, even his preferred prey, all were grist for their scheming minds. And all was provided gladly by Janet.
After all, it was a new life for her.
She had been used and abused by men for as long as he could remember. The attempt to save her life, in
that alley, condemned her to a worse fate. The one thing she cared about was taken from her. And all her new
"friends" didn't want to help her regain it. All they wanted her to do was sneak and watch and snitch, and then hide
her repulsive form when she was done. The Sabbat were different. They CARED! So she maintained two lives. One
was hidden by Obfuscate, with all the sanctimonious fools too trusting to check, and the other was the unlife she had
been denied. A chance to be in charge, a chance to _live._
They did not tell her when the hammer fell. Before her eyes, the Prince exploded, and her new dress was
awash in his tasty blood. She still keeps the dress, sort of as a souvenir. Only one Camarilla lackey survived: Maxim,
who swore bloody vengeance against Janet. She laughed out loud, and was soon joined by her allies. But deep
within, she knew the truth, and she wept bitterly.

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By the time they told her the "potion" was useless, she didn't care. She trusted the Sabbat with everything.
Then they told her that the potion wasn't exactly placebo...it was Vaulderie. The hatred that should have come died
on her lips, and she suffered out a weak smile at the tremendous joke. She wanted to hate them, but how could she
hate...her friends?
She destroyed all her mortal belongings, and fled back to her first haven. Bitterly disappointed
at...something, she was determined to remain down there, and live the life that had been meant for her, by Fate, by
God, and by Caine. She remains there to this day, although she does ascend every now and then to maintain good
relations (attending Ritae, etc.)
The Vicissitude has not yet worn off, and neither has the Vinculum. She feels strongly about her Sabbat
allies, now the leaders of New York, but also feels deep regret. She wanders the sewers, freely displaying her original
Nosferatu form, and seeks to help other who have been ravaged by the System, whether it be mortal or vampiric.
Often, she can be relied on by Sabbat wishing to escape persecution at the hands of their own kind. She will also aid
Camarilla kindred who are in need.
For their part, the Sabbat care little about Janet. She was a good ally, but deep inside, she will always be
Camarilla, and the potential for betrayal is always present. Her continued existence is assured by those of the Path of
Honorable Accord, who see her actions as basically loyal, and to turn on her would be wrong.
Assume Janet has a Vinculum 9 rating in terms of the Sabbat rulers of New York. She is desperately trying to
regain humanity, and also seeks to learn the discipline of Vicissitude, so that she can free other Nosferatu from their
curse.
10th Generation Nosferatu; Sire: Jordan; Nature: Survivor; Demeanor: Judge; Embrace: 1947; Apparent age:
25; Strength 4 Dexterity 3 Stamina 4, Charisma 4, Manipulation 4, Appearance 4 (That's 4!), Perception 3,
Intelligence 3, Wits 4; Talents: Acting 2, Athletics 2, Alertness 3, Brawl 4, Intrigue 3, Seduction 5, Subterfuge 2;
Skills: Bribery 1, Dancing 3, Debate 2, Etiquette 3, Drive 2, Firearms 2, Gambling 3, Police Procedure 2, Research 3,
Stealth 3, Survival 1; Knowledges: Accounting 2, Area Knowledge (NY) 4, City Secrets 4, Criminology 2, Economics
2, Finance 2, Investigation 2, Kindred Lore 2, Politics 2; Disciplines: Obfuscate 4, Animalism 3, Potence 3;
Background: Retainers 2, Herd 4, Resource 2, Contacts 4, Influence 2; Virtues: Conscience 1, Self Control 2, Courage
4, Humanity 3, Willpower 7
Lemp, Helen (Saint Louis)
Helen Lemp was born to a well off family of brewers. Exceptionally beautiful both inside and out, she was the
favorite of her father. Her family would age their lager beer deep within the natural caves underneath Saint Louis. As
a child Helen would often go down deep within the earth to think and to lose herself playing and cavorting. As she
grew older, so did her beauty and it filled the creature that was living in the darkness with anger and resentment.
Each time Helen would appear doll in hand laughing and playing in the candle light, the creature would silently rage.
When she was 19 the day before her wedding day, she returned to the place of her childhood play. She looked upon
the aging lager and saw the reflection of her beautiful face from candlelight and it filled her with pride. Up through
the vat of beer the creature sprang upon her, finally succumbing to its anger and frustration over her beauty. It
savagely beat her and embraced her.
Taking Helen down deeper into the natural caves, it threw her into a prison cell of the monster's own making.
The chains were stronger than Helen could break, no matter how hard she would try. Everyday it would bring three
things to her cell and squeal at the cries of anguish that she would invariably make. Some sort of animal prey from
which she could feed, a candle to remove the darkness and a mirror so that she would be forced to view upon her
face everyday. Oh, how often Helen would break the mirror or try to set herself on fire to relieve her anguish. Each
day her captor would return anew with her three prizes. For years stretching into decades this torture continued,
eventually she learned to accept her appearance and focus her attention onto escape.
She never had enough strength to break the chains due to her lack of blood but she found
that she could summon a rat or too and get their assistance. Helen eventually learned to see
using the rats eyes and it gathered information for her. Through it she had found where he kept
the key to the cell and she discovered the rat could bring her the key. On one desperate day
after her capture had left, she summoned her friend and commanded him to get the key. Helen
then took every ounce of strength that she had, bit her hands off at the wrist. With the rat
helping her, she escaped into the caves. It took her days to find her way to the surface. Hungry
more than she ever knew she feed completely on the first mortal she saw. To her shock and
horror over fifty years had past. Eventually the prince found her and she was dragged to stand
before him in his court. To Helen's surprise the Prince was merciful, allowing her survival and
ordered the death of her sire. She was with the scourge when he was brought down.
Unlike the other clans the Nosferatu did not get forced out of St. Louis. They took some hard
hits but Helen and the others were there when Vargoss brought his forces together to reclaim the city. In 1982 An
intruder entered their underworld kingdom and Helen was summoned to deal with the problem. As usual she went
with her animal armies to destroy the invader. She found a young kindred named Peter Vincent who was lost and
confused. What shocked her most was that he didn't repel from her visage as all others have. Instead he beg her to
help him, and the sight of that brought her back to her own embrace.
Over the next few years the two developed a deep friendship and respect for one another. When the dark
plague descended upon the clan, Helen was above ground with Peter. For what ever reason the mosquito plague did

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not affect peter and he was able to lock her in a freezer until it had pasted. Helen is to her knowledge the only
survivor of that dreadful night of her clan. Having just awakened from the torpor that the plague had caused, Helen
is determined to find who is responsible for it.
A large nose and hairy pointy ears do nothing to distract the viewer from her course and featured skin. Helen
is balding with a few strains of hair still trying to hold on. She dresses in either very expensive gowns or goes for the
tattooed and pierced look. In her mask of 1000 faces look she adopts that of a plain Jane or has a penchant for
looking like Alice of Wonderland with her pet rat playing the part of a white rabbit.
You have long since accepted your fate and your appearance. Of all the kindred in the city, those who were
forced into the embrace get your favor more than others. You have a dry cynical sense of humor and you aren't
afraid to let it show. Toreadors get most of you wrath and you love making them squirm.
Helen is the right hand to the sheriff and she often assists him unseen. She is the npc most likely to help
neonates without asking for anything in return. Helen makes her haven in the Underground, although she also still
own and occasional stays in her family's' original home, a large 8 bedroom house. Helen can persuade the sheriff to
attack anyone and he simply won't question her judgement in the matter as Hellen has the sheriff's complete trust.
9th Generation Nosferatu; Secrets: A; Sire: Grizzle; Nature: Survivor; Demeanor: Judge; Embraced: 1855; Apparent
Age: indeterminable; Strength 2, Dexterity 3, Stamina 3, Charisma 4, Manipulation 5, Appearance 0, Perception 3,
Intelligence 2, Wits 4; Talents: Alertness 1, Dodge 1, Empathy 2, Leadership 1, Streetwise 3, Subterfuge 3; Skills:
Animal Ken 3, Crafts 1, Etiquette 2, Melee 1, Performance 3, Security 1, Stealth 3, Survival 1; Knowledges:
Investigation 3, Occult 1, Politics 1, Sewer Lore 4; Disciplines: Animalism 4, Auspex 1, Obfuscate 5, Potence 2,
Protean 1; Backgrounds: Contacts 3, Generation 4, Resources 3, Retainer 1, Status 3; Virtues: Conscience 3, Self-
Control 3, Courage 4, Humanity 7, Willpower 6
Noctem (Vengeful Nosferatu Supremacist)
This guy is nasty. His whole human life he was kicked around, beaten on, pushed around, etc. He was the
youngest child of a family of six children. He grew up in, not a slum or ghetto per se, but in a poor white-trash
neighborhood in a medium sized depressed city...like Detroit or Cincinnati or Petaluma or Texarkana. He drifted after
his dropping out from high school, and eventually found himself working for low pay in a large factory in a big city...
just another number and just another paycheck.
So in his misery and in his one-room apartment a Nosferatu crept. He was startled, no, terrified, to say the
least. But when the Nosferatu spoke to him of his own troubles, of how life as a human sucked, and how as a
vampire he would finally be empowered, he accepted the Embrace.
The Embrace changed Noctem physically... it stretched him taller and elongated his face, and lengthened his
limbs. It melted his pot belly and tightened his sagging musculature. He became wiry and strong, and a new fresh
energy and enthusiasm for his unlife.
This enthusiasm was soon crushed, however. Upon attending some Toreador parties and Camarilla conclaves,
he was "befriended" by a Toreador sybarite. When he accidentally overheard how his Toreador friend was planning
how to use his "Nosferatu scum" as a study in pathetic. Then the Toreador and his cronies laughed long and hard.
The new Nosferatu frenzied at the exposure of this oppressive lie, and slew his friend and his companions. He
escaped, and used his Obfuscate to spy upon all the Camarilla clan elders, and kept seeing how the whole Clan
Nosferatu was used only as a tool and a pawn by the other clans.
Capitalizing upon his long-held suppressed rage and newfound power, he renamed himself Noctem to reflect
his self-appointed status as the Nosferatu Avenger in the Night and started preaching to his fellow Kindred about how
bad the Nosferatu had been screwed over the centuries, and how it was thier duty to make the other clans pay.
He sired three flunkies (his retainers), and commits terrorist actions against Camarilla meetings. He has
found a fugitive Assamite Antitribu in the sewers beneath his city (Chicago), a refugee from a failed Sabbat assault
on the city. This Sabbat has been "advising" Noctem in the ways of urban guerilla warfare, and feeding him blood. As
of now, the Nosferatu and his brood and the Assamite have a minor Vaulderie.
This guy should be scary. Picture torch lit speeches to packs of Nosferatu, ranting and raving about "True
Status of our Clan" and "making the oppressors pay for their transgressions". Picture Toreador Ancillae disappearing
from their homes the night before large parties, then showing up tied upside down drained of all blood in their main
ballroom the next night when the doors are opened. Picture exploding havens of Tremere who make offhanded
insults towards "That clan of Beasts". This guy and his followers should be the source of a reign of terror in your city,
or at least a sense of fear of the unseen clan. What was that in the shadows in that alley? Watch what you say...
Noctem listens.
8th Generation Nosferatu; Nature: Autocrat; Demeanor: Fanatic; Sire: Parovich ; Haven: Downtown central
sewer complex; Strength 2, Dexterity 4, Stamina 5, Charisma 5, Manipulation 4, Appearance 0, Perception 4,
Intelligence 3, Wits 4; Talents: Alertness 4, Athletics 4, Brawl 4, Dodge 5, Leadership 3, Streetwise 1; Skills: Animal
Ken 3, Firearms 2, Melee 4, Security 3, Stealth 5, Survival 2; Knowledges: Investigation 1, Occult 3; Disciplines:
Animalism 4, Auspex 2, Celerity 2, Dominate 2, Fortitude 3, Obfuscate 5, Potence 5, Presence 3, Protean 2, Quietus
3; Backgrounds: Retainers 3; Virtues: Conscience 1, Self-Control 3, Courage 4, Humanity 4, Willpower 9
Di Padua, Federico (Camarilla’s Right Hand)
Federico tells anyone who asks that his life has been like any other. From the heights of glory and hope to
the pits of terror and pain, he has clung to his beliefs and pursuits despite the capriciousness of fate. Now sometimes
referred to as “the Right Hand” of the Camarilla — because his centuries of service in the role of archon are beyond

105
reproach and without equal (What other Cainite, at least one who operates in the plan view of others, has managed
to hold such a position within the Camarilla for so long?) — Federico works diligently to ease the tensions in the
Camarilla’s ivory tower. He reminds Kindred now in power of the nights when they were weak, and he suggests to
those who are weak now that they might one night wield power and that they must not perpetuate the abuses
heaped upon them.
Born in Italy, Federico grew to become a veteran mercenary much prized for his
ability to organize impetuous youths. In the course of those many years, he fought across all
the lands of Europe, during which time he knew many masters, saw many treacheries and
learned lessons that have shaped his immortal existence for five centuries.
Federico’s Embrace was a brutal one, and it continues to affect him to this day,
though not in a cyclical fashion — he does not dispense justice harshly, nor does he abuse
his power. Instead, from the very first nights of the Camarilla, Federico fashioned his own
agenda by not kneeling to the whims or expectations of the individuals he has served. Such
self-determination was easy during the years when his adopted sire, the co-founder of the
Camarilla, Josef von Bauren, was Justicar, but not so with several of the seven Justicars
under whom he’s served.
Federico always weighs the information and evidence he gathers or receives with a mind toward fairness.
Frankly, he’s as surprised as his most ardent detractors that he has held his post for so long and through so many
transitions. This surprise, though, arises solely from his resistance to manipulation, and he hopes that he has
maintained his position because of his results. However, it has not escaped his notice that he has never been offered
the position of justicar. He’s too valuable in the field, he’s told, even though he never asks the question. In the end,
he accepts that as answer enough, because he doesn’t allow anything to weigh too heavily upon him except the
decisions of unlife and death he makes regarding others.
Nevertheless, over the centuries, Federico has become known as an ardent supporter of the Camarilla. At
first, he felt the organization was merely the best solution available. Although he has surely seen the sect struggle at
times, the Camarilla inevitably rights itself and travels a path that he sees as just.
Federico’s cynical streak still shows itself sometimes, but that’s because he knows the Camarilla is not
perfect. He particularly reviles the blindness the organization perpetuates. The best decisions are made when the
most evidence is available, and the Camarilla too often closes its eyes on matters of grave concern and terrible
consequence, such as the existence of Antediluvians. As an individual, though, Federico can take these nameless
fears into account as he dispenses justice in the name of the sect.
Recent years have found Federico in the United States. Several months of fruitless and dogged investigation
turned up little regarding the assassination of Justicar Petrodon in Chicago. Now, Cock Robin is the Nosferatu justicar,
and Federico expects good things from this Kindred. Cock Robin is committed to the Camarilla, but more importantly,
he also fights the willful blindness of the sect in his constant attempts to draw attention to its fading power along the
East Coast of the United States.
Regardless, whether he knows it in his dead heart or not, Federico will never entirely feel certain of the
Camarilla and its ability to shape Kindred politics and schemes until he is elevated to justicar. Ironically, it is a
position he would refuse, for he knows he is indeed more valuable in the field. Thus, this litmus test of his devotion to
and hope for the Camarilla may never occur.
Federico finds that a lack of appearance serves him best as he moves about invisibly in his investigations and
informational pursuits. His obfuscated visage suits him personally as well, for despite his 500-plus years as a
Kindred, he retains a disgust for his hairless, revoltingly ugly form. In mortal life, Federico was a handsome —
though unexceptionally so — man of rugged appearance and strong frame. Now, his body is covered by sores that
have festered for centuries without respite, and the hook of his long nose is accentuated by the stoop in his
shoulders, though his clear, brown eyes gleam with an intelligence and passion undiminished by time.
You are the epitome of a mentor. Many are the young students and soldiers who have sought your counsel.
You are confident, but you realize that confidence results from your good luck and hard work. Too many times you’ve
seen the winds of fate change directions and ruin a person, and you know it could happen to you, too. You never rely
solely upon your status within the Camarilla to achieve your ends and instead continue to earn the trust of others
based on your vision and wisdom.
7th Generation Nosferatu; Sire: Marienna (“adopted” by Josef von Bauren); Nature: Judge; Demeanor:
Architect; Embrace: 1444; Apparent Age: difficult to determine; sometimes appears as; mid-30s; Strength 4,
Dexterity 4, Stamina 6, Charisma 3, Manipulation 3, Appearance 0, Perception 5, Intelligence 3, Wits 4; Talents:
Alertness 4, Athletics 5, Brawl 5, Dodge 3, Intimidation 4, Leadership 3, Subterfuge 4; Skills: Archery 3, Melee 5,
Ride 4, Stealth 5, Survival 4; Knowledges: Academics 2, Finance 2, Investigation 4, Linguistics (English, French,
Hungarian, Russian) 3, Occult 4, Politics 7; Disciplines: Animalism 3, Auspex 4, Celerity 1, Fortitude 2, Obfuscate 6,
Potence 5; Backgrounds: Contacts 4, Mentor 4, Resources 4, Status 4; Virtues: Conscience 3, Self-Control 3,
Courage 4, Humanity 6, Willpower 6
Watkins, Major Joel (Soldier)
Joel Watkins was a soldier. He did his job as good as the next guy. When he was on his tour of duty in
Vietnam, he was assigned to be a "tunnel rat" - scouting the vietcong tunnels beneath the jungle. He did his job well,

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and earned some quick promotions. When he was finally called back, Joel had earned the rank of major. Yet even
now that he was an officer, he could never forget the combined horror and thrill of crawling through those tunnels.
Back in the States, Watkins joined the ranks of the many mentally unstable vets. He took to wandering
beneath the streets of his home town, Atlanta, and checking out the sewers there. On one of his wanderings he came
across a dark shape, only vaguely human in appearance. When he confronted it, Mjr. Watkins was attacked, and
soon blacked out. The next thing he knew, Watkins was in the underground stronghold of a beast known as the
Lurker. The Lurker soon explained Joel's new nature, and his curse. Joel had takent he appearance of a foul, rotting
corpse. Not only that, but his fingers had lengthened and sharpened into talons. He was an inhuman beast. A beast
in body, yet his mind was clearer than it had been since before the war. Watkins agreed to serve Lurker unto the
Final Death.
Currently, Watkins is Atlanta's main Nosferatu above ground contact. He does his best trying to recruit to the
cause of the Nos, who are against the city's so-called "Camarilla" prince and her followers. He was the one who did
most of the spy work which uncovered the princes true nature, and opposes her and all her rulings. He tries to visit
all new Kindred into the city, first aiding them in getting into contact with the prince, then presenting her true nature
and trying to recruit them to his side.
With the recent developments and problems caused by the one claiming to be Caine, Watkins has taken a
more underground approach, making his presence known as little as possible. Major Watkins best resembles a
decaying corpse. While his skin does not actually fall off, it does appear to be rotting to that point, with loose flaps of
skin hanging off freely.
12th Generation Nosferatu; Nature: Survivor; Demeanor: Architect; Sire: Lurker; Embrace: 1975 (born
1947); Apparent Age: N/A; Strength 4 (Deceptively strong), Dexterity 5 (Slick), Stamina 2, Charisma 4 (Fast-
talking), Manipulation 2, Appearance 0, Perception 3, Intelligence 2, Wits 4 (Sharp); Talents: Alertness 1, Brawl 5,
Dodge 5, Scrounging 2, Search 1, Subterfuge 5; Skills: Camouflage 3, Disguise 2, Drive 1, Firearms 3, Melee 4,
Stealth 2, Tracking 3; Knowledges: Area Knowledge (Atlanta) 5, Investigation 3, Lore (Sewer) 5; Disciplines:
Obfuscate 5, Potence 1; Backgrounds: Contacts 4, Generation 1, Status 3; Merits: Foul Blood, Taloned Fingers;
Flaws: Putrescent, Selective Digestion (Attractive 3+ Mortals); Virtues: Self-Control 3, Conscience 2, Courage 4,
Humanity 5, Willpower 7
Taloned Fingers (3 point merit): The kindred's fingers have warped and lengthened upon the Embrace,
becoming sharpened talons of bone. It is a very horrifying sight to see (the taker of this merit loses a point of
appearance), but the talons are quite powerful. In combat, the claws do (strength) damage plus 1pt of aggravated
damage. (Note: App. cannot drop below zero.)
Xavier, Nicholas (Saint Louis Primogen)
St. Louis once boasted over two dozen Nosferatu, now only a handful remains. All the survivors were topside
when the underground city was destroyed. Led by an ancient Nosferatu named Maquar, he and all the elders have
disappeared. Cries of the Nictuku have scattered around the world, and more than Nosferatu have come in search for
the truth. The latest of these is Nicholas Xavier, who has assumed a leadership role in the city. He has boasted that
there is a logical explanation for all that has occurred. Whether or not he will find the truth is unknown, however the
secrets underneath St. Louis likely will not want to be disturbed.
A brick layer by trade Nicholas was always an outcast. He never had many friends nor had much of a life
outside of his bricks and the books he would read when he got home. What the world would not give him, his novels
would. The characters that were in them, he considered to be his true friends. He struggled and saved his money as
best he could, getting just enough to buy another book.
He was overjoyed when he got hired to work on the newly built sewer system. His work was going very well
when the wall caved in on him and crushed him. He lay under the brick as it slowly pushed the life out of him, his
only thoughts were those of his books and worried about them.
Suddenly the Bricks were lifted from him and he was given a second chance on life. The
Nosferatu gave him immortality and he in return helped them construct modern defenses. He spent
years among his clan mates reading and working in even parts. Dozens of Nosferatu dwelled under
St. Louis in its vast Caves. Nicholas learned to grow and appreciate those around him. Loyalty to
his elders and brethren pushed him further into his clan's affairs. The libraries of the Nosferatu
stole years of his time. He was able to devise several new methods of hiding from the mortal public
above them.
When the Lupine attacked, Nicholas was sent away when the city fell. Unlike the other clans
the Nosferatu never truly left St. Louis. Instead they thinned their ranks and waited until time would give them the
opportunity to reclaim it. Nicholas traveled the country meeting others of his clan. Eventually traveling to Vancouver
and it was here that he immersed himself in knowledge that was held there. Only recently did the stories of the St.
Louis Brood disappearance start circling among the clan. Nicholas has taken some of the younger members of his
clan and come to find the truth of what lay beneath his old home.
Nicholas is much shorter than your average Nosferatu, measuring barely five feet. Still he is stocky in ways
that few could guess. The hair has completely fallen from his body, leaving a sickly yellow complexion. Years of brick
laying gave you massive arms that did not shrivel away.
You seem like quite the brute. You are quiet and powerfully built, however that is what your blood has done
to you. It masks the simple scholar that you really are. Accept that no one will want to talk to you for anything but

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their own gain. You know it's better to trust only your own kind. Still others in the city may know the clues that you
need to find out.
Nicholas is the defacto leader of the Nosferatu for the time being, and he views the others as his
responsibility. He wants to desperately find out what happened to the others of his clan and is willing to use outside
help to find the answer. He may even ask a boon of the player characters in return for some small assistance with
their problems. Not a leader because of his charisma he instead leads because no else has stood up for the job. If a
Nosferatu Player wanted to take his place on the council Nicholas would let him until he screwed up. He has a world
class knowledge on Gehenna. and owns a near complete volume of the book of nod. Nicholas makes his haven in the
Underground, although he still stays close to the surface, and who could blame him. Having just arrived to the city,
Nicholas only has the influence that he has brought with him. He has a great deal of knowledge of the world outside
ST. Louis and has been working to gain a measure of control of over the city public works department, but so far has
not had much success.
9th Generation Nosferatu; Secrets: A; Sire: Thaddeus Tailor; Nature: Architect; Demeanor: Bravo; Embraced:
1849; Apparent Age: indeterminable; Strength 4, Dexterity 2, Stamina 4, Charisma 2, Manipulation 3, Appearance 0,
Perception 3, Intelligence 5, Wits 3; Talents: Alertness 2, Brawl 1, Intimidation 2, Streetwise 1; Skills: Animal Ken 1,
Crafts 4, Security 4, Stealth 1, Survival 1; Knowledges: Academic 4, Investigation 3, Linguistics 4, Lupine Lore 1,
Nosferatu lore 3, Occult 4, Politics 1, Sewer Lore 5; Disciplines: Animalism 2, Auspex 3, Obfuscate 4, Potence 3;
Backgrounds: Clan Status 2, Generation 4, Occult Library 4, Status 1; Virtues: Conscience 4, Self-Control 3, Courage
3, Humanity 7, Willpower 6

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SHI-LUNG
Character Creation: Shi Lung are created using the point scores for Sabbat vampires. Most follow the path of
Enlightenment called the Path of the Dragon. Physical or mental stats are usually primary, as are talents. Shi Lung
are ninjas by trade and they are trained in these arts for many years before the Embrace. For those who don't have
the book, that means that these are the starting points scores for a Shi Lung: Attributes 7/5/3, Abilities 13/9/5,
Disciplines 4, Backgrounds 0, Virtues 5, Freebie Points 15.
Clan Disciplines: Celerity, Drakhan and Obfuscate
Clan Weakness: The Shi Lung are descended from Sabbat Assamites and possess the same addictive flaw
that they have. In addition to this, the Shi Lung are obsessed with personal honor. Any slight against their honor will
cause them to check for Frenzy, against a difficulty of 6 modified by the severity of the offense.
Path of the Draqon: This path of enlightenment is taken by all of the Shi Lung clan, and is usually followed by
their ghouls and mortal servants as well. It’s virtues are Conviction, Self-Control and Courage. It is based on the
precepts of the professional assassin. The path is based on the words of Naga Shi, master of the Shi Lung. The code
is known as Lungshido, the Way of the Dragon.
Loyalty to clan Shi Lung, Family and Master only. Any progeny who fail in their loyalty are hunted down and
the Blood of the Dragon returned to the clan. When a Shi Lung accepts a mission, their duty is first to complete the
assignment. One must never act against your client's best interests. To do so would dishonor the clan. Shi Lung must
never dishonor the Clan. They must never kill innocents. The clan will go to great lengths to avenge treachery against
them. To kill a Shi Lung unfairly is to invite the wrath of all. If a Shi Lung is slain in honorable combat, the destroyer
is honored and all further contracts against them will be refused. Shi Lung never seek or fear death. Death is not the
goal of a Shi Lung, however they are ready to die for Loyalty, Duty or Honor.
Years of training and trial create a predator above the norm in the world of the Kindred. Shi Lung are ever alert. No
matter the time of day, a part of their mind is vigilant and ready for action. Shi Lung seek attunement of mind and
body. Power from this forging should never be wasted. Do not start a conflict and end one as quickly as possible.
Power should not be leveled at the weak or innocent, but those who ally with your enemies should receive only a
swift death as mercy. All members of the clan should embrace balance. Temper force with caution. Practice the arts
of peace, to soften your soul of war. Above all, Balance loyalty to the clan and Duty to the client using honor as the
scales. Fight all battles, perform all actions and say all things in your mind first. Practice your body as well as your
mind. Weigh each action versus its consequences.

Hierarchy of Sins
10 Being caught by surprise or unprepared. 5 Letting an enemy live
9 Fighting for unnecessary reasons 4 Placing yourself above duty to the Clan
8 Killing innocents (civilians) 3 Fleeing an evenly matched combat
7 Fearing Final Death 2 Dishonoring Clan Shi Lung
6 Killing for pleasure 1 Disobeying Clan Orders

Drakhan Discipline
1 Roar of Battle: A battle cry of unholy destiny. Roll Strength + Intimidation (7). Target rolls Willpower (6). If
you achieve more successes than your target, they will flee for a number of turns equal to the successes scored.
2 Wings of War: The Shi Lung can grow bat-like wings from his back. It costs one blood point to activate
them-. These will rip through normal clothing. Roll Dexterity + Athletics (6) to take off. The Shi Lung can fly at a
speed of 5 mph per point of Strength + Potence. These wings remain for up to one hour.
3 Flesh of the Dragon: The Shi Lung's skin becomes tough and leathery. Add 3 dice to soak damage and the
vampire is immune to normal fire. Bony spikes appear on the knuckles, elbows, knees and shoulders. These do
aggravated damage and add +1 die of damage to all normal hand to hand attacks using that part of the body. This
power costs two blood points to use and lasts for a number of turns equal to Stamina +2.
4 Fires of Revenge: The Shi Lung can breathe black and green flames. To hit their target, roll Dexterity +
Self-Control (Target's Dexterity + Dodge). Damage is two dice per blood point spent and is aggravated. Vampires
must make a courage roll if they are damaged by this fire or they enter Rotshreck.
5 Dragonspawn: The Shi Lung transforms into a large dragon-like creature. This adds two feet to the
character's height. Statistics are modified as follows: Strength +3, Stamina +4, Manipulation -2, and Appearance O.
They also get wings that allow them to fly as described in Wings of War. This form costs five blood points to assume
and lasts for a number of minutes equal to the Shi Lung's Stamina.
6. Sleep of Stillness: This is a restorative coma. It allows the Shi Lung to heal two levels of aggravated damage per
day of sleep. The sleep must be completely uninterrupted or no healing takes place. It costs six blood points to
initiate.
Kung-Fu-Tzu (Assassin)
Player: Joseph Holmes; 6th Generation Shi-Lung; Str 4, Dex 3, Sta 3, Cha 2, Man 3, App 1, Per 2, Int 2, Wits
2; Talents: Alertness 2, Athletics 2, Brawl 4, Dodge 1, Intimidation 1, Leadership 1, Streetwise 1, Subterfuge 1;
Skills: Drive 2, Firearms 2, Melee 1, Repair 1, Security 1; Stealth 1, Survival 1; Knowledges: Computer 1, Finance 1,
Investigation 1, Occult 1, Politics 1; Disciplines: Celerity 3, Dominate 1, Drakhan 5, Obfuscate 4, Obtenebration 3,

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Potence 5, Quietus 1, Thaumaturgy 2; Backgrounds: Allies 3, Generation 4, Herd 2, Resources 3, Status 5; Demonic
Investments: Kiss of Hades, Smell Fear, Walk the Walls; Flaws: Addiction (Marijuana), Enmity of Shadows, Illiterate,
Methuselah's Thirst; Virtues: Conscience 2, Self Control 3, Courage 3, Path of Drakhan 5, Willpower 3
Naga-Shi (Founder of the Shi Lung)
The Clan and Discipline were both created by Jimmy Howard. The Shi Lung bloodline is an offshoot of the
Unbound Assamites. Their founder, Naga Shi, was the childe of the Assamite renegade Tariq. He began his career as
a Sabbat assassin. Over time, he began to develop his own Discipline, based on the beliefs of his ancestors. He
worshipped the power of the Dragon, and learned how to bring it out within himself. Thus were the Shi Lung born...
the clan of the Death Dragons.
This is a very small bloodline, comprised only of Naga and a few of his most accomplished students. When
first joining this organization, members are completely human. As they increase in status and skill, they are
eventually gifted with the Strength of the Dragon. At this stage, they drink the blood of Naga or one of the other
Elders and become ghouls.
Through years of service, they may hope to join the ranks of the Eternal Masters with the Embrace. Currently
there are only six vampires (counting Naga), nine ghouls and twenty three normal humans in the Shi Lung. Naga felt
that this progression was warranted... for, he argued, how could one be a perfect killer if you rely on the powers of
the undead? You must first learn to kill… then you could progress further.
Player: Jimmy Andrew Lee Howard; 7th Generation Shi Lung; Str 6, Dex 6, Sta 6, Cha 2, Man 2, App 2, Per 6,
Int 4, Wits 4; Talents: Alertness 5, Athletics 2, Brawl 6, Dodge 5, Fast Draw 5, Intimidation 3, Seduction 4; Skills:
Blind-Fighting 4, Drive 4, Firearms 5, Melee 5, Security 4, Stealth 5; Knowledges: Chemistry 2, Computer 3, Finance
3, Linguistics 3, Occult 5, Science 2, Toxicology 6, Wyrm Lore 3; Disciplines: Celerity 3, Drakhan 6, Obfuscate 5,
Quietus 4, Visceratika 3; Backgrounds: Generation 3, Herd 3, Resources 3, Supernatural 4; Merits: Acute Senses
(Hearing and Smell), Ambidextrous, Danger Sense, Night Club, Unbondable); Flaws: Clan Hatred (Setites), Dark
Fate, Dark Secret (Tariq is his sire), Hatred of Pimps, Prey Exclusion (Children); Virtues: Conscience 1, Self Control 5,
Courage 5, Path of Drakhan 10, Willpower 10; Nature: Judge, Demeanor: Survivor, Concept: Assassin
Raven, Jonathon (Rogue Assassin)
7th Generation Shi-Lung; Strength 6, Dexterity 6, Stamina 4, Charisma 2, Manipulation
4, Appearance 3, Perception 4, Intelligence 4, Wits 3; Talents: Acrobatics 6, Alertness 4,
Archery 5, Athletics 4, Blind Fighting 5, Brawl 6, Climbing 4, Dodge 6, Intimidation 5,
Leadership 2, Streetwise 4, Subterfuge 5; Skills: Etiquette 3, Firearms 3, Meditation 4, Melee
6, Security 4, Stealth 5, Survival 5; Knowledges: Escapology 4, Investigation 3, Linguistics 1
(English and Japanese); Disciplines: Auspex 2, Celerity 3, Drakhan 5, Fortitude 4, Obfuscate 4,
Protean 3, Quietus 6; Backgrounds: Allies 2; Virtues: Conscience 3, Self-Control 5, Courage 5;
Special: Generation 7, Willpower 10, Path of Blood 5; Equipment: Ninjato (Diff: 5, Damage +4
Silver Coated)

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TOREADOR
Ash, Victoria (Clan Novel)
Victoria is an extraordinarily beautiful woman, though her version of beauty is more classical (and perhaps
therefore more timeless) than the emaciated waifs adored in the waning years of the 20th century. She generally
wears clothing that reveals a suggestive portion of perfectly rounded body, though her choices are always tasteful,
like red silk dresses and smoothly lined sportswear. Her eyes are green, her hair short and (usually) brown, and her
cheeks are typically flushed red as a mortal woman's - a look Victoria knows male Kindred often prefer. Victoria's
bearing is one of great confidence, though those with uncanny perception will see slight hesitancies when she makes
important decisions. You are beautiful and you know it - so beautiful, in fact, that you even turn the heads of male
Kindred who have long forgotten the passions of the flesh. You are haughty and dismissive of those beneath you -
fans, sycophants, etc. - unless they might serve some purpose, in which case you simply turn on your charm.
8th Generation Toreador; Nature: Rogue; Demeanor: Bon Vivant; Embrace: 1650; Apparent Age: early 30s;
Strength 3, Dexterity 4, Stamina 4, Charisma 5, Manipulation 5, Appearance 5, Perception 5, Intelligence 5, Wits 4;
Talents: Alertness 3, Athletics 1, Dodge 5, Empathy 2, Expression 4, Grace 3, Intimidation 3, Intuition 1, Leadership
3, Style 4, Subterfuge 5; Skills: Drive 3, Etiquette 5, Performance 4, Stealth 2, Vamp 3; Knowledges: Academics 1,
Camarilla Lore 3, Computer 2, Finance 4, Investigation 4, Linguistics 3, Occult 4, Politics 4; Disciplines: Auspex 4,
Celerity 4, Dominate 3, Fortitude 1, Presence 5; Backgrounds: Clan Prestige 2, Fame 3, Herd 5, Resources 4,
Retainers 3, Status 3; Virtues: Conscience 1, Self-Control 5, Courage 3, Humanity 7, Willpower 7
Bauer, Chastity (Saint Louis Harpy)
Chastity Bauer was born in a small Tennessee family that was always second best to a
prominent plantation owners, the Hills. Chastity had always envied the Hills with their wealthy
families and high standing while her family was on the very low rung of the social ladder. Chastity
though was gifted with beauty even if her family could not compete economically. She took it upon
herself to do what she could to advance her family's agenda. Often she found herself competing
with the Hill's prized daughter Prudence in every area of life. Chastity could not, would not, allow
herself to be bested by someone whom she viewed as her superior.
When Chastity found that Prudence was to marry a dashing young gentleman from a
prominent railroad family it burned Chastity deep inside. She seduced him with great difficulty but
was found by her rival that very night. The next day Sherman's armies razed her town and
Chastity's family lost everything. Chastity left in the arms of her rival's ex-fiancé never to return to
their small town. Having a husband she didn't really want, but no where else to turn she returned
to the north with him.
Chastity soon found that she grew bored of her husband and conveniently became a widow after he died in a
duel defending her honor. With his wealth she traveled the continent and eventually found her sire Matthias. Matthias
embraced her sure that she had the toreador spirit and was more wooed by her beauty than her brains. She came to
Saint Louis in 1904 for the worlds fair and for the mortals who would attend. To make the scene, she fell in with
many of the kindred elite including Robert Hattent a well respected Ventrue. To her surprise he was also Prudence's
sire. The two once again competed for the attention of their city. When the city fell to the lupines in the 30's Chastity
left for Paris to learn from her clan elders. World War II and the elders' complete lack of acknowledgements
encouraged her to travel to the world.
In the 1960's she returned to St. Louis to find Prudence arriving at the same time. Both became leading
harpies in the city, both pleasant to each others face, but vicious behind each others back. Chastity desires
dominance over Prudence more than anything in the world. Every ounce of her will is put forth to be the better of
their rivalry. In truth Chastity would quickly fall into a deep depression the likes of which she might never recover if
something should happen to her rival. She depends on their contests to reienforce her own self worth. Chastity is tall
and has a fragile beauty to her. It is through her eyes that she is most seductive, they can make all want and adore
her. Her hair is a fair blonde with milky brown eyes depending on her outfit which is always the work of some up and
coming designer. When she was embraced she was considered too thin now she is just right. Perfect in fact. As the
leading harpy you must keep abreast of all the action in the city, so don't be afraid to talk to anyone. Always make
them feel welcome in your presence. You are the most beautiful creature in the city and you know it. Don't be afraid
to use your pouty lips to get your way. Let that southern belle come out and speak with a slight accent. If in trouble
let one of your servants get you out of it.
As part of the harpy duo she will act as the welcoming committee and helps keep track of social standing.
Many stories will come of the prudence and chastity rivalry as one in favor of a character will come into opposition of
the other only to have the roles reverse after a short time. Chastity would find unlife unbearable to live if something
ever happened to prudence so she keeps an eye out for her in a sick and twisted way. A three story brick building
with a pool on the roof over looking the Mississippi. Chastity garners her fame and influence from her patrons and
party goers. All of her guess get invitations to her social affairs depending on their ability to perform for her.
9th Generation Toreador; Secrets: B; Sire: Mathias; Nature: Competitor; Demeanor: Bon Vivant; Embraced:
1870; Apparent Age: Early 20s; Strength 1, Dexterity 4, Stamina 1, Charisma 4, Manipulation 4, Appearance 4,
Perception 3, Intelligence 2, Wits 3; Talents: Alertness 4, Dodge 1, Empathy 2, Expression 2, Leadership 1,
Subterfuge 3; Skills: Etiquette 3, Performance 2; Knowledges: Academics 1, Linguistics 1 (French), Politics 4;

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Disciplines: Auspex 4, Celerity 2, Dominate 3, Presence 5; Backgrounds: Contacts 2, Fame 1, Generation 4, Herd 3,
Influence 1, Resources 4, Retainers 5, Status 4; Virtues: Conscience 3, Self-Control 4, Courage 3, Humanity 5,
Willpower 6
Bigalow, Yvette (Saint Louis)
Yvette Bigalow's parents were very rich. Rich to the end that Yvette never had to worry
about anything. She had everything that a child could want growing up and more, that is, except
love. Her parents never really cared if she was around. The only ones who actually cared were
her servants. Her parents made sure she was raised proper, but they often vacationed for
months at a time.
When Yvette was 18 she decided that she would be better off on her own. She gave up all
her money and has not talked to her parents since. Taking only enough money for college, she
went to a very expensive Ivy League school. It was here that she had actually found out that she
had a talent for sculpture. It excited her to think that she could actually be good at something
herself. For the first time she felt like she was on her own. Yvette felt as though she could
provide for herself, and this made her happy.
Happy that is until, Mathius saw her work. He became enchanted and decided to embrace her that very
night. Yvette had never really known pain before. It awoke in her a sense of helplessness. Now Yvette finds herself
with a new uncaring parent, trapped in another household that she didn't want to be a part of. All the old rules still
apply but now, she can't ever have a choice. Recently, Yvette has been spending a lot of time with Chastity Bauer.
She really admires the devil-may care attitude of Chastity and would like to spend more time under her tutelage. She
is sort of like a puppy dog in her attempt to please her.
A very thin almost anorexic girl with full, sensuous lips. Long light brown hair flows down her back. She is a
symbol of modern beauty, and has a fragileness that makes other treat her gently. You were a brat when you were
alive and you are a bit of a brat now. Nobody understands your pain. Spew some of this at everyone you meet. Don't
worry if you offend someone, Mathius will fix it. You are a Harpy wannabe. She really isn't that bad but just needs a
role model. If one of the player could make a good one then they will find that they have her following them like a
little puppy dog. Chastity views her as a useful tool and sends her on her personel missions. It is these missions in
which she will find be found outside a club or party. Her haven is a warehouse loft in downtown.
9th Generation Toreador; Secrets: C-; Sire: Mathius; Nature: Bon Vivant; Demeanor: Martyr; Embrace: 1993
(born 1975); Apparent Age: 18; Strength 2, Dexterity 3, Stamina 1, Charisma 3, Manipulation 3, Appearance 4,
Perception 3, Intelligence 2, Wits 3; Talents: Acting 4, Alertness 2, Artistic Expression 4, Brawl 1, Dodge 3; Skills:
Drive 2, Etiquette 2, Firearms 1, Music 4, Stealth 2; Knowledges: Bureaucracy 2, Linguistics 1, Politics 2,; Disciplines:
Auspex 1, Celerity 1, Presence 1, Protean 2; Backgrounds: Herd 2, Mentor 3, Resources 2, Retainers 2, Status 1;
Virtues: Conscience 4, Self-Control 1, Courage 5, Humanity 5, Willpower 6
Brezing, Belle (Nightclub Owner)
Mary Belle Cox was born on June 16, 1860, in Lexington, Kentucky. She was the
second illegitimate daughter of Sarah Ann Cox, dressmaker and occasional prostitute. A year
later, Sarah Ann Cox married George Brezing, local saloon owner, and Mary Belle and her
sister Hester's last name were changed to Brezing. The Brezing marriage was frequently
abusive, with drunken rages and infidelity eventually leading to their divorce in 1866. George
Brezing left Lexington a year later. After a short affair with a man named William McMeekin,
Sarah Ann changed her and the children's names to McMeekin and began to refer to her self
as a widow.
In 1872, a year after her sister Hester had married and moved out of the family
home, Brezing was seduced by a 36-year-old man named Dionesio Mucci. Twelve-years-old
was the age of consent at the time in Kentucky, and there were no legal ramifications for
Mucci. The relationship lasted at least until 1874, when Brezing was given a scrapbook by Mucci for Valentine's Day.
By age 15, Brezing was pregnant, and having sexual relations with at least three men: Dionesio Mucci, James
Kenney, and John Andrew Cook. Brezing married Kenney, September 14, 1875. So notorious was Brezing's
reputation at the time, the Lexington Daily Press ran a mocking wedding announcement. Just nine days later, Cook
was found dead outside Brezing's back gate, shot in the head with Sarah Ann's derringer, and with love notes from
Brezing and a photograph of her in his pockets. It was ruled a suicide, but papers at the time argued it was murder.
Shortly after Cook's death, a memorial poem written by Brezing appeared in the Lexington Daily Press.
James Kenney left town a few days later; there is no record of she and Kenney ever getting divorced, but
there is no evidence they ever contacted each other again. Brezing's only child, Daisy May Kenney was born March
14, 1876. Two months later, Brezing's mother died, and she and Daisy May were evicted. Daisy May was placed with
a neighbor, Mrs. Barnett. At some point during the next two years, Brezing became a prostitute.
On December 24, 1879, Brezing began to work for Jennie Hill, a madam who ran a brothel out of the Mary
Todd Lincoln house at 578 West Main St. Brezing worked there for two years until she had saved enough money to
start her own house and assume the position of madam. During this time, Daisy May continued to live with Mrs.
Barnett, with Brezing supplying a stipend for her support.
Brezing opened her first brothel in a row house at what is now 314-318 North Upper St. Around this time,
Brezing was indicted on the charge of "keeping a bawdy house." Kentucky Governor Luke P. Blackburn (1879-1883)

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pardoned Brezing and the indictment was dismissed. This was the closest Brezing ever got to serving jail time.
Brezing miscarried a child during her first year at the house. It was also discovered that Daisy May was
developmentally challenged and would have to be institutionalized for the remainder of her life. Daisy May Kenney
entered a Catholic run institution under the name Daisy Barnett.
Brezing opened her second brothel in 1883. She purchased a free-standing house at 194 North Upper St.,
not too far from the row house. In the late 1880s, mounting public pressure began closing the brothels along North
Upper St. With a loan from William M. Singerly, Brezing bought what would become her most famous brothel.
Brezing opened her third brothel at 59 Megowan St. (currently the southern corner of Wilson St. and N.
Eastern Ave.). It was lavishly appointed and decorated in almost a parody of the cluttered Victorian style. The area
around the house was referred to as "the hill," and Brezing wasn't the only brothel in the area, but certainly the most
expensive and popular. Brezing attracted clientele from all over the nation who visited Lexington for its horse
breeding and racing industries. During this time, William "Billy" Mabon entered Brezing's life. He became her male
companion until his death in 1917. He worked for the Water Company in Lexington, and was the brother-in-law to
Colonel Richard C. Morgan.
In 1895, 59 Megowan's attic space caught fire, and Brezing took the opportunity to expand the house to
three stories, redecorate, and add a side entrance. The house was painted white to cover the fact that different colors
of brick were used in construction. It was also around this time that Brezing became addicted to morphine.
During the Spanish-American War in 1898, soldiers billeted in Lexington visited Brezing's house and spread
her reputation even further around the country. She eventually even appeared as the character Belle Watling in
Margaret Mitchell's Gone With The Wind. Margaret Mitchell's husband, John, attended Transylvania University and
worked as a writer for the Lexington Leader. Although it was always denied, once even in writing, research after
Mitchell's death proves that the stories Mitchell heard from John about Brezing were the models for Watling. Anne
Edwards' 1983 work, The Road to Tara, discusses the link between Watling and Brezing. (1)
During World War I, U.S. Army again billeted and trained soldiers in the Lexington area. But this time, the
temperance movement was in full swing and public opinion was focused on "vice." Under orders from the Army, the
brothels on "the hill" were closed in 1915. In 1918, they slowly began to reopen, but Brezing never did. Classified an
"incurable" and receiving morphine under a doctor's prescription, Brezing lived quietly in 59 Megowan St. She died
August 11, 1940 of advanced uterine cancer, at the age of 80. Her fame was still wide-spread; her obituary appeared
in Time magazine. Belle Brezing is buried in Lexington's Calvary Cemetery, beside her mother.
After Brezing's death, an estate auction was arranged for the benefit of Daisy May. Huge crowds attended the
sale and it required three days to auction the contents of 59 Megowan St. (now 153 N. Eastern Ave.) The house was
sold some months later. In 1973, a fire gutted the third floor of the building. It was decided to demolish the house
rather than rebuild. Another auction was held, to sell architectural details. Even the bricks were sold as souvenirs.
Player: Sharon Brewer-Rowlette; 9th Generation Toreador; Str 2, Dex 3, Sta 3, Cha 4, Man 4, App 5, Per 3,
Int 4, Wits 3; Abilities: Alertness 1, Bureaucracy 3, Computer 3, Etiquette 2, Finance 4, Firearms 2, Leadership 2,
Linguistics 2, Medicine 3, Melee 2, Occult 3, Politics 3, Seduction 4, Stealth 2, Survival 1; Disciplines: Celerity 1,
Chimerstry 2, Dementation 2, Dominate 3, Presence 2; Backgrounds: Contacts 3, Resources 4, Status 3; Merits:
Nightclub (The Excalibur Club); Virtues: Conscience 2, Courage 5, Self Control 3, Humanity 5, Willpower 9
Dartmoor, Elisa (Novelist and Pack Member)
9th Generation Toreador Antitribu; Str 1, Dex 4, Sta 3, Cha 3, Man 4, App 4, Per 3, Int 3, Wits 3; Abilities:
Acting 4, Brawl 4, Carousing 3, Drive 1, Empathy 2, Etiquette 2, Firearms 2, Linguistics 2, Masquerade 2, Melee 1,
Music 4, Occult 4, Seduction 4, Streetwise 2, Subterfuge 2, Torture 3; Disciplines: Auspex 2, Celerity 4, Chimerstry
3, Dementation 2, Presence 3; Backgrounds: Alternate Identity 2, Black Hand 3, Pack Recognition 2, Sabbat Status
1; Merits: Double Jointed, Innate Magickal Ability (Brawl), Inoffensive to Animals, Nightclub; Flaws: Dark Fate;
Virtues: Callousness 3, Instincts 3, Morale 2, Path of Cathari 6, Willpower 7
Jarbeuax, Vidal (Madam Guil’s Renard)
Charming, suave, good-humored, always ready with a right word, endearing, sexy, genuine, a bit of a rascal
but never malicious; Kindred often use such terms to describe Vidal Jarbeaux, Toreador archon to Justicar Guil. Such
praise is well-deserved, however, for Vidal is the Camarilla’s most capable confidence artist. Skilled as an actor and
orator, comfortable on a variety of topics, a master of puzzles, a sharp wit and cunningly creative, this Toreador
archon is happiest when playing “the game.” With these strengths, he is an excellent addition to Madame Guil’s
otherwise vicious entourage. Unfortunately, Madame Guil happens to be Vidal’s current mark.
Vidal lived in 18th-century Paris as a man of moderate means. Even then, however, his talents as a
scoundrel were impressive. Born to a middle-class family, Vidal used his charms and grace to woo money from the
French aristocracy. He played the social game perfectly, fooling many into believing he was a man of station. He
hosted guests at his supposed summer villa when the true owners were still in Paris, courted several women at once
while juggling his liaisons skillfully, and ran the Spanish Prisoner’s gambit often and well enough to feed him for a
lifetime. While mortals fell for Vidal’s ploys, the Toreador of Paris knew better. They allowed him to ply his skills,
however, because he was so good at it and damn entertaining. It even became briefly fashionable for Cainites to
participate in Vidal’s games, often playing the roles of dupes or witnesses. Whenever Vidal succeeded at one
conquest, the Toreador would raise the ante by presenting him with harder social obstacles. Vidal always rose to their
challenges, however, and for his skill, they cursed him with the Embrace.

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Once the Toreador had Embraced Vidal, they grew bored with him and claimed he had somehow lost that
special touch. Although Vidal denied it publicly, the truth was he felt that creative spark had died alongside his heart.
Desperate to revive his passion for… unlife, he sought newer games in which the stakes were higher. Higher stakes
meant greater danger, and greater danger meant bigger challenges. By winning, Vidal could lie to himself and say
that nothing had changed, but after two centuries of trying he has yet to find a challenge to thrill him like the ones of
his mortal years.
With a new world to explore and new abilities to complement his skills, Vidal left
Paris to see the rest of Europe. His timing was impeccable. The French Revolution swept
through France shortly after Vidal’s departure, destroying many of the Kindred who knew
him. For more than a century, Vidal conned the elite of society. From colonial Lebanon and
Egypt to the London courts of Queen Anne, Vidal assumed dozens of personalities, disguises
and roles. He claimed membership in every clan and possessed the skill to carry off each
claim. He was the archeologist seeking funds for trips into Egypt; he was the explorer
launching expeditions into the Amazon; he was Freud’s assistant; he was the Lindbergh
baby; he was whoever he wanted to be. Unfortunately, his luck was bound to run out. Vidal
unknowingly attracted the attention of Justicar Montecalme, who then spent the better part
of a decade trying to capture the talented, but enigmatic, con-artist. Never a man to waste
good skills, however, the justicar took Vidal under his wing after finding him, and he used Vidal for special
assignments. Vidal became the confidence man for Montecalme’s stings. Only the justicar, his archons and the Inner
Circle knew about Vidal.
Recently, Montcalme finished his term of duty and stepped down from his position as justicar in a bit of
controversy. The Inner Circle made Vidal archon — an uncommon appointment, as justicars usually select their own
retinues — and assigned him to Toreador Justicar Guil. Officially, Vidal is intermediary and diplomat for the short-
tempered and often confrontational Madame Guil. Secretly, however, someone within the Inner Circle has suspicions
about the good justicar and is using Vidal as a spy. Vidal suspects as much, and even harbors his own doubts about
Madame Guil. She claims she was part of French aristocracy before the revolution, but Vidal knows better, having
been Embraced then. Still, the assignment is tough, and Guil is a cagey opponent. She trusts no one and has allowed
little to slip. Vidal, however, hopes the game will be the challenge he so desperately seeks.
Vidal turns heads wherever he goes. A well dressed and dapper individual, Vidal wears nothing but the best
in clothing: suits from Paris, gold cufflinks from Monaco, London sweaters, German ties, Italian trousers and shoes,
and a Swiss gold watch. His tight frame speaks of a welldefined body, but he carries himself like a gentleman. He
wears a smile to disarm the suspicious and a rose to catch the wary off-guard. His sword-cane is for the
unappreciative.
You play your parts well. You smile easily and seemingly without a shred of malice, but it has taken decades
of practice to hide your predatory nature. You even speak as though the world’s best dramatists had scripted your
dialogue. Words are like silk on your silvered tongue, and you never talk down to others. It is your ability to make
them feel equal in a conversation that often wins your arguments for you. Despite your cultivated appearance, you
are a gambler. You can spot the odds in a situation, and you can always play them to your favor. Gentleman and
rogue, that’s what you are.
7th Generation Toreador; Sire: Baroness Margaret d’Hautmont; Nature: Gallant; Demeanor: Bon Vivant;
Embrace: 1768; Apparent Age: early 20s; Strength 3, Dexterity 4, Stamina 3, Charisma 4, Manipulation 5,
Appearance 5, Perception 4, Intelligence 3, Wits 4; Talents: Alertness 4, Athletics 3, Brawl 3, Diplomacy 5, Dodge 4,
Empathy 4, Grace 4, Haggling 4, Interrogation 3, Intimidation 3, Intrigue 4, Masquerade 2, Mimicry 4, Search 2,
Streetwise 2, Style 4, Subterfuge 4; Skills: Disguise 4, Drive 3, Etiquette 5, Firearms 4, Lip Reading 2, Melee (sword-
cane) 4, Sleight of Hand 4, Stealth 3; Knowledges: Academics 2, Bureaucracy 5, Camarilla Lore 3, Computer 2,
Finance 2, History 2, Investigation 2, Law 3, Linguistics 5, Medicine 1, Occult 3, Politics 3, Sabbat Lore 2; Disciplines:
Auspex 3, Celerity 3, Fortitude 2, Obfuscate 3, Potence 2, Presence 5; Backgrounds: Contacts 5, Herd 4, Resources
3, Retainers 1, Status 3; Virtues: Conscience 4, Self-Control 3, Courage 5, Humanity 5, Willpower 8
Madame Guil (Toreador Justicar)
The only Justicar to retain her position in these turbulent nights, the Toreador's Madame Guil is considered a
necessary evil - very necessary, and very evil - by the Inner Circle. Even among the ranks of the Justicars, Gull is
noted for a decided lack of mercy; her skill at uncovering traitors and criminals in the halls of power is the subject of
many dreadful tales. The girl who would become Madame Guil was born in France, amid the squalor of the peasantry.
Poor and usually hungry, she nonetheless blossomed into a creature of surpassing beauty. At the age of 16, she was
betrothed to one Luc, a young wainwright from a neighboring village, with whom she had flirted at the previous
spring's fair.
And then the cold talon of the Baron Vollgirre dashed her life asunder. Vollgirre, the old and spiteful Kindred
lord of the entire province, noticed the young bride-to-be as she danced at the harvest festival. Her beauty stirred
something in his turbid blood, and so he had her summoned to his estate in the distant hills. Apprehension at her
fate quickly turned to horror, as the baron revealed his true nature to her and drained her of blood. She rose again,
Embraced as Vollgirre's concubine, but the color had drained out of her body and soul alike, leaving only a bleached
and miserable thing.

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To Vollgirre, his newest prize was but a peasant girl for his entertainment tonight and dinner tomorrow.
Accordingly, it was a great shock to him when he awoke one eve with a stake in his heart and his castle in flames
about him. Thus did Vollgirre, and his victim, pass from history.
The courts of Renaissance France were in many ways the apex of Kindred culture in the region, and vampires
came from allover Europe to laugh, to dance, and to ignore the twin firestorms of the Reformation and the Sabbat. It
was, thus, not so very remarkable to meet another immortal amid the pageantry and throngs, even one as delightful
as Mme. Gilles.
Mme. Gilles' natural charm and grace easily overcame manners that a few overly cynical Kindred might have
dubbed "unpolished," and the young Toreador was nothing if not a quick study. Soon, she lacked little in the way of
mortal or undead company - and if one, or even more, of her vampyr acquaintances were to disappear from time to
time, why, the dread Sabbat and dire werewolves were on the roads at night, and Kindred took their chances beyond
the city walls. Mme. Gilles took pains to insinuate herself on the very periphery of undead society - always noticed,
never overly noticeable.
It was in the early 17th century that she met her Luc once more. When Mme. Gilles
first saw him, at a courtiers' ball, she nearly fainted, thinking him a specter or at the
very least a distant descendant of her old love. In truth, he was neither; upon hearing
of her summons to Vollgirre's court so long ago, Luc had left his village in grief and had
struck out along the lonely roads. There, by night, he had been ambushed by a ragtag
band of monsters, a remnant of the mobs that had terrorized the nights of the Anarch
Revolt. Neither wholly anarch nor wholly committed to the then-nascent Sabbat, the
band of vampyrs led debauched unlives of murder and robbery. They had attacked Luc
to slay him for his blood, but Luc's heedless, valorous struggle had impressed them,
and so one among the group's number had cursed him with the Embrace. Luc traveled
with the band for a while, but most of its members were destroyed by a Sabbat pack,
and the survivors had gone their own ways. Since then, Luc had existed much as Mme. Gilles had, living on the
fringes of Kindred society and conducting himself quietly.
They laughed, as they had done at the spring fair so long ago, and drank of one another several times. Mme.
Gilles told Luc of how she had found power in the blood of old and wicked Kindred, and Luc listened with interest as
she described her habit of stalking and slaying what monsters she could. The lovers made a vow to rid the world of
the Damned who had destroyed their mortal happiness, and for a time Luc and Mme. Gilles were the most monstrous
diablerists in France.
Their crimes came to an abrupt end when the pair stalked and attempted to slay one of the childer of
Francois Villon himself. The deed went horribly awry; Luc drew the brunt of the ensuing blood hunt upon himself,
while the grieving Mme. Gilles fled into the wastes and once again passed from history.
In truth, Mme. Gilles disappeared into the underground world of the anarchs. Consumed with rage for the
murder of Luc, she quickly became a monster among the outcast Kindred. When the Revolution sent France's mortal
and Kindred aristocracy to the guillotine, Mme. Gilles was in the bloodiest thick of the Terror.
As history would have it, the Revolution quickly blossomed out of control, and Mme. Gilles herself was nearly
executed, surviving only through the sacrifice of many important pawns. Her allies were not so fortunate, and Mme.
Gilles - now calling herself Madame Guil out of irony - allied herself with the venerable, venal Kindred she most
despised, Francois Villon. Latching herself to his power base and taking pains to hide her identity, Guil proved
valuable in the rebuilding of France, and soon she was safely ensconced amid the institution she hated more than
anything in the world.
Over the next two centuries, Guil played the hand she had been dealt, and rose to the rank of Justicar. In
this role, she has proved frightfully effective, and none are so expert at rooting out corruption amid the Camarilla's
roots as she. She channels her rage into exposing and destroying the sect's elders, and nothing gives her more
pleasure than slowly putting to death an old and heretofore untouchable Cainite.
Three years ago, on a routine investigation into the doings of a particularly effective Sabbat assassin, the
jaded Madame Guil was taken aback once again by a specter from her past. Tracking the assassin to his lair, Guil
discovered none other than Luc, who had escaped the wrath of the centuries-past blood hunt. To do so, though, he
had been forced to throw himself on the mercy of the Black Hand. Luc was now a templar in the service of the dread
Sabbat, a veteran of centuries of war.
The two Cainites, their blood singing, clasped one another in a sanguine embrace, vowing nevermore to be
parted. Although their union was forbidden by both sects, thus far the pair has found means of making assignations
through the years. Now, though, Guil walks the narrowest of ledges between her rediscovered love and her unlife.
She has neither given nor demanded secrets of her lover, but her duties as Justicar must doubtless be compromised
before too many nights pass. A Kindred poet once called Guil "Mistress of Tears," and it seems as though tears
indeed follow her everywhere - tears of suffering and tears of awe at her overwhelming beauty. Guil appears as the
freshest of young maidens, flawlessly formed and in the bloom of youth. Still, something about her gaze is kind of off
putting, it can override even this most primal of danger instincts and her victims hurl themselves at her like
lemmings.
You appear to be many things - committed anarch, traitor, judge and executioner. In truth, you have not
known who you were since the night you became Damned. In modern terminology, you are what is known as a
codependent personality - dependent on causes, on Luc, on control. You latch onto one role or another in an attempt

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to stabilize yourself, but the strain is starting to wear through your defenses. Now, with nothing more than a
wretched coterie of archons led by the effete Vidal Jarbeaux, you crave your lost - forbidden! - paramour more than
ever before. And it disgusts you.
6th Generation Toreador; Sire: Baron Philippe Vollgirre; Nature: Monster; Demeanor: Bravo; Embrace: 1579;
Apparent Age: 16 Strength 5, Dexterity 7, Stamina 6, Charisma 5, Manipulation 7, Appearance 6, Perception 5,
Intelligence 4, Wits 5; Talents: Alertness 4, Brawl 5, Dodge 4, Empathy 2, Expression 2, Grace 5, Intimidation 7,
Leadership 4, Style 4, Subterfuge 4; Skills: Etiquette 4, Firearms 4, Melee 5 (fencing), Performance 4, Stealth 2;
Knowledges: Academics 1, Camarilla Lore 5, Investigation 6, Law 4, Linguistics 6, Occult 3, Politics 5, Sabbat Lore 5;
Disciplines: Auspex 6, Celerity 5, Fortitude 4, Potence 4, Presence 7, Protean 2, Serpentis 3, Thaumaturgy 3 (Path of
Blood 3, Spirit Manipulation 1); Backgrounds: Allies 3, Contacts 7, Herd 3, Influence 6, Resources 6, Retainers 7,
Status 7; Derangements: Megalomania; Others: Conscience 1, Self-Control 3, Courage 5, Humanity 2, Willpower 8
Mathias (Saint Louis Primogen)
When the peasants stormed the Bastille, Mathias was there. When the King of France was
beheaded, Mathias was there. Mathias was one of many nameless writers who could whip the
crowds into frenzy and then stand back and watch the end results. Originally, a tailor in France,
Mathias watched the world around him, with a sense of bitterness knowing that only those with
title could achieve true greatness. He soon found that he too, could achieve greatness in the
work of others, and felt as much exhilaration for the acts he could inspire others to do, as he
would if he did them himself. Others noticed as well, and embraced him so they could use his
ability to write to return things to their original state.
Mathias could feel no worse pain, than to see all that he worked for as a mortal disappear to
smoke at his own hand. Through out it all Mathias knew in his heart that he would have been
better writing his pamphlets for the enemies of his clan. He achieved much fame in the hushed whispers of the other
Toreadors as a result of his works. Early on he found that while he wasn't the best suited for the tasks at hand, he
could often find those that were. Through out the years Mathias has served his clan faithfully, often in France as well
the rest of the world. He and his sire were often are at odds, causing Matthias to leave the old world for the new. He
arrived in St. Louis from New Orleans in the 1960's and was the first Toreador to return to the city. Other Toreador
have come to St. Louis to find Mathias with a lock on the city's cultural world. Mathias has a habit of manipulating
situations so that those involved end up on the wrong side of authority and are thus more likely to become anarchs
themselves. In this way he can still help the anarch movement without actually exposing himself to the risks
involved. It would often seem that Matthias would have made a better Brujah than a Toreador. He is a free thinker
who dislikes the power that he has as an elder over those beneath him. Still he plays the hand he is dealt and rules
the Toreadors as an effective leader. Mathias dresses as an elder Toreador must with an ever-changing wardrobe. He
keeps his hair short and has it cut to the same length every day to avoid speculation by his mortal friends. His small
chin an pointed nose are outshined by his dark eyes.
Tire of elders quickly. You have heard them prattle on for hundreds of years now. It is the young that you are
interested in. Elders usually have run out of new and interesting things to say. The youthful are prone to mistakes
but at least they haven't learned to be overly cautious yet. Ignore any insults that the young may give, they don't
know better. The rebel spirit still dwells with in you and you tend to have more sympathy with the anarchs. In truth
you hate being considered an elder and would much rather be the one who fights and dies for something that you
truly believe in. But you are too afraid of what might happen to you. Maybe, just maybe, you could lead the people to
another revolt. Matthias wishes he could be an anarch or someone unafraid to stand up for their beliefs. But he can't.
His bloodline is very well respected it is said that Madame Guil herself is his grandsire. Because of the interest that
she takes in him he knows that his actions, if he were to take any, would lead to his demise. Still he will do his best
to guard those that can without exposing himself. Matthias keeps a well secured condo. Among his social circle nearly
any matter of influence could be garnered. It is said that some local and federal politicians have recently started
using speeches that he penned.
8th Generation Toreador; Secrets: B+; Sire: Countess d'Adhemar; Nature: Rebel; Demeanor: Gallant;;
Embraced: 1783; Apparent Age: Early 30's; Strength 2, Dexterity 4, Stamina 3, Charisma 4, Manipulation 4,
Appearance 3, Perception 3, Intelligence 3, Wits 3; Talents: Alertness 2, Athletics 1, Brawl 2, Dodge 2, Empathy 2,
Expression 4, Leadership 1, Subterfuge 3; Skills: Crafts 2, Drive 1, Etiquette 2, Firearms 1, Melee 2, Performance 4,
Stealth 2, Survival 2; Knowledges: Academics 1, Finance 1, Linguistics 1, Occult 1, Politics 4; Disciplines: Auspex 5,
Celerity 3, Dominate 2, Potence 3, Presence 5; Backgrounds: Contacts 1, Generation 5, Herd 2, Influence 2,
Resources 4, Retainers 5, Status 4; Virtues: Conscience 3, Self-Control 4, Courage 3, Humanity 6, Willpower 6
Mercy (Sabbat Knight Inquisitor)
Despite her name, Mercy exhibits no such trait. She earned her moniker — her birth name is Allisandra —
from the pleas of her victims, and she represents a new breed of vicious, young Sabbat coming to power. As
Inquisitor, her authority is unquestioned within her sect. A native of Rio de Janeiro, Mercy currently resides in
Montreal, where she investigates ongoing rumors of infernalism. Were it merely a matter of righting the situation
regardless of the consequences, Mercy would be a perfect candidate for the job. Unfortunately, Mercy’s solutions are
invariably destructive; fellow Inquisitors refer to her tactics as carpet-bombing. In the city of Montreal, where three
packs vie for power, Mercy could be the match that lights the already primed powder keg.

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Before her Embrace, Allisandra was a mortal acolyte of La Regla Lucumí, a
religion of strong ethics and responsibility stemming from the Yoruba of Africa. Following
her Embrace into the Sabbat, however, she had difficulty reconciling her religion with her
new status as eggun, a member of the dead. Her worship degraded along with her
humanity, forcing her to seek religious fulfillment from Santería fringe cults, then finally
from thinly disguised Lasombra and Setite blood cults. With each slip, her compassion
and kindness fell away as well, eventually leaving behind a woman capable of unthinkable
atrocities.
In Rio, Camarilla Toreador shared influence with Sabbat Lasombra in an uneasy
and unlikely truce that stemmed from a mutual interest in Rio’s mineral wealth.
Allisandra, however, displayed a knack for destruction and mayhem that continually
threatened to upset the precarious peace between the two sects. She relished her freedom and pursued her bloodlust
with little care for convention. Street children vanished in increasing numbers, and authorities regularly found body
parts floating in Guanabara Bay. In one incident, police discovered 11 members of a Santería church who’d been
tortured and strung up like sides of beef in a slaughterhouse. Although the public never heard the story, both the
local Sabbat and Camarilla knew of the reports and suspected Allisandra of the deed. The murdered Santería
worshipers had been Allisandra’s friends during her mortal years.
Strangely enough, it was the Lasombra who reacted to the situation and “encouraged” Allisandra to go to
Mexico City. The Lasombra did not want to censure their Toreador antitribu sister, but they worried that her
continued activities might threaten the tenuous peace. Allisandra finally left after she found mortal members of her
blood cult murdered and drained as a warning to her. In Mexico City, Allisandra became Mercy, a nickname she
earned while hosting torture parties. However, her religious practices and the ritualistic manner in which she killed
attracted the attention of then Knight Inquisitor Alfred Benezri, a member of the Shepherds pack of Montreal. The
Knight Inquisitor found Mercy innocent of any infernal dealings, and the two quickly formed a bizarre alliance. Alfred
was curious about Santería, and Mercy, in turn, was interested in the Inquisition. With his help, she eventually joined
the faction.
For the last four years, Mercy has served the Sabbat Inquisition as Knight Inquisitor. Despite this
responsibility, she remains brutal. Her fellow Inquisitors have even accused her of destroying innocent Sabbat (if
there is such a thing) and being sloppy. Her saving grace, however, is her efficiency in tracking and uncovering
infernalists as well as her knowledge of La Regla Lucumí and Mesa Blanca, two religions practiced throughout the
Americas. These skills have led her to Montreal, domain of now-Bishop Alfred Benezri, her ally, and home to a
whirlpool of heresy. Due to the strength of the region’s Sabbat and the recurring problem of infernalism, the
Inquisition keeps Mercy and her pack in the area to prevent future heresies. Mercy, however, sees corruption
everywhere. She watches everyone from afar, allowing her presence to do her work for her, and regularly
interrogates local Cainites. Mercy is as far from pretty as she is from the quality of her namesake. Her facial features
are compact and squat, though she has a proportionate build for her height. Her mannerisms are brutish and she
wears revealing clothing, despite her lack of a beautiful body. Some wonder why the Toreador ever Embraced her to
begin with, not realizing South American Toreador are heavily involved in the region’s legitimate religions. You are a
Cainite, and you revel in that power. As Inquisitor, you are a hunter among predators, and there is no thrill quite
equal to that one. You are also a malicious being, interchanging the role of hunter and tormentor easily. Whether it’s
making people squirm in your presence or cutting them to hear them scream for… mercy… you like having influence
over others.
Clan: Toreador antitribu; Sire: Dominique Santo Paulo; Nature: Deviant; Demeanor: Monster; Generation:
10th; Embrace: 1899; Apparent Age: early 20s; Strength 4, Dexterity 3, Stamina 4, Charisma 2, Manipulation 3,
Appearance 2, Perception 4, Intelligence 3, Wits 5; Talents: Alertness 1, Athletics 3, Brawl 3, Dodge 2, Interrogation
5, Intimidation 4, Leadership 2, Streetwise 3, Subterfuge 2, Throwing 3; Skills: Animal Ken 2, Drive 2, Firearms 4,
Melee 3, Security 2, Stealth 2, Survival 2; Knowledges: Area Knowledge (Mexico City) 5, Area Knowledge (Montreal)
2, Camarilla Lore 2, City Secrets (Montreal) 1, Linguistics (English, Spanish) 2, Medicine 2, Occult 3, Sabbat Lore 4;
Disciplines: Auspex 3, Celerity 2, Dominate 3, Fortitude 2, Presence 2, Thaumaturgy (Path of Blood) 3; Backgrounds:
Mentor 2, Sabbat Status 3; Virtues: Conviction 4, Instinct 2, Courage 3, Path of Cathari 6, Willpower 7
Starling, Amanda (Dilettante)
Player: Mari Adkins; 11th Generation Toreador; Sire: Kathy Glens; Nature: Architect, Demeanor:
Gallant; Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 4, Appearance 4, Perception 3,
Intelligence 2, Wits 3; Talents: Acting 3, Alertness 3, Artistic Expression 3, Empathy 3, Intimidation 3,
Leadership 3; Skills: Drive 2, Creativity 4, Etiquette 3, Firearms 2, Masquerade 3, Security 2,
Seduction 3, Stealth 2, Survival 1; Knowledges: Bureaucracy 1, Chicago Secrets 3, Computer 1,
Investigation 2, Law 1, Linguistics 1, Politics 2; Disciplines: Animalism 1, Auspex 2, Celerity 2,
Fortitude 2, Presence 2, Protean 2, Thaumaturgy 3 (Blood 3, Conjuration 1, Lure of Flame 1,
Movement of the Mind 1); Rituals: Craft Bloodstone, Incorporeal Passage, Purity of Flesh; Backgrounds: Contacts 3,
Generation 2, Influence 3, Resources 4; Merits: Controllable Thirst, Refined; Virtues: Conscience 2, Self-Control 4,
Courage 4; Humanity 6, Willpower: 4

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Tyree, Marissa
Player: Jennifer Howard; 10th Generation Toreador; Str 3, Dex 3, Sta 3, Cha 3, Man
3, App 5, Per 5, Int 2, Wits 1; Talents: Alertness 3, Brawl 3, Dodge 2, Intimidation 3,
Leadership 3, Streetwise 3, Subterfuge 3; Skills: Drive 1, Etiquette 4, Firearms 3, Melee 3,
Music 5, Stealth 2, Survival 1; Knowledges: Law 1, Occult 5, Politics 1; Disciplines: Auspex 1,
Celerity 1, Dominate 1, Obtenebration 1, Presence 1; Investments: Body Armor (3 dice),
Pheromones, Razor Fingers, Two Dimensional; Backgrounds: Black Hand Status 1, Fame 1,
Influence 1, Resources 3, Status 2; Virtues: Callousness 0, Instincts 5, Morale 5, Cathari 5,
Willpower 5

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TREMERE
Brodure, Pierre Bon-Bon (Primogen)
Pierre is the leader of the Tremere with in the city and he intends to keep it that way. As a mortal Pierre had
always sought ways to control people. He loved power and looked to the occult to achieve his ends. He naturally had
the power of psychometry and an innate magical ability, which he has used to his full advantage.
While looking for arcane secrets in New Orleans he caught the attention of his sire Antonio
Calbullarshi. Much to his sire's excitement Pierre was as without morals as he was. For years he
taught some him his secrets until, he discovered Pierre's desire for his blood. Pierre was cast out,
but the two have a begrudging respect for each other. His hatred drives him in most things he
does. He developed a deep hatred for any of the clan Ventrue. He to this day, will not help any of
them, under any means.
Pierre made his way to Chicago just in time for the city's war with the lupines, during which
he made a series of allies. It was here that he committed Diablerie on two Kindred of the Sabbat.
He was cast out of Chicago by their new Prince making his way to St. Louis. Shortly after arriving
he was approached by the devil, as he believes it, who tried to get Pierre's soul. He is looking for
the devil to try again, but he is holding out for the best bargain.
He is a member of the Primogen has the power of one who holds a high seat on the council. He currently has
control of a local cult and has helped it grow very quickly. They look to him as a god of sorts and follow his word. He
has all of the higher members bond to him, and he has set up a dark church. His cult members are usually not made
ghouls, although if necessary he could have an army immediately.
Nobody has yet to discover his diablerie and those that have quickly disappear. In a city that is ever
changing there is much opportunity for him to try it again.
Pierre dresses in the best of Armani. He has long black hair that drapes down his back. His face is half burned
due to an attack from a Black Spiral Dancer while in Chicago. He always keeps a special stake and a silver sword
walking cane on his person at all times. He also has the black spots of diablerie. You are evil and you want them to
know it. You will honor your word but you will also lie, cheat, steal, as well as murder to get what you want. Do not
hesitate to make someone explode into fire if you can get away with it.
As his humanity plummets he will have a harder time trying to control his dark urges he is a dark sorcery. As
a dark tremere lord Pierre is going to fall deeper and deeper under the devil's spell. He holds his own interest above
those of his clan and that may be his un doing. His haven is at the Chantry, or occasionally at his church. Pierre is a
member of the Consortium and as such has much influence in the city. Also as leader of the Tremere, he is given a
lot of respect.
8th Generation Tremere; Secrets: B+; Sire: Antonio Calbullarshi; Nature: Fanatic; Demeanor: Visionary;
Embrace: 1969(born 1944); Apparent age: 25; Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 2,
Appearance 1, Perception 3, Intelligence 4, Wits 4; Talents: Acting 1, Alertness 3 Athletics 1, Brawl 3, Dodge 2,
Empathy 1, Intimidation 2, Leadership 1, Subterfuge 1; Skills: Drive 1, Firearms 3, Stealth 1,; Knowledge: Finance 1,
Investigation 2, Linguistics 1, Medicine 2, Occult 5; Disciplines: Auspex 2, Celerity 1, Dominate1, Potence 1, Presence
2, Serpentis 1, Thaumaturgy 5 (Lure of Flames 4, Path of Conjuring 2); Rituals: Purity of Flesh, Engaging the Vessel
of Transference, Principle Focus of Vitae Infusion, Donning the Mask of Shadows, Shaft of Belated Quiescence, Flesh
of the Fiery Touch; Backgrounds: Herd 2, Allies 4, Resources 3, Retainers 5, Status 4; Merits: Innate Magical Ability;
Virtues: Conscience 2, Self-Control 3, Courage 5, Humanity 4, Willpower 9
Campbell, Claire (Saint Louis)
Claire Campbell had always been interested in the occult but she never really believed it.
That is, until, Pierre gave her immortality. He stumbled upon her small bookshop and was
impressed by intelligence but even more impressed by her beauty. He decided to embrace her
right then and there. He did not realize that she was a caring and compassionate woman, nor did
he realize that she was mortified by her new state of being.
Claire has never killed her victims and hopes she never will. Pierre has since, taken the
view that she is too weak, and could quite possibly be a mistake. She is only saved from his wrath
by her outstanding ability to manage his personal affairs.
Claire deals heavily with Pierre's cult and lives primarily on their blood. She manages his
financial affairs and looks after the needs of any Tremere that come into the city. Pierre does not
realize that her weakness is actually her strength. It her heart that has allowed her to survive as
long as she has. This strength is what allows her to continue to exist. She is revolted by her sire's actions and wishes
he would move on. She does not have ill thoughts for anyone and this gives her the respect of the kindred around
her.
Claire is a platinum bombshell, but she is playfully innocent in the way she deals with everything non-
kindred related. She wears tight business suits and usually is very busy. Out of habit she occasionally still wear her
glass despite the fact they are no longer needed.
You are likable, but usually in a hurry. You do not like scary people and will avoid them if you can. Pierre
always has you doing something. You embody pureness embraced by evil.

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A lower level apprentice Claire is friendly than most Tremere. It her innocence and beauty that led to her
embrace however, even she is surprised at how skill she is. Mostly though she is Pierre's lacky and he constantly has
her running about fulfilling his will. Her haven is the Chantry or a small apartment above her bookstore. She is
usually informed about Pierre's plans and can use that knowledge. The cult is completely dedicated to her and will
follow her word. Plus she has many secret friends.
9th Generation Tremere; Secrets: C+; Sire: Pierre Brodure; Nature: Caregiver; Demeanor: Visionary;
Embrace: 1992(born 1968); Apparent Age: 24; Strength 2, Dexterity 2, Stamina 2, Charisma 3, Manipulation 2,
Appearance 4, Perception 3, Intelligence 5, Wits 2; Talents: Alertness 1, Athletics 2, Dodge 1, Empathy 2, Leadership
1, Subterfuge 2; Skills: Animal Ken 1, Drive 1, Etiquette 1, Firearms 1, Stealth 1; Knowledge: Bureaucracy1,
Computer 1, Finance 1, Investigation 3, Linguistics 2, Occult 5; Disciplines: Auspex 2, Dominate 1, Thaumaturgy 3
(Path of Conjuring); Rituals: Communicate With Sire, Defense of the Sacred Haven, Ward against Ghouls);
Backgrounds: Mentor 2, Resources 2, Herd 3, Status 2, Allies 4; Virtues: Conscience 5, Self-Control 3, Courage 2,
Humanity 8, Willpower 7
Haake, Lille (Amsterdam Primogen)
Lille Haake was raised by her father, an instructor with the University of Amsterdam. He
taught philosophy in his home, and Lille became known for interrupting classes and lording
over her permissive father. The university students took to calling her “Mrs. Haake” — a
nickname that she adored without understanding the Electra complex that fueled her feelings.
After her father died on her 13th birthday, another university family took “Mrs. Haake” in.
Although still frightfully headstrong, she withdrew into the school’s library. When she came
across An Essay on Witchcraft, Lille was instantly taken with the notion of controlling the forces
of nature. More specifically, she was obsessed with contacting and raising the dead.
For the next 32 years, Lille dedicated herself to the study of the mystic arts. When the
speculative tomes in the universities of Groningen and Leiden and Utrecht could no longer
satisfy her, she spent time with a Huguenot refugee who knew things at which her books only hinted. As her network
of associates grew, she moved beyond common magical notions of black cats and stillborn calves and learned a little
about the true supernatural creatures of the world. One night in 1779, she knocked on the door of Amsterdam’s only
chantry and informed Thorbecke, the Tremere Regent, that she was ready to become like him.
To say that Thorbecke was surprised would be an understatement. A kine — a female kine — had discovered
his chantry and knew something of the nature of the Kindred. Admiring her resourcefulness and directness, he
decided not to kill her right away. After several years of interviews and several more years of consideration,
Thorbecke finally agreed to make her “become like him.”
Lille was a quick study. Although she always did the bidding of her sire, she generally divorced herself from
the nightly events of Kindred society. She buried herself in her studies, and it took Thorbecke’s death at the claws of
the wretched Sabbat in 1989 to make her face the world.
Lille had felt a great deal of respect for her sire and knew that there had been much left to learn from him.
She found having him taken from her to be completely unacceptable and resolved to punish the offenders severely.
At the same time, the Tremere High Regent of the Low Countries decided Lille should take control of the Amsterdam
Chantry and assume Thorbecke’s position as primogen. She developed contacts among the Kindred and littered
Amsterdam with magical surveillance automatons to gather information. She spent nearly a decade learning the
secrets of the city and its Kindred; the results shocked her.
The princes of Belgium, the Netherlands, and Luxembourg had long been united in a group called the
Consortium. The Prince of Amsterdam, a Consortium member named Arjan Voorhies, had been steadily losing face
because of his inability to deal with the encroachment by the loathsome Beryn family of Giovanni vampires. Recently,
however, the fortunes of Prince Voorhies had changed. He enlisted the assistance of Luxembourg “free agent”
Hendrik Van Dyck, who led an independent strike force against the Giovanni concerns in the city. By all accounts, the
action was a success, but while the Consortium congratulated Voorhies, Lille made her shocking discovery. She
uncovered evidence — not proof, but compelling leads — that Van Dyck was a leader in the Sabbat. It seemed that
Van Dyck’s move against the Giovanni had been designed to draw attention away from Sabbat activities in
Amsterdam — activities that included the assassination of her sire.
Enraged, Lille confronted Voorhies and demanded a blood hunt be called on Van Dyck. Had she been more
politically savvy, she would have approached the matter more tactfully. As it stood, the prince was riding the wave of
success following his pogrom. Should it be revealed that he had been duped by the Sabbat, his position in the
Consortium would become tenuous at best. Voorhies opted to ignore the matter and threatened to decry Lille as a
hysterical renegade if she approached the other princes about the matter. After weeks of arguing, Lille came to a
decision that would forever change her place in Kindred society. She went to the Giovanni.
Lille secretly struck a deal with the Beryn family of the Necromancers. She agreed to apprise them of any
actions that Voorhies planned against their interests. In return, they would support her vendetta against the Sabbat.
If the relationship worked well, Lille explained that she might require one other favor of them.
Soon all of Kindred society was abuzz. It was said that Lille Haake had uncovered a major Sabbat coven. She
had single-handedly burned them out and sent several to Final Death. Prince Voorhies publicly applauded her, but
secretly cursed her for undermining his authority. He also doubted that she could have accomplished this act on her
own, and he set about learning the truth of the matter.

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Now, Lille is at the center of an intense four-way standoff. She, Voorhies, the Beryn and the Van Dyck Sabbat
all hold cards that — when put into play — are sure to yield spectacular success for some and Final Death for the
rest. Lille is determined to emerge from the game having learned the ways of Giovanni nigrimancy, and not staked
out for the sun. She suspects however, that either eventuality may take her one step closer to the dead father whom
she has been chasing since childhood.
Lille Haake has graying brown hair that she always wears pulled back. She is rather tall, large-boned and has
a squarish face. She usually dresses in a simple black cotton dress and plain, comfortable shoes, which ironically
makes her stand out among the fashion-conscious Kindred of the Low Countries.
You are blunt and brutally direct. You have no concern for political tact or diplomacy. Rising in the ranks of
the Camarilla means little to you, except in that it gives you more opportunities learn the skills you require.
Everything you do serves your long-term goal of reuniting with the soul of your mortal father.
6th Generation Tremere; Sire: William Thorbecke; Nature: Child; Demeanor: Director; Embrace: 1784;
Apparent Age: early 50s; Strength 2, Dexterity 3, Stamina 3, Charisma 2, Manipulation 3, Appearance 2, Perception
4, Intelligence 6, Wits 4; Talents: Alertness 4, Empathy 4, Intimidation 1, Intuition 3, Leadership 2, Subterfuge 3;
Skills: Crafts 3, Herbalism (alchemical theory) 4, Performance 3, Pilot (Boat) 3; Knowledges: Academics 4,
Investigation 4, Linguistics 2, Occult 6, Research 6; Disciplines: Auspex 4, Dominate 3, Presence 1, Thaumaturgy 5
Thaumaturgical Paths: Path of Blood 5, Spirit Manipulation 5, Weather Control 4, Conjuring 3, Countermagic 3;
Backgrounds: Allies 4, Resources 2, Retainers 2, Status 4; Virtues: Conscience 2, Self-Control 5, Courage 4,
Humanity 4, Willpower 7
Modred (Willie's Apprentice)
9th Generation Tremere Antitribu; Strength 4, Dexterity 5, Stamina 5, Charisma 3, Manipulation 3,
Appearance 2, Perception 3, Intelligence 4, Wits 3; Talents: Alertness 2, Brawl 3, Dodge 5; Skills: Drive 3, Etiquette
3, Firearms 2, Melee 3, Stealth 2, Survival 3; Knowledges: Investigation 5, Linguistics 3, Medicine 5, Occult 5;
Disciplines: Dominate 1, Potence 2, Thaumaturgy 4 (Conjuring 2, Lure of Flames 3); Rituals: Level 1 - Communicate
with Kindred Sire, Deflection of Wooden Doom, Purity of Flesh; Level 2 - Craft Bloodstone, Ward versus Ghouls; Level
3 - Clinging of the Insect, Rotten-wood, Ward versus Lupines; Level 4 -Fire Walker, Heart of Stone; Virtues:
Callousness 2, Instincts 4, Morale 4, Power and Inner Voice 6, Willpower 4
Pieter the Russian (Occultist)
Player: H. Jonathon Adkins; 10th Generation Tremere; Str 3, Dex 3, Sta 2, Cha 2, Man 3, App 3, Per 3, Int 4,
Wits 3; Talents: Acting 2, Brawl 2, Dodge 4, Empathy 3, intimidation 1, Subterfuge 2; Skills: Drive 1, Firearms 3,
Melee 4, Stealth 2, Survival 2; Knowledges: Bureaucracy 1, Computer 1, Demon Lore 1, Finance 2, Linguistics 2,
Medicine 1, Occult 3, Politics 2, Science 1; Disciplines: Auspex 1, Dark Thaumaturgy 1 (Hands of Destruction 1),
Dominate 1, Obtenebration 2, Thaumaturgy 2 (Lure of Flames 2); Rituals: Illuminate Path of Prey; Backgrounds:
Black Hand Status 1, Generation 3, Mentor 1, Resources 2; Virtues: Callousness 2, Instincts 5, Morale 5, Honorable
Accord 7, Willpower 9
Scott, Willie (Rogue Wizard)
Player: William Michael Haste; 5th Generation Tremere; Strength 4, Dexterity 5, Stamina 5, Charisma 5,
Manipulation 7, Appearance 2, Perception 5, Intelligence 5, Wits 5; Talents: Alertness 3, Brawl 4, Dodge 2, Empathy
2, Intimidation 6, Leadership 6, Streetwise 3, Subterfuge 2; Skills: Animal Ken 2, Drive 3, Etiquette 2, Firearms 5,
Melee 5, Stealth 4, Survival 4; Knowledges: Bureaucracy 4, Investigation 3, Linguistics 4 (8 Languages), Occult 7,
Science 4; Lore: Black Hand 4, Camarilla 4, Faerie 3, Kindred 5, Lupine 4, Sabbat 4, Spirit 4, Tremere 6, Wyrm 3;
Disciplines: Auspex 4, Celerity 3, Dominate 5, Fortitude 6, Necromancy 3, Potence 5, Thaumaturgy 7 (Conjuring 5,
Corruption 2, Elemental Mastery 3, Lure of Flames 5, Movement of the Mind 5, Weather Control 4); Backgrounds:
Alternate Identity 5, Clan Prestige (Tremere) 4, Contacts 8, Mentor 2, Resources 5, Retainers 2, Status (Camarilla 4,
Sabbat 4); Virtues: Callousness 2, Instincts 4, Morale 4; Special: Generation 5, Power and Inner Voice 7, Willpower
10; Merits: Acute Senses (All), Eat Food, Iron Will, Mansion, Occult Library, Unbondable
Rituals: Level 1 - Communicate with Kindred Sire, Defense of the Sacred Haven, Deflection of Wooden Doom,
Devil's Touch, Domino of Life, Engaging the Vessel of Transference, Purity of Flesh, Rite of Introduction, Wake with
Morning's Freshness; Level 2 - Blood Walk, Craft Bloodstone, Power of the Invisible Flame, Principle Focus of Vitae
Infusion, Ward versus Ghouls; Level 3 - Clinging of the Insect, Flesh of Fiery Touch, Rotten-wood, Shaft of Belated
Quiescence, Ward versus Lupines; Level 4 - Bone of Lies, Drawing Upon the Bound, Fire Walker, Heart of Stone,
Splinter Servant, Ward versus Kindred; Level 5 - Blood Contract, Dominion, Escape to a True Friend, Lion Heart, One
Mind of the Covens, Paper Flesh, Stone Slumber, Ward versus Spirits; Level 6 - Iron Mind, Raise the Dead, The Gift;
Level 7 - Divorcing the Soul, Shadow of the Wolf
Sturbridge, Aisling (Clan Novel)
Aisling was born in 1890 in upstate New York to a banker and his wife. Her mother died when Aisling was
two, and her father chose to let his daughter run wild like a hoyden with her brothers rather than endure his wife's
meddling relations' attempts to raise her. During this long period of freedom, Aisling gravitated toward mysticism
through her Catholic upbringing and studied whatever she believed would be necessary to learn more. She taught
herself Latin and Greek to read occult texts from the church library (she persuaded her elder brother to borrow books
for her). Aside from reading, she attended seances and corresponded with a number of occultists, many of whom had
little idea they were communicating with a teenaged girl. When her mother's family finally got wind that Aisling was
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accepting an invitation into an "Enlightened Society" or somesuch, they put their collective foot down and ordered
her to finishing school.
Aisling instead took her trust fund and abandoned Victorian America for the decadence of London. In turn-of-
the-century London, Aisling inserted herself into the occult scene, and her remarkable scholarship attracted many
eyes, including those of Aleister Crowley. Her brilliance did not go unnoticed by others; her sire-to-be, Lucien de
Maupassant, met her during a séance salon, and the two became close confidants. In 1910, Crowley, apparently
embittered that a girl so many years his junior was outstripping him in the Hermetic mysteries and attracting far
more attention by her scholarship, requested that Aisling become his next Scarlet Woman. In essence, it was a
demand that she submit to rape. Lucien, already considering Aisling as potential progeny, took her away from
London and Crowley's grasp, and on an extended tour of Europe and the Middle East to secretly test her fitness as a
Tremere. When he was satisfied, he brought her to Vienna for the Embrace and to meet the rest of the clan.
For the next 30 years or so, the pair served as free agents, delivering messages between chantries, building
chantry libraries and investigating on Inner Council orders. World War II separated them for long periods as Aisling
tended the chantries in Nuremberg, Warsaw, Krakow and Dresden. Her friends in high places often could not decide
what to do with her; on one hand, her questioning of the Tremere's role with the Nazi regime was intolerable to her
superiors, but on the other, her work during air raids to preserve the treasures of embattled chantries was faultless.
In 1948, her sire and longtime companion abruptly went missing during an assignment supposedly given him
by the Inner Council. According to certain upper-level gossips, it was Meerlinda who turned the young woman's
talents to America, with hopes that it might distract her. Aisling's commentaries on the McCarthy hearings and the
Age of Aquarius remain among the definitive studies on the periods, both in and out of clan. Certain that she would
have felt or heard of Lucien's destruction, she continues to search for word of him even now.
Aisling's last city of residence was Atlanta, where she served the regent as his assistant before she was
abruptly called to New York. She was field-promoted to her current position after someone spread her predecessor's
ashes across Sheepshead Bay (see A World of Darkness Second Edition). As lieutenant, and by popular accord, she
ascended to the Regency in November of 1996. Aisling is eminently qualified to serve in New York for a number of
reasons. Her intense study of the Tzimisce, time spent in Eastern Europe, and fluent command of Hungarian make
her an excellent foil against the Fiends. Her years in Europe during WW II proved that she can handle herself under
fire and that she is resourceful. She is young enough to be expendable to the upper echelons, but old enough to be
taken seriously by the rank and file. Unlike most of her contemporaries, she does not mindlessly despise the Sabbat;
she has a specific list of crimes that she holds against them and fights them for. She is well aware of the old saw that
persons who hate their enemies without reason become like their enemies, and she watches herself carefully to avoid
that path.
Recently, some of the higher ranks have begun to watch her with growing concern. She is one of the most
dynamic and popular regents, and she has a number of high-placed friends in and out of the clan. She has shown no
qualms about deal-making with other Kindred for assistance, eschewing much of the traditional Tremere insularity.
And so far, she has managed to avoid becoming completely blood bound to the Council (some fear that her early
Embrace ties have seriously atrophied due to her long time as a free agent). Were she to win the war with the
Sabbat, these tradition-minded Tremere fear she might be named lord, something they hope to prevent at any cost -
perhaps even the war's outcome.
Aisling has medium-to-dark brown shoulder-length hair, always pulled away from her face. Her deep-set eyes
are a startling storm-gray hue. She has always taken pains to hide her more feminine aspects and prefers men's
clothing tailored to accommodate the Kevlar vest she wears in the field; recently, though, a few of her apprentices
have begun to encourage her toward a more Agent Scully-ish look. On evenings "out," she wears a flak jacket over
her regular clothes. When studying, she wears round, antique magnifying spectacles. Her hands are nearly always
gloved, and on her left ring finger, she wears an antique gold band engraved with the word "Faith." Roleplaying
Hints: Assume nothing. You have others you trust, but you trust them only so far. You wield an inquisitive mind that
takes nothing for granted, even the "truth" given to you by your superiors. You work any task you set yourself until it
is done to your satisfaction, by whatever means necessary. You take something from every task you have, be it
information, an out-of-clan alliance or simply experience. You are well aware that you're being watched by others
who fear your methods, and you're always ready with justification. Every barrier you encounter to your work is either
something to be hammered at or sneaked around, never a deterrent. Pursue any word about Lucien to its end.
10th Generation Tremere; Sire: Lucien de Maupassant; Nature: Deviant; Demeanor: Traditionalist;
Generation: 10th; Embrace: 1911; Apparent Age: mid-20s; Strength 2, Dexterity 4, Stamina 4, Charisma 4,
Manipulation 3, Appearance 3, Perception 4, Intelligence 5, Wits 3; Talents: Alertness 4, Athletics 3, Dodge 5,
Empathy 2, Intimidation 2, Leadership 3, Streetwise 2, Subterfuge 4; Skills: Disguise 3, Drive 1, Etiquette 3,
Firearms 3, Melee 2, Security 1, Stealth 3, Survival 1; Knowledges: Academics 4, Bureaucracy 2, Camarilla Lore 3,
Clan Knowledge (Tremere) 3, Computer 1, History 3, Investigation 4, Law 1, Linguistics (Arabic, Cantonese, Dutch,
French, German, Greek, Hebrew, Hungarian, Japanese, Latin, Mandarin, Portuguese, Romany, Sanskrit, Spanish,
Yiddish) 5, Occult 5, Politics 2, Sabbat Lore 3, Science 2; Disciplines: Auspex 5, Celerity 2, Dominate 3, Fortitude 2,
Obfuscate 2, Thaumaturgy 5; Thaumaturgical Paths: Path of Blood 5, Movement of the Mind 5, Lure of Flames 4,
Elemental Mastery 3, Countermagic 2, Spirit Manipulation 2; Backgrounds: Allies 4, Contacts 2, Influence 3, Mentor
5, Resources 4, Status 2; Virtues: Conscience 3, Self-Control 4, Courage 4, Humanity 7, Willpower 9; Merits/ Flaws:
Time Sense, Natural Linguist

122
Trent, James (Occultist)
Player: Jesse Call; 11th Generation Tremere; Str 1, Dex 3, Sta 2, Cha 1, Man 4, App 3, Per 3, Int 4, Wits 3;
Talents: Acting 2, Alertness 3; Skills: Drive 1, Firearms 3, Fortune Telling (I-Ching) 2, Melee 2, Stealth 3;
Knowledges: Investigation 2, Linguistics 4, Medicine 1, Occult 4, Science 3; Disciplines: Auspex 2, Dominate 1,
Thaumaturgy 2; Rituals: Deflection of Wooden Doom; Backgrounds: Contacts 1, Generation 2, Herd 1, Resources 3;
Languages: Aramaic, Chinese, Egyptian, Greek, Hebrew, Latin, Sanskrit, Tibetan; Merits: Occult Library, Medium;
Flaws: Hatred (Mages), Overconfident; Virtues: Conscience 1, Self Control 5, Courage 4, Humanity 6, Willpower 4
Fang (Guard Dog): Str 4; Dex 3, Sta 3; Alertness 3; Athletics 2; Brawl 4; Dodge 4; Intimidation 2; Smell 3;
Auspex 1, Potence 1; Willpower 6; Bite (5, 5 + Potence), Claw (6, 4 + 1 Auto)
Watson, Liza (Saint Louis Alastor)
Liza was born in Salem, Massachusetts shortly after the turn of 18th century. Her witch's coven was mostly a
misguided lot but had stumbled upon some mystic truths. Liza as their leader was chosen by the Tremere to serve
them as a ghoul, and if she proved talented to become much more. They sent her to Marseilles to serve the prince of
the city during the last major outbreak the world had ever seen of the bubonic plague. With death all around her she
served her prince well and proved her worth. When she herself contracted the plague, the prince herself rewarded
her loyalty with the embrace.
For a hundred years she moved chantry to chantry serving the needs of the clan until the elders selected her
to become an astor. As one of the Tremere's secret police Liza has excelled beyond her wildest dreams. Ruthless and
cold, she has dispatched many who have some how found the secrets of thaumaturgy. Wayward spell casters and
disloyal Tremere have all fallen under her watchful eye. With Mullanphy's ascent to power, the rumors of his
adeptness with thaumaturgy had finally made their way back to Vienna and Liza has been sent to investigate.
She has come to discover the rumors of his skill are true. Worse he has allied with
the runaway Gargoyles and offered them his protection from the Tremere. It is Liza's duty to
dispatch him no matter the risk to her own peril. Before she will do this however she must
find the source of his knowledge and more importantly reclaim that knowledge for the
greater glory of her clan. Rumors persist of a missing Occult library that once was in the
possession of the Tremere in St. Louis. She has begun to track down this library while
watching and judging Mullanphy's skill. The Gargoyles view her with open animosity as they
know what she would have done, if she were in power. They guard and protect the prince all
the more with her presence in the city.
Liza is a short fiery red head that has enchanting green eyes. If it wasn't for the
coldness in her soul she would have a soft gentle face. She wears long sleeved clothing to cover her plague induced
scars that still cover back arms and legs.
You have one singular goal and that is to protect the secrets of the clan. If you find any using thaumaturgy
beyond sanctioned allies of the clan you start to foruliate a plan to destroy them. You have no room for mercy in your
cold dead heart. The Gargoyles sicken you and you will surely have to destroy them as soon as you handle the
prince.
As a Tremere elder, Liza is at odds with the powers that be with in the city. It may be that she will try to put
someone else on the prince's throne to destroy Mullanphy and his gargoyle minions. If she can find a pawn who will
try, she will promise all the support that the Tremere can offer. The other Tremere despise her presence but respect
her authority as an elder. Her haven is at the Chantry, or occasionally one of the clans many visitor town homes. Liza
has been in town too short a time to garner much local political power. But she has been quickly working to reverse
that. She has already made some key contacts in the medical community.
9th Generation Tremere; Secrets: B-; Sire: Carna; Nature: Judge; Demeanor: Visionary; Embrace: 1724(born
1701); Apparent age: 23; Strength 2, Dexterity 4, Stamina 3, Charisma 3, Manipulation 4, Appearance 4, Perception
4, Intelligence 5, Wits 5; Talents: Alertness 4 Dodge 3, Empathy 2, Intimidation 3, Leadership 2, Subterfuge 4;
Skills: Crafts 3, Etiquette 2, Melee 1, Stealth 1, Survival 1; Knowledge: Academics 1, Investigation 3, Linguistics 4,
Medicine 1, Occult 5, Politics 3, Science 2; Disciplines: Auspex 5, Dominate3, Thaumaturgy 5 ( Path of Blood 5, Lure
of Flames 3, Counter Magic 2, Movement of the Mind 2); Rituals: Unweave the ritual, Scry, Scent of Lupines passing,
Deny the Intruder, Blood Mastery, Purify the Blood, Night of the Red Heart, abandon the fretters, soul of the
Homunculus; Backgrounds: Allies 1, Contacts 2, Herd 3, Occult Library 3, Resources 5, Retainers 3, Status 3;
Virtues: Conscience 1, Self-Control 4, Courage 5, Humanity 4, Willpower 8
Di Zagreb, Anastasz (Tremere Justicar)
Anastasz was born the son of a wealthy textile importer in Siavonia during the late 1840s and raised with all
the comforts of money and prestige. As a young boy, Anastasz found himself fascinated by the strange and
supernatural. His governess told him stories of the zhulo that would come in the night and terrorize villages, and the
hobgoblins and sluagh that would steal his voice if he were bad. Far from being frightened, the fact that the world
contained such wonders thrilled the young Anastasz. He decided that when he was older he would see and speak with
them for himself.
Anastasz's father, a solid, practical man felt that his son's flights of fancy were detrimental to the boy's
development and sent the governess away. Taking charge of the boy's education, he sent Anastasz to England and
enrolled him in the best schools. Anastasz left home filled with the tales his governess had told him. As his world of

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magic and wonder fell victim to the world of geometry and economic theory, Anastasz quietly became the staid
young man of whom his father would have approved.
In his first year at Oxford, Anastasz encountered a retired stage magician at a local pub. The man's ability to
create illusion was astounding, and learning the art of sleight of hand obsessed Anastasz. Practicing his new skills
constantly for most of his school year, Anastasz almost failed his courses, but nevertheless became quite proficient at
legerdemain. Soon he was performing at small venues and billing himself as "The Imperial Magus." After gaining his
bachelor's degree at Oxford, he attended the prestigious London School of Economics. During the day, he discussed
theories and economic models. At night, he joined a society calling itself the Magic Ring and traded secrets in the
craft of illusion.
It was Anastasz's quest for a flashy new trick that brought him into the clutches of
the world he had left behind in his youth. Investigating a back alley in search of an obscure
bookseller, he happened upon a man who seemed to be biting another. With horror,
Anastasz saw a rivulet of blood trickle from the man's mouth. The attacker, noticing
Anastasz, dropped his victim, and in the gaslight, the young man could see bloodstained
fangs protruding from the attacker's mouth.
Anastasz quickly reached into his pocket and pulled out the packet of flash powder
he always carried. With a swift motion, he used his ring-igniter and threw the tiny pouch at
the monster. The powder ignited with a bright flash, and the monster hissed and recoiled.
Before it could recover, Anastasz fled, terrified.
The next evening, Anastasz recounted his adventure to the other members of the Magic Ring, and they
scoffed at his tale, suggesting that he have it published in a penny dreadful. Dejected, Anastasz returned to his flat.
Upon entering his home, Anastasz found a man seated in a wait for him. Chilled, he realized that the intruder
was the creature he had seen the previous night. With a gesture, the creature made the door close of its own
volition. Anastasz wanted to flee but could not; he had been transfixed by the creature's eyes. The vampire, for that
is what he was, spent the night explaining to Anastasz the truth about real magic - blood magic - and how a noble
group similar to Anastasz's Magic Ring decided to become true sorcerers and found a way to trade their mortal shells
for immortality. As the vampire talked, Anastasz realized that the creature was offering him a chance at real magic.
Without hesitation, he agreed.
Anastasz spent the next 25 years in Vienna at the Tremere chantry, there learning the realities of his new
existence and discovering his incredible, unnatural aptitude at Thaumaturgy. Completely devoted to his new clan, he
became an accomplished researcher and powerful magus in an astonishingly short time.
When a new Tremere Justicar was chosen early in the 1900s, he chose Anastasz as one of his archons. His
skill as a magus made him a useful agent. He saw horrible things, including many of the mythical creatures his
governess has once told him about. Anastasz became known as an authority on the occult, and his open, friendly
demeanor and willingness to help made him a catspaw in Tremere inter-clan politics.
In 1998, when the time was nigh to choose a new Justicar, the Tremere found themselves split over several
candidates. Jean St. Frederique, a very powerful Tremere presiding over a large chantry in France, put forth Anastasz
as a candidate. Assuming he could control the ancillae, St. Frederique used his influence to swing just enough votes
to clinch the election for Anastasz.
Thrust into a position for which he is not truly ready, Anastasz has become zealous in his attempts to prove
his worth as a Justicar. He has offended many of his colleagues, including the new Brujah Justicar, Jaroslav Pascek.
As a result, Pascek has set up an operation to teach the young Tremere a lesson. Anastasz is planning to take back
Montreal from the Sabbat. Should Anastasz succeed, Pascek plans to reveal that he was the source of the intelligence
essential to the operation and take the credit.
Anastasz knows that many members of the Camarilla and his own clan see him as too inexperienced and
weak, and he is determined to show everyone that he does know how to be a Justicar. He relies on his mentor, St.
Frederique, for advice, and the older vampire is glad to give it. Although Anastasz's skills are improving, it may be
decades until he properly fits the role of Justicar.
Anastasz is a tall man and presents the impression that he is frail, but he also radiates a fierce energy. His
eyes are an electric green, and his hair is the color of straw. He finds himself drawn to the styles of the 1930s and
'40s; often he wears hats, spats and double-breasted suits and carries a walking stick.
You intend to root out every bit of opposition to the Camarilla and prove to all your critics that you are a
competent and able Justicar. Devoted as you are to the cause, you can still be distracted by a new and interesting
supernatural phenomenon. You wish you had enough confidence to act on your own, but still you feel the need to
consult with your patron. If you are forced to make a decision on your own, it tends to be extremely harsh.
9th Generation Tremere; Sire: Claas Drescher; Nature: Competitor; Demeanor: Traditionalist; Embrace:
1867; Apparent Age: early 20s Strength 3, Dexterity 4, Stamina 3, Charisma 3, Manipulation 2, Appearance 3,
Perception 5, Intelligence 5, Wits 3; Talents: Alertness 4, Brawl 2, Dodge 1, Empathy 3, Expression 1, Interrogation
4, Intimidation 4, Intuition 2, Subterfuge 3; Skills: Etiquette 3, Firearms 2, Melee 3, Security 3, Sleight of Hand 4,
Stealth 4, Survival 2; Knowledges: Academics 4, Camarilla Lore 4, Enigmas 2, Finance 2, Investigation 4, Law 4,
Linguistics 3, Medicine 3, Occult 5, Politics 3, Research 4, Science 3; Disciplines: Auspex 3, Dominate 3, Fortitude 2,
Thaumaturgy 5 (Path of Blood 5, Lure of Flames 4, Movement of the Mind 3, Spirit Thaumaturgy 2); Backgrounds:
Allies 2, Contacts 2, Influence 2, Mentor 4, Resources 4, Retainers 2, Status 5; Others: Conscience 3, Self-Control 4,
Courage 5, Humanity 5, Willpower 6

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Zaren, Delos (Prince of Washington DC)
7th Generation Tremere; Str 5, Dex 6, Sta 5 (8 soak dice), Cha 3, Man 4, App 2, Per 5, Int 5, Wits 3;
Abilities: Alertness 3, Brawl 5, Bureaucracy 5, Computer 2, Dodge 3, Drive 2, Etiquette 4, Firearms 2, Investigation
4, Linguistics 4, Melee 5, Occult 6, Politics 4, Repair 1, Science 3, Stealth 2, Streetwise 1; Disciplines: Auspex 3,
Dominate 3, Fortitude 5, Thaumaturgy 6 (Lure of Flames 5, Movement of the Mind 5, Spirit Thaumaturgy 2);
Backgrounds: Allies 3, Contacts 4, Influence 6, Mentor 4, Resources 5, Status 5; Merits: Baby Face, Innate Magical
Ability (Fortitude); Flaws: Haunted, Notoriety, Taint of Corruption; Investments: Armor (3 dice), Magic Sense, Razor
Fangs, Smell Fear; Virtues: Conscience 4, Courage 4, Self Control 2, Humanity 2, Willpower 8

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TZIMICHE
Cassidy, Velya and Elaine (Cardinals)
He is legend even among the Fiends, and few have seen him or spoken with him. Along with Lugoj, Voivode
of Voivodes, it was he who freed the childer from their elders’ sanguinary shackles. His mastery of blood sorcery is
rivaled only by the Inner Council of the Tremere. Sabbat younglings dub him “the Flayer,” “the Vivisectionist” and a
host of other sobriquets, but elders among the Sabbat Fiends know him simply as Velya.
A founder of the Sabbat, Velya now serves it as a cardinal, overseeing the sect’s reconquest of the Tzimisce
Old Country. As such, he orchestrates ethnic hatreds, channels terrorist purges and gently rakes the former Iron
Curtain into a rubble of broken states and shattered peoples. Mostly, though, he prepares and implements mighty
koldunic rituals, seeking to tap the spirits of the ancient land and turn them against the hated Tremere in nearby
Vienna. He has taken such an openly political position only reluctantly, for he is old and more interested in the ways
of Metamorphosis than anything so ephemeral as the Jyhad. Nonetheless, he recognizes the necessity of what he
does, and so he performs his duties with the meticulous devotion to honor that only an old and malignant Fiend can
display.
Or so Velya would have one believe. In truth, Velya is in the grip of a terrible and self-inflicted predicament,
one that may soon bring him low where millennia of enemies and perils have failed to do so. For Velya’s greatest
delight is also his greatest despair.
A century ago, Velya fell in love with and “wed” one Elaine Cassidy, a 10-year-old Boston socialite. He
watched from afar as Elaine meticulously spidered her way into a dominant position within her neurotic family by
reducing her mother to catatonia, contriving her sister’s untimely demise and cleverly manipulating her sensitive
elder brother into a madhouse. Velya was entranced. Aiding little Elaine’s schemes from a distance, Velya ensured
the girl’s inheritance of the entire Cassidy fortune. The young and impressionable Elaine, for her part, was quickly
taken with the wise and Mephistophelean vampire noble upon meeting him, and the two monsters joined in a
sanguine union.
Alas, over the centuries Velya had grown so divorced from human cares that he was unmindful of Elaine’s
essential fragility. While little Elaine was the liveliest monster among her kind, her 10-year-old psyche was scarcely
strong enough to cope with the horrors of nightly unlife among the Sabbat. Insufficiently determined to learn even
the rudiments of the Path of Metamorphosis, Elaine spiraled out of control, and her soul was lost to the Beast in the
mid-20th century. Realizing what had happened but unwilling to terminate the unlife of his childe and “wife,” Velya
used his arts to graft his beloved to him until such time as he could “fix” her.
Of course, no vampire, once gripped by the Beast, can be “fixed,” not even by one as clever as Velya.
Furthermore, the linkage has fused together Velya’s and Elaine’s veins and arteries, so that blood from the one flows
into the body of the other. While this arrangement has the beneficial effect of forever reinforcing the couple’s blood
bond, it also allows Elaine’s rampant Beast to goad Velya’s own.
As such, for the first time in centuries, the Methuselah finds himself close to losing control. Already, Velya’s
minions have begun to whisper of failed experiments, neglected tasks and bizarre lapses of personality. Velya’s hold
on himself — and on Elaine — slips by the night. And if Velya falls, the clan’s reconquest of the Old Country may
come to naught.
Individually, both Velya and Elaine are handsome creatures — the former well proportioned and neatly
dressed, with a mane of flowing silver hair; the latter a perversely breathtaking Nabokovian nymphet in fashionable
yet conservative frocks. Of course, the fact that the two vampires are grafted together, Elaine’s leg-stumps to Velya’s
spine, makes the composite being grotesque indeed. Although Velya does his best to keep his “wife” distracted and
docile, at times the Beast overtakes her; during these fits, Elaine’s perfect child-face contorts into a twitching
pudding of flesh, and obscenities fly from her distended mouth.
As Velya, you are almost too methodical and detached, as you frantically compensate for the madness that
washes over you from Elaine’s bloodstream. Indeed, you spend so much time lashing your Beast into obedience that
you have neglected the basic tenets of the Path of Metamorphosis, thus leading to a downward spiral of spiritual
malaise. As Elaine, you spend much of your time in a dreamy and only semi-aware state, kept that way courtesy of
Velya’s blood-sorcery. Occasionally, you break free from thespell, though, and during those times you combine the
cunning and caprice of a mad child with the shrieking frenzy of an insane Cainite. You are in love with your
“husband,” but seek only to drag him into a union of bestiality with you. Note that Elaine’s Traits follow the slashes.
Clan: Tzimisce; Sire: Unknown; Nature: Architect/ Deviant; Demeanor: Traditionalist/ Child; Generation: 5th;
Embrace: Unknown/ 1890s; Apparent Age: mid-40s/ 10; Strength 4, Dexterity 4, Stamina 7, Charisma 6,
Manipulation 6, Appearance 3/7, Perception 8, Intelligence 8/4, Wits 6; Talents: Alertness 6, Brawl 3, Dodge 3,
Subterfuge 5; Skills: Body Crafts 6, Etiquette 5, Melee 4, Stealth 4; Knowledges: Academics 5, Linguistics (numerous
European languages and several forgotten tongues of the Old World) 6, Occult 8, Science 7; Disciplines: Animalism 8,
Auspex 8, Dominate 5, Fortitude 4, Koldunic Sorcery 8, Presence 5, Vicissitude 7; Koldunic Paths: Blood Ways 5, Fire
Ways 5, Spirit Ways 5; Backgrounds: Resources 5, Retainers 5, Sabbat Status 5; Virtues: Conviction 2 (formerly 5)/
Conscience 0, Instinct 4/Self-Control 0, Courage 2/2, Path of Metamorphosis 4 (formerly 9)/Humanity 0, Willpower 5
(formerly 10)

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Dracula, Vlad (Son of the Dragon)
From Children of the Inquisition: No horror story chills us to the marrow like the myth of Dracula. Everything
we consider wicked, perverse and frightfully seductive lurks behind his regal bearing and fanged smile. Most people
think the vampire Dracula existed only in fiction. Very few know he was a real flesh and blood prince who ruled in
Transylvania during the age of the Crusades, and that he ended the lives of a hundred thousand people. Fewer still
are aware of his continued existence, or that he wields greater power in undeath than he ever did in life.
To primitive people, Dracula is a chilling fable used to frighten and discipline children. To civilized people,
Dracula is a cheap entertainment used to frighten and thrill adults. Those few people who are familiar with the
historical life of the enigmatic Prince Vlad Dracula scoff at the notion that he became a vampire. Even some of Vlad’s
fellow vampires consider the Dracula story to be a mere fable. That’s exactly the way Dracula likes it. He’s hiding in
plain sight.
The Dracula legend is gruesome indeed. Eyewitnesses called him Vlad Tepes (tsepesch), or Vlad the Impaler,
and accused him of killing tens of thousands of innocent people in ghastly public executions during the high Middle
Ages. Accounts of his atrocities surfaced in Russia, Turkey, Germany, Hungary and his native Romania. Superstitious
people around the world gleefully spread tales of his bloodlust, his fondness for slow deaths, his blood drinking and
the macabre humor with which the vampire prince carried out his executions. All of it is true, except for one minor
detail. His bloodthirsty tortures all occurred before he became a vampire.
The rest of the Dracula legend is factual. The Wallachian prince Vlad cruelly tortured and impaled tens of
thousands of people on blunt stakes during his bloody reign in the lands near Transylvania. After his death, he
became one of the greatest and most influential of all vampires. Indeed, he dared challenge the supremacy of the
ancient progenitor vampires, the Antediluvians, and became their potent enemy. Few vampires beside Vlad have
been a member of the Camarilla, the Sabbat and the mysterious Inconnu. Though the Germans, Hungarians,
Russians and Turks concur Dracula was the most vile of rulers and a butcher prince, his native Romanians still speak
of him with reverence, calling him a man of utmost honor. This devotion has baffled scholars, who point out that
Dracula was just as likely to impale whole towns of his own people as he was to torture the Turks against whom he
fought. Vampires and the few mortals in whom Dracula has confided share the same high respect for him, speaking
in glowing tones of his great honor and ethical conduct.
To understand these contradictions, we must look at the times during which Dracula ruled as a prince and as
a powerful vampire. We must examine the sacrifices necessary to protect a tiny nation trapped between two colossal
warring empires, and the sacrifices necessary to protect a tiny planet caught in the grip of powerful, invisible, ancient
evil. Bloodthirsty butcher or honorable gentleman? Or both? Vlad’s life, death, unlife and motivations past and
present have been shrouded in mystery. Until now. We shed some light into his tomb.
Prince Vlad Dracula, second son of Vlad Dracul, ruled the realm of Wallachia in southern Transylvania (now
known as Romania) during the fifteenth century. The Holy Roman Emperor Sigismund invested both father and son
with membership in the secret monastic and military organization called the Order of the Dragon. This secret society
gave the elder Vlad the surname Dracul (Romanian for Dragon) and charged him with fighting the enemies of the
Church, both natural and supernatural. Vlad called his sons Dracula: son of the Dragon, or little Dragon. Only later in
life would the younger Vlad earn the name Tepes - the Impaler.
In those dark times, only the fragile states of Serbia, Bulgaria and Transylvania stood between the Christian
Holy Roman Empire to the north and east and the Islamic Ottoman Empire to the south and west. Life in this
vulnerable no-man’s land was always dangerous and more than slightly schizophrenic. The Turkish sultans constantly
pressured the Transylvanian rulers to convert to Islam, while the Christian kings demanded the Transylvanians
defend the faith and act as a fire wall against the sweeping religious inferno to the south.
Fear, instability and constant violence filled this fragile border kingdom as both empires resorted to
treachery, assassination and outright conquest to claim the strategically vital land in Transylvania. Wallachian rulers
constantly faced bad options and nowin situations. To further complicate matters, the tiny nation bordered the
Orthodox Christian east and the Catholic west, and often felt the heat of the intense feud between the two rival
Christian factions. The local Germanic boyar nobles clung tenaciously to power in Wallachia, and constantly undercut
the traditional authority of the prince. Meanwhile, all these forces were caught in the crossfire of various covert wars
fought by vampire clans, who used nobles, clergy, princes, kings and nations as pawns. Few princes lasted long here.
By the fifteenth century, Transylvania was a bubbling cauldron ready to erupt in fury.
Vlad’s grandfather, Mircea the Great, ruled in Wallachia as prince and voevode (warlord) for a record thirty-
two years. Against all odds, and against the wishes of the boyars, he repelled the powerful Turkish invaders by
unifying his people and building a chain of strategically placed fortresses across Romania. Acting on information from
the mysterious vampire Durga Syn, he flushed out and killed some anarch vampires of the Tzimisce clan who had
been terrorizing his villages.
As nearby Serbia and Bulgaria began to fall to the encroaching Turks, he petitioned the powerful Holy Roman
Empire to send crusaders. However, the meager forces the Christians sent were unseasoned and refused to take
advice from Mircea and his experienced legions. Serbia and Bulgaria fell, and the Christians suffered losses so
catastrophic that the Holy Roman Emperor gave up on protecting his southern border, instead focusing his resources
on fighting heretics within Western Europe. Mircea tenaciously fought on alone and held his throne without the help
of the Empire he defended. In the end, he was forced to pay tribute to the sultan, but unlike Serbia and Bulgaria,
feisty Wallachia kept its religion, power, throne and lands.

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After Mircea died, the difficult task of ruling Wallachia fell to his son, Vlad Dracul, Dracula’s father. Dracul
ascended to the throne of a land abandoned by Christians and under constant assault by Turks. He had to squander a
lot of precious time and energy squabbling with the boyar nobles over policy as they maneuvered to control more
state functions. He also made war on the Tzimisce vampires who plagued the countryside, rooting them out of their
secret lairs and impaling them. He received some support from his fellow members of the Order of the Dragon, as
well as from Durga Syn, but Europe complacently ignored the "less civilized" kingdoms on its extreme border. The
Holy Roman Empire’s official representative in the area was Hungarian regent John Hunyadi. Though he crusaded
more for money than for ideals, Europeans considered him the greatest crusader of the day, and he controlled the
resources of the Empire in the war against the Turks. Hunyadi disliked the rightful Wallachian leader and wanted to
put his own puppet on Vlad Dracul’s throne. Thus, while he promised to support the Wallachian prince, Hunyadi
instead did nothing, leaving Dracul to slowly twist in the wind as the Turks seized each of Mircea’s fortresses.
The armies of Sultan Murad II closed their jaws around Transylvania, brutally slaughtering all the peasants
they found. Finding himself alone against the Moslems he had sworn to destroy, Dracula’s father made a pact with
the Turks. Wishing to spare his people the agony of utter destruction, the wily Vlad Dracul agreed to help conquer his
own people. He and the very young Dracula rode with the Turks as they massacred, looted and burned their way into
Wallachia.
But Dracul outfoxed the sultan, attacking the least loyal areas of Transylvania and allowing the townspeople
to surrender rather than be carried off into Turkish slavery. While tying up a huge part of the sultan’s army in
pointless raids against small villages, Vlad secretly directed his eldest son, Mircea the Younger, to lead lightning
strikes against important Turkish positions. The young man successfully reclaimed the entire line of vital
Transylvanian fortresses built by his grandfather.
As Turkish conquests of Transylvanian villages left Wallachia more firmly in Christian control than ever
before, the sultan began to question Vlad Dracul’s loyalty. In 1444, he summoned the prince and his three sons to
partake of the hospitality of his court. Vlad smelled a trap, but felt he could outsmart the sultan. He left Mircea at
home, knowing his eldest son could continue to rule if he was executed.
Just as Dracul suspected, the sultan ambushed the prince and his two young sons, and took them prisoner.
Murad allowed the chastised Dracul to return, but held the boys as hostages to ensure Vlad’s loyalty. Dracula was
only eleven. During Dracul’s times of trouble, the greatest Christian crusader had done very little. The Pope and the
people of Europe called for Hunyadi to unfurl the forces of Christendom. However, rather than feeling bolstered by
Wallachia’s successful reconquests, Hunyadi took Dracul’s victories as sharp and painful reminders of his own
inaction. When he could no longer hold out against the pressure, he finally planned a major crusade. Hunyadi
assembled an army he thought sufficient and left the safety of Hunedora Castle to mount the Varna Campaign.
However, when he brought his troops to Wallachia, an appalled Vlad Dracul admonished him, pointing out that "the
sultan goes hunting with more troops."
Nonetheless, Vlad disregarded his own judgement and the advice of a mysterious old soothsayer, and sent
his son Mircea the Younger with five thousand troops. Despite Mircea’s brilliant tactics (including the first Romanian
use of cannon), the outnumbered Christian army was slaughtered.
Mircea helped the beaten Hunyadi retreat to safety, but then demanded that the regent be held accountable
for his tactical blunders. The courts agreed and sentenced Hunyadi to death. But the powerful Hunyadi used his high
connections to revoke the sentence. He contacted Dracula’s cousin, Vladislav II of the Danesti family, and promised
to make him prince in Wallachia if Vladislav would kill Prince Dracul. Vladislav dispatched assassins to ambush and
kill Vlad and Mircea while they were fighting Turks. However, the assassins failed to get near the prince until some
Tzimisce vampires offered to help.
Tzimisce Kindred, who hated Dracul because of his successful vampire slayings, used supernatural powers to
hunt the prince and his son. Working with the Danesti, the undead captured Mircea the Younger and buried him alive,
but the elder Vlad eluded his pursuers long enough to create a secret legacy.
He bundled up his Order of the Dragon medallion, the Toledo blade given to him by Emperor Sigismund, and
a letter, and gave the relics to a loyal supporter. He commanded the villager to deliver the package to his heir. Within
hours, the assassins caught the elder Vlad in the marshes and killed him. The Tzimisce, acting through Hunyadi,
placed Vladislav II on the throne of Wallachia, believing the family of Mircea the Great exterminated.
The cowardly assassination of the wise, daring and cowardly voevode shook the Christian world, but the
sultan received the news with glee. Hunyadi had disposed of the only ruler ever to outfox him, installing a weak and
incompetent pretender in his stead.
In case Vladislav showed any spine, Murad began to groom Dracul’s heirs to serve as puppet rulers. He had
some of the greatest scholars in the world educate the boys in statecraft, science, languages, Turkish battle tactics
and ancient Greek philosophy. Vlad Dracula was especially impressed by the philosophy of the Cynics, who held that
human conduct is motivated wholly by self-interest. He also learned the mysterious ways of the Sufis and other holy
mystics of the Arab world, who taught the opposite point of view. His unique position in court gave him an ideal
vantage point to assess the politics of the Ottoman Empire and determine who really controlled the land. He saw how
powerful vampires of the Assamite clan manipulated weak men and thus controlled the important affairs of state.
Only the enlightened mystics seemed to clearly understand the extent of the vampire clans’ influence.
Dracula’s studies sustained him through the ordeal of his captivity and abandonment. He refused to be
swayed to the sultan’s cause and routinely terrorized his captors, who were forbidden to punish him. By contrast,
Dracul’s younger son Radu enjoyed the opulence of their gilded imprisonment. He relished the refinements of the

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sultan’s court and became very Turkish in outlook. He especially savored the royal harem, considered a wicked
extravagance by Christendom.
Though Radu would have made a more subservient ruler, the sultan decided that retaking the Wallachian
throne required Vlad’s ferocity and strong leadership. He released the twenty-year-old prince with an Islamic retinue
to reclaim his rightful throne. Vlad triumphed over the usurper and ascended to the throne in 1448, ruling as an
Islamic puppet.
Loyalists soon informed him Hunyadi’s assassins were coming to kill him. After only two months on the
Wallachian throne he fled north to Moldavia, where he found asylum with royal relatives. Hunyadi put the Danesti
pretender back on the Wallachian throne, and the exiled Vlad continued his studies under the tutelage of learned
Christian monks. This exposed Dracula to the humanist culture of the Renaissance, which was emerging in Europe,
and the secret lore of Christian mystics.
During Vlad’s self-imposed exile, his father’s loyal supporter found him, and bestowed upon the young prince
the Order of the Dragon medallion, sword and letter. The letter revealed many secrets of ruling the Wallachian state,
including vital information on the Christians, Moslems, Gypsies and Tzimisces; the letter even revealed the locations
of secret vampiric lairs. The elder Dracul revealed as much to his son that the Order of the Dragon knew much secret
lore about fighting evil spirits like vampires. Dracul wrote, "Seek you the council of the vampiress Durga Syn. Only
she, among all the devil’s children, loves the land as I do. Yield not to the boyars, the Mohammedeans, nor the
vampire Tzimisces, for none have Love for you. Rather, resist them all, and employ one against the other in the
name of your People... To ascend the Throne in Wallachia is to ascend the Cross. Those who do not willingly accept
the sacrifice find only torture there.
"Though agony was mine to betray my sons to the Sultan, I gladly sacrificed you and your brother to the
Throne that is the Cross. If you would not employ your own family so, the Throne will destroy you. But if you
understand why this was done, and done joyfully, you will flourish on the Throne of Thorns. And if you willingly
sacrifice all you have, all you are, and all you believe to the Cross, you will have life everlasting." His letter instructed
Vlad to purify himself, ally with a powerful patron, visit the Order of the Dragon, and reclaim his throne. Vlad swore
on the relics of rule that he would do so, and avenge his father’s murder.
Back in Wallachia, Hunyadi’s usurper prince Vladislav II was unprepared for the agonizing strain of ruling the
bloody border kingdom, and fared badly. A few years of pressure from the sultan cracked him like an egg, and he
turned from Christian toady to pro-Turkish vassal. Even the local boyars ran roughshod over him, taking more control
than they were due.
As the Christian world grew dissatisfied with the Wallachian pretender, Dracula took a risk worthy of his
father. He left his peaceful Moldavian asylum and fought his way to Hunedoara Castle. He survived ambushes and
assassins to reach the court of the most powerful Christian leader in the region. To the shock of the Christian world,
he pledged his unswerving loyalty to John Hunyadi, murderer of his father.
Vlad’s sly gamble paid off handsomely. His courage and daring impressed Hunyadi’s timid court like nothing
before. The aging Hunyadi’s failures had cost him his regency over Hungary, and he sorely needed strong followers.
He wanted a bold ward more than he wanted further revenge on the Dracul family, so he took in the young prince
and schooled him in the ways of Western warfare and anti-Turkish tactics. Dracula learned three important secrets
during his tutelage at Hunyadi’s court. He mastered the hit-and-run guerilla warfare strategies of the Protestant
heretics, and learned techniques for making armored battle wagons, the tactical use of which eerily resembled
modern tank warfare. Dracula, an expert in Islamic battle tactics, eagerly absorbed these two Christian crusader
strategies.
The third secret was information about the immortal vampires who controlled much of the destiny of mortal
men. In secret talks with Gypsies and captured heretics, he learned many of the customs and powers of the Tzimisce
clan. Hunyadi’s men dismissed such stories as superstitious ravings, but Vlad trusted his father’s word. He learned all
he could about the newly formed Camarilla and Sabbat from old Romanian sages.
He made several important pilgrimages across Europe in search of occult knowledge. He even went as far as
the ancient court of Byzantium seeking lore about the ubiquitous vampires. When he learned all he could from
outside sources, he made a pilgrimage to the Order of the Dragon chapel in the imperial fortress at Nuremberg. He
joined the twenty-three other members of the inner circle, pledging to protect Christendom from the forces of the
devil. From that day on he wore the dragon medallion, showing a dragon swallowing its own tail, crucified on a
double cross. Vlad received the three cloaks of the order: green for the dragon’s scales, red for the blood of martyrs,
and black for the mystery of Christ’s passion, all of which he wore proudly. After five years as ward to Hunyadi, Vlad
mastered everything his mentor could teach him and made secret preparations to reclaim his heritage. Less than two
weeks after Hunyadi’s sudden death, Vlad assaulted Vladislav II and seized the Wallachian throne.
The twenty-five-year-old prince and voevode lost no time consolidating power in Transylvania. His father
tried to serve two masters and wound up serving none. Vlad was determined to avoid that fate, instead pledging
fealty to none but himself and the Romanian people. Moving with relentless speed, he solidified his alliances with
important officials in the Christian west, paid tribute to the sultan, stirred rebellion against the Turks along his
borders, and whipped his army into shape. All the forces around him, from the emperor to the sultan to the local
boyars to the Tzimisces, all looked hungrily on the untested young prince. His most immediate threat came from
within. The boyar nobles, upset at the thought of a strong-willed voevode on the throne, created the same problems
they caused for his father and grandfather.

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They had spent generations gaining more and more power by pitting Dracul’s family against the Danestis,
and were eager to start whittling away at Vlad. But Dracula did not wait for them to inflict their death of a thousand
cuts. He moved quickly to flush out and kill the members of Vladislav II’s private army and any male heir who could
one day make a claim to the throne. In one such attack, he seized a castle outside of his lands through subterfuge
and turned it over to the Turks, since he could not defend it. These violent moves took the entire court by surprise
and sobered local politics considerably.
While the court was off balance, Vlad built a powerful military force of mercenaries loyal only to him. He hired
men of all ethnic groups - even Turks and Gypsies – and demanded they cooperate with one another. He instructed
them in the ways of Christian and Moslem combat, and taught them the art of vampire slaying. He conscripted the
best of these into an elite unit, his trusted "Axes," and turned them into master impalers. When the boyars mounted
a challenger to Dracula’s rule and sent a private army against him, Dracula ambushed the usurpers and killed them
all. Then he called the guilty boyars in for an Easter feast, dined them in grand style, and asked them how many
Wallachian princes they could remember. Some remembered as many as thirty. Dracula blamed the rapid attrition of
princes on the boyars’ "shameful intrigues." He called for his Axes, who impaled all the older boyars and their wives
and manacled the young ones.
Vlad’s forces marched the young boyars to the mountains, where he commanded them to build Castle
Dracula. Their fine clothes shredded to rags, they worked until they died. Vlad filled the sudden vacancies in the
nobility with his most loyal troops, elevating commoners to exalted, landed positions. He installed more free peasants
as nobles than any other ruler. The remaining boyars never quite recovered from the audacity of this move, but
exhibited far greater loyalty.
The castle, a masterpiece of defensive engineering which included a secret tunnel to the mountains,
expressly violated prior treaties with the emperor and the sultan, who forbade vassals to defend themselves against
their lords. Like his grandfather Mircea the Great, Dracula built a line of walls and fortresses to brace against the
coming storm from the Islamic south. He also built small mountain fortresses in hidden locations and stocked them
with provisions.
He won the loyalty of the local clergy with his generosity and love of ritual. He tithed large donations,
founded monasteries (complete with torture chambers and secret escape tunnels), and always gave his impaled
victims Christian burials. He made sure not to challenge the Tzimisce vampires yet, but sent his Axes to spy on their
activities. He also sent riders in search of the vampiress Durga Syn, but could not find her. In court, Dracula was a
strong ruler - decisive and unyielding. His commanding ways won the direct loyalty of his troops, his household and
the Romanian people, who saw a lot of his grandfather and father in him. He made the welfare of his people a high
priority, knowing he would need their blessing if he was to survive and flourish. With his power base at home more
secure, Vlad turned to foreign affairs. He saw the throne as a mad machine that crushed and tore princes apart with
conflicting loyalties. But Vlad heeded his father’s advice and knew what to expect. He used his loyal retinue to ferret
out the spies of the Holy Roman Empire, Ottoman Empire and Wallachian nobility, and made sure to feed the spies
plenty of false information. He received vital intelligence on their plots from his spies and from his fellows in the
Order of the Dragon, many of whom were princes and heads of state.
Vlad knew each power group would seek to make him its vassal and resolved to stand against them all.
Rather than prepare to resist the inevitable pressure they would exert on him, he turned the tables on them all,
making immediate demands on them. When their diplomats refused to comply, as he knew they would, he had them
killed in merciless, bizarre and darkly humorous executions. This gave him an instant reputation as a strong leader
and a man not to be trifled with.
When the Germans sent forty young men to Wallachia to "learn the Romanian language," Dracula asked
them why they traveled all the way to Wallachia when they could learn Romanian in Hungary or the parts of
Transylvania that border on their lands. They could give no convincing answer, so Dracula had them all impaled as
spies. German Saxons in Wallachia rose up to overthrow Vlad, so he led a series of retaliatory raids on the Saxon
holdings and impaled every villager he found.
The more his enemies closed in on him, the more elaborate his tortures became. A rival Danesti named
Prince Dan III marched a private army into Dracula’s lands and commanded the people to rise up against Vlad, whom
he accused of selling out to the Turks. But the Romanian people were loyal to Dracula for his refusal to pay tribute to
the sultan, and the revolt failed. Dracula had Dan III dig his own grave while a priest read a mass for the dead.
Dracula’s final rival for the throne was Vlad the Monk. Dracula put German monasteries to the torch to flush
him out and impaled the entire town that was hiding the monk. All this led to the most important confrontation yet -
not with the Turks, but with the vampires. Dracula knew disguised Tzimisce vampires roamed freely in his court,
trying to put Danesti rulers on the throne. He kept an eye on the vampires, but he did not let them know he knew
their secret.
When a young man who fought with the strength of ten men and shrugged off wounds from swords
interrupted a late-night impaling session in the rebel Dan III’s holdings, Dracula’s Axes knew what he was and what
to do with him. They fought the vampire with wooden spears and impaled him through the heart. Then they raced
him back to Castle Dracula, where Dracula chained the vampire in the dungeon, removed the stake and feasted on
his blood. A fiery strength flooded through Prince Dracula, stoking his passion for further conquest. He rewarded his
loyal Axes with smaller draughts of the vampire’s blood and planned their glorious future.
This is why impaling was Vlad’s favorite means of execution. He knew that when vampires were rounded up,
his men had to kill them without inflaming superstitious fears in the peasantry. The locals had lived with flagrant

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vampire attacks for centuries and would be terrified if they thought Vlad was stirring up the undead. Vlad impaled
three more Tzimisce vampires during this time and drained them of their blood as well. Though the Tzimisce clan
favored the Danesti and disliked Vlad’s abuse of their neonates, they admired his daring and resourcefulness,
respecting him more than other claimants to the throne. Some wanted revenge on him and others wanted to make
him a Tzimisce vampire. Having just joined the Sabbat, however, their war against the elders kept them too busy to
take more than passing interest in Vlad’s audacity. Thus began Dracula’s fascination with blood. His courtiers
witnessed him dipping his bread in the blood of tortured enemies. Though many said he did it just to intimidate his
foes, he really had developed a taste for blood, even weak human blood. With his kingdom finally secure from
internal threats, his western flank secure through treaties, and his personal strength secure through regular doses of
vampire blood, Dracula planned his war against the Turks.
The new sultan, Mehmed II (mech-med), was running out of patience with the Wallachian ruler. Even though
Vlad stood up to the German Holy Roman Empire, he made it clear he would not be a puppet of Islam. When the
Pope called for another crusade against the unified Ottoman Empire, the divisive European leaders answered with
little enthusiasm. Only Vlad was ready to go to war, a fact which caused the Pope to look favorably on him.
When a delegation from the sultan came to exert pressure on him to secure his aid in conquering the rest of
Serbia, Vlad demanded they remove their turbans. They replied that they never removed them. Vlad told them he
would help them keep their customs, and ordered their turbans nailed to their heads.
He then contacted the Serbian leaders and revealed the impending secret invasion. He had already stopped
paying tribute to the sultan, and fought the Moslem troops who raided his villages for young boys to be made into
janissary troops.
He did all this to provoke the sultan, who demanded that Vlad travel to Constantinople to "discuss" the
situation. Dracula laughed at the transparent attempt to kidnap him, and wrote back that he had no money to make
payment, and that if he left his kingdom, his Saxon enemies would take over.
He stalled until winter, when the Danube river was frozen, and then agreed to go to the Sultan. He asked
Mehmed to send an important Moslem pasha to rule Wallachia while he was gone. The sultan complied, but sent a
spy to make the journey with Dracula. Vlad impaled the pasha, the pasha’s troops, and the spy. Disguised as the
pasha, Vlad brought his army to the great fortress built by his father. Speaking perfect Turkish, he demanded that
the Moslem guards open the gates and let his army in. They did so, and Dracula’s hordes spilled in, slaughtering all
inside. Then he raced his troops across the frozen Danube for a lightning raid on Turkish holdings.
Word of Vlad’s successes electrified the Christian world, but Europe sent no support. The sultan massed one
of the largest forces in the history of the Ottoman Empire to conquer the tiny Wallachian army once and for all.
Dracula mustered his troops from the many different peoples that made up his kingdom, and he rallied them
with glorious and inspiring speeches. He generously rewarded any men wounded in battle, and impaled all who ran
away or were wounded in the back. He set up a powerful network of scouts along the Danube to keep him apprised
of enemy movements.
His troops made hit-and-run attacks on the Turks, inflicting great damage and disappearing when the Turks
rallied. One of these attacks came frighteningly close to the sultan’s tent. The Turks scoured the countryside, but
could never find Dracula’s hidden camp.
The Turks captured one of Dracula’s peasant troops and offered him land and a title for information. The
peasant refused, and also refused to betray his country when threatened with a slow death by torture. For the first
time, the sultan began to fear his opponent.
Dracula drew the sultan’s men deeper into Wallachia through strategic retreats. He began a "scorched earth"
policy, burning everything in his path, poisoning wells, driving off livestock, and diverting rivers into the path of the
Turks. He put all displaced peasants under the protection of his armies and sent plague-ridden peasants into the
Turkish camps to spread pestilence.
The Turks found themselves advancing into a wasteland of ashes and mire and disease. As stragglers left the
Turkish army to forage for food, Dracula’s men swept down and killed them. He continued his midnight raids on the
main body of troops, reducing their vast numbers by attrition. The vampiric blood coursing in his veins gave him
superhuman strength and courage, and inspired his troops to acts of great bravery. These tactics took their toll on
the Turks. Their fear grew as their numbers diminished and morale plummeted. Though they laid siege to several
important fortresses along the way to Dracula’s capital, they could not capture one of them. When they reached
Dracula’s fortified capital, they found themselves at the mouth of hell. Lining the road was a "forest of dead" - a mile
of impaled corpses.
Impaled the highest were the ghoulish remains of the pasha and the spy. The stench was overpowering, and
the horrified sultan, still rattled by the nearly successful attempt on his life, yielded to fear. He had his troops dig a
massive trench around their camp for the night to keep out Vlad’s forces, and the next morning he ordered a massive
retreat.
Vlad’s stunning victory against impossible odds made him a great hero in the Christian world. The enraged
sultan knew he could not defeat the prince through conventional warfare, so he used a trick common to the
Wallachian boyars. He supported a claimant to the Wallachian throne with a massive force and sent the usurper to
destroy Vlad’s rule from within. Though Vlad had ruthlessly exterminated nearly every claimant, there was one whom
he had not killed - his brother, Radu.
Backed by a massive contingent of Turkish troops, Radu told the local boyars they could be rid of the
powerful Prince Dracula if they supported him. The boyars stirred up anti-Dracula sentiment in the nation with

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propaganda. They accused Vlad of trying to impale everyone in Wallachia, and painted a picture of life under Dracula
as a constant state of deprivation and war with the Turks.
Though Dracula’s boyar appointments remained steadfastly loyal, many older boyars defected and allowed
Turkish troops past the fortresses and into Wallachian border towns. With his sealed borders leaking due to internal
treachery, Vlad found his castle under attack. His mistress hurled herself from a tower window to her death rather
than risk being taken prisoner.
Vlad was forced to flee his besieged castle through the secret tunnel. His Axes and loyal peasants helped him
escape to safety in the north as his faithless brother Radu betrayed him by ascending the throne.
Without his loyal troops, and without fresh vampire blood, Vlad became as weak as any other mortal. He
decided to go to Matthias, king of Hungary and son of Hunyadi, and petition for a new crusade. Unfortunately, the
Europeans, divided and squabbling among themselves, could not ally on any point. They had become used to
vampires covertly telling them what to do, but the Sabbat-Camarilla war forced the clans to neglect their mortal
pawns to secure their own immortal lives. Consequently, Europe saw its leaders fall to indecision and futility.
Radu offered generous terms to Matthias for Dracula’s arrest, and the weak king complied. He lured Vlad
away from his loyal Axes by promising to help Dracula take back his throne; once Vlad was isolated, Matthias placed
him under house arrest. Vlad expected Christendom to react with outrage to his betrayal and arrest, but the outcry
never came. The German boyars had carried out a massive propaganda campaign against him throughout Europe,
painting him as a torturer and madman far more wicked than the Turks.
Stripped of the context in which they occurred, Dracula’s actions looked like the work of a monster. Because
"Dracul" means devil as well as dragon in Romanian, the servants of Vlad the Monk convinced most of Europe that
Dracula was a minion of Hell rather than a crusader for the Church. To make matters worse, the Pope who admired
Vlad had just died, leaving no authority to tell the truth.
Vlad suffered greatly in captivity and swore to retake his throne. Before long, Radu reneged on his promises
to the West and allowed the Turks to decimate Wallachia. Matthias had no choice but to take Dracula out of prison
and threaten to return him to the Wallachian throne. When the weak Radu soon collapsed to Moldavian troops,
Dracula married into the Hunyadi family and secured enough power to retake his throne for a third time.
Dracula returned to Wallachia to find the tiny kingdom overrun with Sabbat vampires. Without a firm ruler,
anarchs ran wild through Transylvania, seeking out fearful elders. Dracula had no difficulty capturing vampires for
fresh blood. He quickly restored his Axes to superhuman strength and endurance.
Vlad launched new assaults against the Turks, routing them at every turn. But his triumphs left him
dissatisfied. The luster of military conquest began to tarnish. His captivity had forced him to contemplate his
mortality. The purpose of his life had become more important than achievement. He saw his mortal life as the
briefest flash in history, and the vampiric life as an eternity of self-discovery.
So he sent out riders to find the vampire Durga Syn, as his father had commanded. He had been unable to
find her before, but was determined now. This time, she unexpectedly came to him.
The mysterious old woman told the prince she had followed his career with interest, and the two spent a long
time talking. After learning at the feet of the three greatest warlords of his day - Dracul, Murad and Hunyadi - he was
grateful to become the protégé of a peacemaker.
Using insight gained from Durga Syn, he successfully spied on both the Sabbat and Camarilla, and began to
manipulate the manipulators. When he learned that the Tzimisces had dispatched powerful vampires to kill him, he
arranged for Camarilla Justicars to intercept the war party.
After the two groups tore themselves apart in battle, Vlad and his Axes descended. They took the two
surviving vampires prisoner. The more powerful had entered torpor, but the younger, Lambach, was still conscious.
Dracula took them back to his torture room in Castle Dracula and chained Lambach over a massive stake. His guards
held a weighted mechanism that could force the stake through him at the slightest touch. Dracula informed the
starving vampire that he would be allowed to live if he turned Dracula into a vampire while leaving him free of the
Blood Bond. The desperate Lambach agreed, and Vlad felt the biting agony and the sweet passion of Rebirth.
Dracula, fresh from vampiric resurrection, consumed the eldest vampire’s blood. Heady with newfound power, he fed
his own vitae to his faithful Axes, who willingly became his ghouls. True to his word, Dracula released Lambach. He
told the Tzimisce that the Sabbat could expect a visit from him soon.
Dracula found himself caring less and less for the petty courtly intrigues of the mortal world. He faked his
own death and placed a puppet on the Wallachian throne. Durga Syn moved on, promising to return now and then.
Vlad spent time among the Sabbat and Camarilla during the early days of both groups. Though nominally a Tzimisce,
he owed allegiance to no clan. He tended to side more with the Sabbat, preferring the freedom it espoused to the
hidebound rules of the Camarilla. However, he enjoyed the company of the wise, thoughtful vampires of the
Camarilla more than the wild, rebellious Kindred of the Sabbat.
After helping shape the courts of the Camarilla, he left the group in disgust. He told them that they were
deliberately blind to the dangers of the Blood Bond and the Antediluvians. He worked with the Sabbat and fought
many of his old allies in the Camarilla. However, he worked hard to accomplish Sabbat goals without clashing with his
closest friends in the Camarilla.
He soon reached an impasse in dealing with the wild, anarchic Sabbat, and left its ranks. The Paladins who
tried to punish him for leaving were torn into pieces no larger than an inch and deposited in a Sabbat safehouse.
Eventually, Dracula joined the independent sect of respected vampire elders called the Inconnu, who worked

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ceaselessly to cure vampires of their need for blood. In their quest for greater knowledge, these vampires allied
themselves with demons. But then, Dracula always did make a career out of trading one evil for another.
Through the ages, Dracula grew less obsessed with personal power and more concerned with attaining
Golconda - the enlightened state of being in which a vampire is freed from frenzy and the Beast. The more power he
gained over others, the less his power pleased him, and the more he desired to conquer himself. He saw parallels
between Golconda and the Islamic, Christian, pagan and gypsy mystical traditions he had studied during his
checkered career. He believed he and all beings could find freedom from their own inner demons, and swore to attain
that state.
Though Dracula tried to exist in anonymity, the propaganda efforts of his enemies had succeeded beyond
their original hopes. Tales of the mad prince of Wallachia and his bloody stakes spread like wildfire throughout
Europe and the Near East. Rumors of the enigmatic mystic of the Inconnu swirled throughout the vampire community
as well; these rumors were often contrasted with the popular fables of his legendary mortal cruelty. Despite his best
efforts, Dracula could not shake his high profile and remained an easy target for his Camarilla, Sabbat and Inquisition
foes. When he spread the word that the Antediluvians were a threat to the Kindred, the clans lashed back through
human and vampire proxies. After he joined the Inconnu in the nineteenth century, human pawns of the ancient
vampire progenitors came close to exposing and destroying him. Vlad kept them at bay with an ingenious scheme:
he turned his real-life story into the Dracula myth.
Acting through a Romanian scholar, he fed the rich account of his life to the impressionable Victorian novelist
Bram Stoker. Inspired by his dark muse, Stoker created a lush, nightmarish tapestry of evil that exploded onto the
consciousness of his day. The Dracula story touched such a strong chord in readers throughout the world that it
effectively stymied the efforts of those who hunted him.
As long as vampires were the stuff of dark legends that lurked in the shadows of the cultural consciousness,
Vlad’s enemies could secure aid and assistance from a fearful citizenry. But when the undead became popular
entertainment, even the most naïve peasants became sophisticated cynics. In the minds of the masses, vampires
existed in nightmares and shadows and midnight terrors. But a high-profile vampire seen in every cinema was little
more than an amusing diversion and a fiction that could not possibly exist even in the bleakest hour.
Even superstitious peasants could feel superior to people seriously seeking an obvious myth like Dracula.
Where Dracula’s enemies once found frightened and cooperative people, they now found ridicule and mockery.
Ironically, educated people are especially predisposed to scorn even the most compelling proof of vampires,
regardless of the strength of the evidence. By promoting the myth of Dracula, Vlad did more to protect the
Masquerade than any other of his kind. The Dracula story caught the imagination of the Victorians like little else. The
mythic Dracula preyed on innocent, virginal young women of impeccable breeding. He symbolized the repressed
sexual urges of a desexualized people - urges which manifest in twisted and perverse ways. If Jack the Ripper stirred
the cultural imagination, the blackcaped Dracula the vampire electrified it.
Thus assured of reasonable safety from his enemies, Dracula explored the magical history of the Earth,
meeting creatures he never knew existed. Even today he strives for enlightenment and freedom from the vast
darkness within him. He long ago withdrew from the world of men, and now searches for answers to the great riddles
of Kindred and mortals.
Some elders maintain that Vlad has completed his quest, and has found the peace all Kindred so desperately
seek. Others think he has not found Golconda, but is very close - closer than any other vampire. Still others think he
is wasting his time even trying. And some think Golconda is a front for his real aim: conquest of the Antediluvians.
He fears the return of the Antediluvians and the subsequent harvesting of their children, and advises both Sabbat
and Camarilla through the Inconnu. He believes all vampire groups. He believes all vampire groups see an incomplete
picture of the great struggle, and are doomed until they see the whole.
From Children of the Night: The life and times of VI ad Tepes Dracula long ago became the stuff of legend.
The second son of a church knight's fleeting union with a convent's mistress; Vladimir of Hunedoara began his
existence in the war-torn fortress of Sighisoara. Born into what would surely have been a life of luxury within
Wallachian nobility and the Holy Roman Empire were it not for the heritage-steeped nation's massing Ottoman
nemesis, the Son of the Dragon would take Fate by the throat and bend her to his will.
It was not an easy time to be a child, least of all an heir apparent to a throne constantly besieged by the
infidel hordes. Vlad and his younger brother Radu spent the better part of their adolescent years as hostages
bartered to Murad II in political appeasement. The Turks released the brothers only when word came that Vlad and
Radu's father and older brother were dead at the hands of treacherous boyar countrymen.
Surely the traumatic conditions surrounding Dracula's childhood profoundly shaped the man he would
become. The 17-year old prince - by birthright if nothing else - fled to the house of his uncle Iancu, then ruler of
Walachia, and he married into that noble line. He took up his father's sword and title as crusader in Sigismund's
Order of the Dragon, gathered an army to his banner and pledged himself to vengeance. It cost the Romanian prince
two campaigns, eight years, and another shameful imprisonment, but he ultimately prevailed. Vladimir, Son of the
Dragon, crushed all other claimants to the Wallachian throne and reduced his competitors' holdings to rubble. With
his own hand, he took the life of his father's betrayer, Vadislav II. He forced the boyar back-stabbers, whose double-
dealings had taken his brother Mircea's life, to a seven-league march that few survived; their families he condemned
to the construction of his castle. He sentenced the remainder to slow, torturous deaths and public display that their
carrion corpses might testify to the price of treason.

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Thus were born tales of the man whom Turkish soldiers and servant children alike named kaziglu bey -
"impaler prince." Once again master of his father's domain, Prince Vlad turned his attentions to the Ottoman raiders
whose forces perpetually tested the borders of his kingdom, and to the ironfisted precepts of honor and order with
which he ruled the denizens of that kingdom. To this night, popular culture runs rife with stories illustrating the
draconian nature of Dracula's justice. Still lingering in many memories is the tale of the banquet hall, filled with
beggars and vagrants that the prince burned to the ground after a sumptuous charitable feast. The razed villages and
poisoned well-water he left in his wake to starve Sultan Mehmed's armies attest to a cunning, evil mind, and the
forest of 20,000 impaled Turkish dead with which he turned the sultan's battle host homeward drive the terrible truth
home. Tepes ("impaler"), they called him, and Dracula ("devil's son" or "dragon's son"), while the lines between man,
myth and monster began to blur.
Ultimately, it was tragic happenstance that proved the Impaler's undoing. A treacherous alliance between
Mehmed and Vlad's brother Radu coupled with the death of his beloved, Livia (who, it is written, flung herself into the
dark waters of the Arghes to avoid Turkish capture), conspired to drive Dracula from his throne and into hiding for a
third time. In the decade of darkness that followed, the outcast prince first made use of the Protestant enemy's
guerrilla tactics and armored wagons. Invoking forgotten familial allegiances and pacts with patrons best left
unnamed, he first took counsel from the witch-woman Durga Syn.
Standing before the bound and broken creature his guardsmen had captured but been instructed not to kill,
recalling the familiar legends of blood-drinkers and bodies that grew young and strong lying in their graves, Vlad
Tepes Dracula first supped from the wellspring of undeath.
Dracula's long and illustrious unlife has proved this elder of the accursed Tzimisce to be a dangerous
unknown. Following his publicly staged "assassination/' the vampyr has variously declared fealty to Hardestadt's
Camarilla, the early Sabbat death-cult headed by Lugot sinister manus nigrum, and easily a dozen more radical or
esoteric causes. More recently, toward the close of the 18th and 19th centuries, he seems to have sundered all such
ties and drawn away from Cainite society for undetermined reasons. In 1897 he went so far as to influence a bibulous
Irish author's famed fiction, thus flying in the face of the Masquerade and throwing the delicate balance between
Kindred and kine into disarray. It was his parting gesture par force. He has never since been seen in Cainite circles.
Tonight the Impaler holds solitary court from the ruins of his Tirgovistan fortress, between Pasul Tihuts and
the Borgo Pass. His current activities, to say nothing of allegiances, are unknown; he keeps his own company, aloof
from Camarilla, Sabbat and the greater game Kindred call the Jyhad, and he emerges only infrequently for matters of
inscrutable meaning. Although his goals are unclear and his motives artfully concealed, when the Son of the Dragon
strikes he is swift and ruthlessly thorough.
Some believe that Dracula is old, tired and broken, a fallen champion whose power is but a whisper beside
the bellow it used to be. Others claim his hermitage is necessary to his survival - that his failed attempt to lose
himself in the pages of fiction has made a hell of his unlife and rendered him a target, a prisoner in his own house,
prey to fate and the whim of arrogant foes who would play Brutus to his Caesar. Still other sources allege he holds
private audience with his unwilling creator, with whom he came to terms long ago. Some maintain that Dracula
hunted down and destroyed his sire years past, even that he journeyed to the New World to do so, and that the
name Lambach tonight is but another orchestration of Dracula's cunning. One fanciful tale even names the Impaler
as one of the guiding forces at the head of the enigmatic Inconnu.
Whatever truth may be in these ramblings, in life and death, VI ad Tepes, Son of the Dragon, Impaler Prince
of Walachia, has attained a degree of infamy. His is wholly unlike the unlife of any vampire who has gone before, a
strain of immortality different from any previously known to the Children of Caine stalks the final nights.
The Son of the Dragon appears much the way legend ascribes to him: long-haired,
mustached, and possessed of a feral charm that disguises a black heart. His
complexion is swarthy, highlighted by prominent cheekbones and a pair of green eyes
that captivate those who meet his gaze.
Dracula bears a strong, aristocratic nose that suggests his noble ancestry. He wears
fine clothes, but shies away from the ostentatious, preferring to let his natural
charisma work for him rather than a gaudy display of "vulgar peacockery."
Impassioned in the extreme, Dracula nonetheless hides his emotions. His gestures are
graceful and calculated; none of his movements go to waste.
Dracula has been known to change his appearance using his Vicissitude, but accounts
of these forms vary so widely as to make any generalization useless. Among other
shapes, he has been known to take the form of a bat, a wolf like creature resembling an enraged Lupine, an aged
man, a beautiful woman and an androgynous child, to say nothing of the numerous guises he uses in his lair to
entreat guests.
Centuries of self-imposed solitude coupled with the disillusion of deathlessness have molded your once-noble
mien into something no longer even remotely human. You find yourself slipping into alien expressions and gestures
with increasing frequency of late - a predatory sneering curl to the lip here, a telltale winding gait there, a disquieting
low-throated snarl for this one, a chilling sibilant hiss for that one. You are as apt to transfix others for hours with
your impenetrable gaze as you are to descend upon them in a murderous rage - or, worse, to disregard them entirely
as you lose yourself in the depths of some unfathomable nostalgia.
Something within you longs for the past - for the older, simpler times, when the affairs of men and monsters
were governed by birthright, and bloodshed and honor - but the Dracula who exists in the here and now knows such

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things are long gone. You are done with the outside world, the folly of man, even the ambitions and artifices of your
modern minded contemporaries among the Children of Caine. You endure. You survey the world from atop your lofty,
lonely throne. And you wait.
5th Generation Tzimiche; Sire: Lambach Ruthven; Nature: Penitent; Demeanor: Traditionalist; Embrace:
1495; Apparent Age: mid-40s; Strength 4 (6), Dexterity 6 (7), Stamina 6 (7), Charisma 4, Manipulation 5,
Appearance 4, Perception 6, Intelligence 5, Wits 6; Talents: Alertness 4, Brawl 5 (7), Dodge 4, Grace 3, Interrogation
3, Intimidation 6, Intuition 2, Leadership 5 (7), Style 3, Subterfuge 7; Skills: Animal Ken 4, Archery 3, Disguise 3,
Etiquette 5, Firearms 2, Melee 7, Performance 3, Ride 2, Stealth 4, Survival 3; Knowledges: Academics 4, Camarilla
Lore 4, Hearth Wisdom 3, History 5, Investigation 3, Linguistics (the languages of Eastern and Western Europe, and a
smattering of Eastern and dead tongues) 6, Medicine 2, Occult 5, Politics 4, Sabbat Lore 5; Disciplines: Animalism 6,
Auspex 5, Bardo 7, Celerity 5, Dominate 4, Fortitude 7, Obfuscate 4, Obtenebration 4, Potence 5, Protean 5,
Thaumaturgy 5 (Blood 5, Conjuring 5, Countermagick 2, Elemental Mastery 5, Green Path 5, Lure of Flames 3,
Movement of the Mind 5, Spirit 5, Weather Control 4), Quietus 2, Vicissitude 5; Backgrounds: Age 4, Allies 3,
Contacts 6, Fame 5, Generation 8, Herd 5, Resources 5, Retainers 5; Merits: Enlightened (7 points), Holdings (10),
Mummy Companion; Flaws: Known Diabolist; Others: Conscience 4, Self-Control 5, Courage 5 (7), Humanity 7,
Willpower 10
Rituals: Level One Rituals - Defense of the Sacred Haven, Deflection of Wooden Doom, Dominoe of Life,
Preserve Blood, Purity of Flesh, Wake with Morning's (Evening's) Freshness, Will o’ the Wisp; Level Two Rituals -
Blood Walk, Donning the Mask of Shadows, Mourning Life Curse, Recure of the Homeland, Ward versus Ghouls; Level
Three Rituals - Clinging of the Insect, Flesh of Fiery Touch, Shaft of Belated Quiescence, Ward versus Lupines; Level
Four Rituals - Binding the Beast, Bone of Lies, Drawing upon the Bound, Heart of Stone, Ward versus Kindred; Level
Five Rituals - Dominion. Escape to a True Friend, Haunting Breeze, Lion Heart, Paper Flesh
Note: Numbers in parenthesis exist when Vlad uses the ritual Lion Heart. The effects of this ritual last for 20
minutes. The vampire using this ritual must rest within two hours after this ritual ends or she will begin to lose Health
Levels at a rate of one every 10 minutes until she rests. This can be a very dangerous to cast, but its effects are
incredible.
Morganna (Chicago Bishop - South Diocese)
Perhaps one of the most careful and conniving, ruthless Bishops inexistence, Morganna has
risen slowly and careful to the top of the Sabbat status chain, many times with those who betray
her or stand in her path missing latter in the night. She is a surprising adversary, and secretly
one of the dreaded Souleaters on this realm. She hides her appearance with Vicissitude and
never looks the same way twice. Her aims are to make more Souleaters and take over the
world. According to the Dirty Secrets of the Black Hand, Morganna is a Souleater, and thus has
some stats and Disciplines higher than normal. Note that her aims and goals are that of a
Sabbat Bishop, but since her “abduction" into a Souleater, she is now being controlled by the
Evil Ones. More information of the Souleaters can be found in the DSBH.
8th Generation Tzimiche; Strength 3, Dexterity 3, Stamina 4, Charisma 4, Manipulation 5, Appearance 5,
Perception 3, Intelligence 4, Wits 3; Talents: Alertness 3, Dodge 3, Empathy 5, Intimidation 4, Leadership 4,
Subterfuge 3; Skills: Drive 2, Etiquette 4, Firearms 3, Repair 4, Stealth 3; Knowledges: Body Alteration 5, Finance 4,
Investigation 2, Law 2, Linguistics 3, Lore (Sabbat) 4, Medicine 1, Occult 2, Politics (Sabbat) 4, Science 3;
Disciplines: Auspex 5, Animalism 5, Dementation 5, Fortitude 5, Obtenebration 4, Vicissitude 9, Backgrounds:
Contacts 5, Mentor 4, Resources 5, Retainers 5, Status (Sabbat 4, Tzimiche 4); Virtues: Conviction 5, Instincts 4,
Courage 5, Path of Caine 5, Willpower 9
Van Zant, Hugo (Pack Priest)
Player: William Michael Haste; 13th Generation Tzimiche; Str 2, Dex 2, Sta 2, Cha 3, Man 3, App 4, Per 3, Int
4, Wits 3; Talents: Brawl 1, Dodge 1, Intimidation 1, Subterfuge 2; Skills: Drive 2, Etiquette 2, Firearms 2, Melee 2,
Security 1, Stealth 1; Knowledges: Academics 1, Investigation 3, Law 1, Medicine 1, Occult 3, Politics 3, Science 1;
Disciplines: Animalism 1, Auspex 1, Vicissitude 4; Backgrounds: Black Hand Status 1, Sabbat Status 1; Flaws: Clan
Enmity (Gangrel), Driving Goal (Sabbat Status), Eerie Presence; Virtues: Callousness 3, Instinct 3, Morale 2, Power
and the Inner Voice 8, Willpower 6
Vykos, Sascha (Caine’s Angel)
Androgynous Sascha Vykos — Noddist scholar, Tzimisce scientist and Cainite monster — has long been a
staunch supporter of Sabbat freedom. It is Hell’s chief torturer and a musician with a scalpel. Sascha understands the
nuances of every physical sensation and the nerves best suited to receive its ministrations. It is also a creature of
learning, with a collection of books and artifacts to humble the halls of all academia. Sascha’s enemies, including the
Gangrel Beckett and the Malkavian Anatole, believe it holds cult-status within the Sabbat, wherein sect members
emulate its actions. In truth, however, Sascha is a monster beyond its own years. Few could ever understand the
grand schemes of the Sabbat’s ronin priscus. Sascha Vykos, named Myca Vykos in the years before its self-inflicted
castration, lived an enviable existence in the glorious Byzantine Empire. Born to royalty in the Carpathians before the
turn of the first millennium, Myca seemed destined for greatness from a young age. As a child, his fits and visions
brought him to the attention of House Tremere within the Order of Hermes. He learned the basics of spellcraft and

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proved such an adept student that he inspired jealousy in the magus Goratrix. Goratrix’s later attempt to betray
Myca to Tzimisce Cainites backfired, and the young boy found himself among the Fiends.
Eventually, Myca came to hate his clan and fled to Constantinople with the aid of his sire, Symeon, a
Tzimisce renegade. The great books of Alexandria became Myca’s silent teachers while the political juggernauts
within the Byzantine courts taught him the subtleties of influence. Like the other Cainites of the city, however, Myca
became enamored with the Toreador Michael and the Methuselah’s delusions of divinity. Alas, neither Constantinople
nor Michael lasted. When the Fourth Crusade destroyed the city, both Myca and his sire fled to the Balkan
strongholds of their Tzimisce brethren. Although they left Michael’s legacy behind, his reach would greatly affect
Myca even after the Methuselah’s Final Death.
During Myca’s years in Constantinople, Michael encouraged Myca’s thirst for knowledge. It was his intent to
make the young Tzimisce a walking record of Constantinople, Michael’s vision of Heaven on Earth. Unbeknownst to
Myca, the Toreador Methuselah instilled him with this vision and with a need to preserve Constantinople’s legacy.
Myca became Michael’s architect, building a new kingdom without the mistakes of the past. Myca carried out
Michael’s dreams by crafting a living empire of flesh rather than stone. His city was to be a community of Cainites
founded on pillars of blood and bone. His participation in the Sabbat’s formation was the first step toward that goal.
During the antitribu uprising, better known as the Anarch Revolt, the anarchs attacked the elders’
strongholds to destroy everything associated with their former masters. Myca, on the other hand, played the monster
while torturing Symeon — repeatedly absorbing and regurgitating his sire before the final act of diablerie — but also
took the role of scholar when he saved books at risk to his own existence. During the uprising, Myca aided his allies,
Lugoj and Velya, and proved pivotal aid to the nascent Sabbat movement as priscus.
Over the centuries, Sascha — for that is what Myca renamed itself shortly after leading an assault on the
village of Thorns — has served its sect as scholar and warrior. In both roles, it acts as wandering priscus, though its
manner of advising regional cardinals seems more akin to making strong “suggestions” than polite recommendations.
As scholar, it maintains ancient libraries and repositories across the Balkan states. In this role, Sascha is an ally to
the old-guard Sabbat who appreciate the strength of knowledge. As warrior, however, Sascha is also a frightening
tool of retribution. With mastery over Vicissitude and Thaumaturgy, it can best most adversaries. Generally, though,
it prefers to capture foes rather than kill them. Many of Sascha’s prisoners have endured sessions of alternating
torture and ecstatic pleasure that last for decades. Its victims are often unsure whether they are undergoing torture
or rape. In this violent facet, Sascha appeals to the younger Sabbat. Collectively, in turn, the Sabbat is a weapon for
Sascha, a living battlement against the rapacious Antediluvians — the adversaries in Sascha’s morality play. Every
death it inflicts strengthens the Sabbat’s position; every splatter of blood is part of God’s portrait; every agonizing
cry is a nail in Heaven’s unliving city. That is why it knows how each nerve screams, how much blood flows from
specific wounds and how much fat it can rob from a mortal body before death.
Sascha is an alien beauty. Its limbs are long, slender and graceful, but it moves
with power. Its face is like a work by Michelangelo, perfect and flawless in form. Not even
the master artist could capture Sascha’s cruel countenance, however. The network of
scars, tattoos and piercings that cover its androgynous form only add to Sascha’s
enigmatic beauty. What appear to be thin, black tattoos on its body are skin clefts that
open like a babe’s toothless mouth. Sascha’s skill with Vicissitude allows it to speak
through these mouths as well, creating a chorus of its voice to unnerve even the most
strong-willed opponent. Sascha displays these marks like trophies, sometimes stroking
them with tenderness. Sascha’s most compelling feature, however, is its eyes. It watches
everything around it the way a coroner dissects a cadaver. It never blinks or looks away; it
simply stares.
You look at people the same way mortals study a goldfish: with detached interest. You’ve already decided
how to kill them; it isn’t a matter of whether someone should live or die, but when you plan to dispose of them. It all
depends on how long they prove useful to you. Your mindset is no psychotic fantasy, however, but a pure, analytical
observation. You are a scientist at heart: practical, thorough and detached.
Clan: Tzimisce; Sire: Symeon; Nature: Monster; Demeanor: Visionary; Generation: 6th; Embrace: 1002;
Apparent Age: Indistinguishable; Strength 4, Dexterity 4, Stamina 3, Charisma 6, Manipulation 4, Appearance 7,
Perception 3, Intelligence 5, Wits 4; Talents: Alertness 4, Athletics 3, Brawl 4, Dodge 5, Empathy 1, Interrogation 7,
Intimidation 5, Intrigue 4, Leadership 3, Style 6, Subterfuge 4; Skills: Animal Ken 2, Archery 2, Body Crafts 6,
Etiquette 3, Herbalism 3, Melee (knife) 4, Performance 2, Ride 3, Stealth 2, Survival 3; Knowledges: Academics 4,
Area Knowledge (Europe) 6, Camarilla Lore 4, Finance 2, Hearth Wisdom 2, History 6, Investigation 3, Law 1,
Linguistics (a litany of contemporary, ancient, Asian and Romance languages) 6, Medicine 5, Occult 5, Politics 4,
Research 5, Sabbat Lore 6; Disciplines: Animalism 4, Auspex 4, Celerity 2, Dominate 5, Fortitude 3, Presence 4,
Thaumaturgy 5, Vicissitude 7; Thaumaturgical Paths: Path of Blood 5, Lure of Flames 5, Movement of the Mind 2;
Backgrounds: Allies 3, Contacts 3, Herd 5, Resources 5, Retainers 6, Rituals 5, Sabbat Status 5; Virtues: Conviction
5, Self-Control 4, Courage 5, Path of Death and the Soul 9, Willpower: 8

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VENTURE
Hill, Prudence (Socialite)
In the small southern town where she grew up Prudence Hill was always second best. The daughter of a
wealthy plantation owner Prudence found her main rival Chastity Bauer always a step ahead of her. They competed
in suitors, for the attention of the community, and in their families' social status. Somehow chastity always got the
better of prudence, no matter how much she may try.
When a dashing young gentleman had come to her town shortly after the start of the civil
war He found himself welcome at the Hill's plantation. Enamored with prudence's beauty and
charm, it soon became the talk of the town that the two would marry. Finally she had found
something that was hers alone, a love meant to last. The night before her wedding she found
her love in the arms of Chastity. Running crying from her home she swore revenge. The next
day Sherman's armies razed her town and her family was one of the few that were spared the
fire. Chastity left in the arms of her ex-fiancé never to return to their small town. Her father
became ill and died; her brother suffered brain damage due to injuries from the war. She alone
stepped forward to manage what was left her estate. Surprisingly Prudence found within
herself financial skill that surprised even her. She warded off the carpet beggars and the
flimflam artists and was able to buy other land from out underneath them. She quickly had an
admirable amount of wealth and influence. It was enough to force the attention of her sire
Robert Hattent her way. He quickly grew to admire her strength and decided that she was
worthy of the embrace.
The next 20 years were ones of great happiness for Prudence; her sire showed her the ins and outs of
kindred society. The two became romantically involved and eventually committed to a minor blood oath to each
other. They came to St. Louis in 1904 for the world's fair along with hundreds of other kindred.
Returning to haven late one night after hunting she stumbled upon her sire and Chastity now a toreador
sharing blood. Prudence calmly walked away and then frenzied for three straight days. Over come with rage she
plotted the demise of her sire and merely stepped aside as his enemies closed in on him. It was then that she
decided that she would take as much time as necessary to get her revenge on her old mortal rival. No longer would
she be second best, no longer would she be humiliated. After the decimation of St. Louis by the lupines in the 30's
she wandered the world gaining allies and preparing herself for the decades ahead.
In the 1960's she returned to St. Louis to find Chastity arriving at the same time. Both became leading
harpies in the city, both pleasant to each others face, but vicious behind each others back. Prudence is patient and
knows that to truly get revenge she must find the one thing that her rival desires and then completely and utterly
destroy it. She is undead and has all the time in the world and will eventually get her revenge. Until then she has
jockeyed for political power in the city and has made her best efforts to block any attempts for advancement or
opportunity. Prudence has number of different strengths that are commonly overlooked by others. First, she is
financially able to spend large amounts of capital to achieve her goals. Second, Chastity looks upon her as a lesser,
not seeing the true hatred that prudence has for her. Prudence only feeds upon those that have cheated upon their
spouses.
You are kind and cordial to all, it is your duty as one of the cities premiere socialites. You take a special
interest in any that Chastity shows an interest in, you are not inherently destructive but instead are looking for a
weakness to which you can exploit. Underneath it all you hate your rival with every fiber of your soul. You constantly
look for ways to discredit her, but to date she has stayed one step ahead. As a Ventrue you will always carry your
dignity with you.
Dark brown eyes with dark brown hair hang down to the middle of Prudence back. Se has a cheerful
demeanor that only the most perceptive view with suspicion. She often wears tight evening dresses which show a
well formed body. Pretty despite an aged look to her she wears the world on her finger.
Prudence is a vehicle for social intrigue. Any character can get wrapped up in her rivalry with chastity. She is
the most social Ventrue, and as such can be seen as delivering their message. Prudence dwells in a plantation style
home off in the westerner suburbs. Her home is guards by some of the most modern security available. While not the
financial power house that Prince Mullanphy is she is well respected and has many ties to the local political scene,
Prudence has state congressmen and other elected officials a cell phone number away.
9th Generation Ventrue; Secrets: B; Sire: Robert Hattent; Nature: Autocrat; Demeanor: Director; Embraced:
1870 (born 1845); Apparent Age: Mid-Twenties; Strength 2, Dexterity 2, Stamina 4, Charisma 4, Manipulation 4,
Appearance 3, Perception 3, Intelligence 3, Wits 3; Talents: Alertness 2, Empathy 1, Expression 1, Leadership 3,
Subterfuge 3; Skills: Drive 1, Etiquette 4, Performance 2, Stealth 1; Knowledges: Academics 2, Camarilla Lore 4,
Finance 5, Investigation 2, Law 1, Linguistics 2 (French, Latin ), Politics 4; Disciplines: Auspex 2, Dominate 5,
Fortitude 3, Presence 4; Backgrounds: Allies 1, Herd 5, Influence 3, Resources 5, Retainers 5, Status 4; Virtues:
Conscience 2, Self-Control 4, Courage 4, Humanity 6, Willpower 6
Huxley, Penelope (Prince of Savannah)
Embraced by Nathaniel Summerton, Prince of Savannah, Georgia since 1820. Her sire started a fire that
engulfed almost half of the city with intent to kill his Torpored sire Sabert. He feared that Sabert would awaken and

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try to regain the throne. This lead to Penelope’s betrayal of Nathaniel to the remaining Kindred of Savannah. A blood
hunt was called on the former Prince.
8th Generation Ventrue; Feeding Restriction: Drunken People; Nature: Director;
Demeanor: Traditionalist; Embrace: 1793 (late 20s); Strength 2, Dexterity 3, Stamina 3,
Charisma (Graceful) 4, Manipulation (Persuasive) 4, Appearance (Captivating) 4,
Perception 3, Intelligence 3, Wits 3; Talents: Alertness 1, Dodge 1, Empathy 3,
Intimidation 3, Leadership 3, Subterfuge (Keeping a Straight Face) 4; Skills: Etiquette (Old
Fashioned) 4, Firearms 1, Performance (Piano) 1; Knowledges: Academics (Literature) 2,
Finance 3, Investigation 1, Law 1, Linguistics (French) 1, Occult 1, Politics (Savannah) 5;
Disciplines: Auspex 1, Dominate 4, Fortitude 3, Potence 1, Presence 5; Backgrounds: Allies
1, Contacts 5, Herd 3, Influence 2, Resources 5, Retainers 5, Status 5; Virtues: Conscience
3, Self-Control 5, Courage 3, Humanity 6, Willpower 8
Krans, Arthur (Saint Louis Anarch)
Like many G.I's returning from World War 2 Arthur returned to find his previous life empty and unable to
satisfy. His fiancé married someone else, his family never got over the death of his brother and Arthur was unable to
focus on either his job or education. So he left for the open road and traveled west to Los Angeles. While Hitchhiking
he developed a love for the natural world and a deep respect for individual freedoms.
Shortly after arriving in L.A. Arthur found himself on the wrong end of a firefight. He did however manage to
push a mother and her little girl behind a car before being caught in the cross fire. It was then that he sire, having
seen his courage embraced Arthur. For the next thirty years Arthur fought and learned with his sire teaching him the
flaws and strengths to Kindred societies.
After the deaths of several close friends, Arthur eventually returned to St. Louis in the early
1990's. He returned to find the repressive Ventrue prince Vargoss imposing his will upon all the
kindred and kine of the city. When Vargoss himself burned down a popular club with dozens of
kindred inside, Arthur swore that he would change kindred society for the better. Being
Ventrue, he knows that the elders of his own clan are the most responsible for the oppression
of the young. Arthur knows that weapons can not bring about the change that words can, but
understands the need for both. He pays lip service to his clan's traditions, and instead focuses
on learning everything he can to help the anarch cause. Eventually he will convince enough of
the established power players in the city that survival depends on cooperation. He remains a
steady source of strength to those around him and has garnered a great deal of trust in those
circles. The elders of the city view him with disregard failing to understand the cultural danger
he can inflict.
Shortly after Magda arose from the under world she chose Arthur as her guide the new world. At first he
hated the task of being so subservient to an elder of such power. He quickly came to view it as a responsibility to
those who fight the cause. If he can subtly alter the elder's views he might just find an inroad to lasting change. As a
Ventrue Arthur limits himself to drinking the blood of authority figures such as police judges' principles etc.
Arthur does his absolute best to avoid making enemies, and always tries to be pleasant. Spend your time in
polite conversation, occasionally bringing up the failures of this system or that because of older obsolete thinking.
Never submit or allow those you care about to fall victim due to your actions. The anarch conflict is a war of ideas not
violence for you. A smile and a calm demeanor often disarm your opponents
5 foot 10 inches and of athletic build, Arthur does his best to dress in modern clothing usually wearing a
sports jacket. His Blond hair is fairly well groomed, and his gray eyes have a calming look to them. He often covers
up a grunt tattoo from his World War 2 unit.
An Anarch Ventrue is usually seen as a joke but Arthur Krans takes himself rather seriously. He often has the
ability to look beyond the present and see the better road for the good of all. Magda scares him more than anything
he has ever seen but the thrill of trying to re-teach an elder in the modern nights excites him. He serves as her valet,
all the while knows that the modern world shocks and confounds her. If he can convince her of the virtue of this new
world maybe he can change her thinking. He owns a coffee bar that he resides above in a two bedroom dwelling.
Arthur has developed some influence in the protester and social activist circles.
10th Generation Ventrue; Secrets: C; Sire: Louis Fortier; Nature: Thrill seeker; Demeanor: Idealist;
Embraced: 1950 (born 1925); Apparent Age: Mid-sixties; Strength 3, Dexterity 4, Stamina 3, Charisma 3,
Manipulation 3, Appearance 2, Perception 2, Intelligence 3, Wits 3; Talents: Alertness 2, Brawl 2, Dodge 2, Empathy
2, Expression 3, Leadership 1, Streetwise 1, Subterfuge 3; Skills: Animal Ken 1 Etiquette 2, Firearms 3, Melee 3,
Performance 3, Security 2, Survival 1; Knowledges: Investigation 2, Linguistics 1(French), Politics 2; Disciplines:
Auspex 1, Celerity 1, Dominate 2, Fortitude 2, Presence 2, Potence 1; Backgrounds: Contacts 1, Herd 1, Influence 1,
Resources 2, Retainers 1; Virtues: Conscience 3, Self-Control 4, Courage 4, Humanity 7, Willpower 7

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Lodin (Olaf Holte, Reborn Prince)
5th Generation Ventrue; Str 4, Dex 4, Sta 4, Cha 6, Man 4, App 4, Per 4, Int 4, Wits
4; Talents: Acting 1, Alertness 3, Brawl 4, Dodge 4, Intimidation 3, Leadership 4, Subterfuge
4; Skills: Animal Ken 1, Etiquette 4, Firearms 2, Melee 3, Linguistics 1; Knowledges:
Bureaucracy 2, Computer 3, Finance 1, Investigation 3, Occult 4, Politics 7, Secrets
(Chicago) 4; Disciplines: Animalism 1, Auspex 3, Celerity 3, Dominate 6, Fortitude 4,
Obfuscate 1, Obtenebration 3, Potence 5, Presence 4, Protean 4; Backgrounds; Contacts 5,
Herd 2, Influence 4, Resources 2, Retainers 1, Status 5; Merits: Police Ties (Major); Flaws:
Methuselah's Thirst, Enmity of Shadows; Virtues: Conscience 1, Courage 2, Self Control 2,
Humanity 3, Willpower 9; Enhanced Celerity - Once per day, Lodin can double his Celerity
score for the same blood expenditure. Thus, for one round a day, Lodin could have a Celerity
of six for one blood point; Poison Blood - Anyone attempting to drink Lodin's blood will take
one health level of damage for every point drunk; Poison Glands - Whenever Lodin bites, he injects potent venom
into his victim. Humans die instantly, while supernatural creatures take ten levels of damage and get a soak roll
versus difficulty 8. Lodin can turn off this power at will; Wall Crawling - Lodin can Walk the Walls (like the Demonic
Investment), at the cost of one blood point per ten minutes.
Lucinde (Ventrue, Justicar and Alastor)
Lucinde remembers nothing of her life before her Embrace at the fangs of Severus, then the Ventrue Justicar.
He chose her as his archon; she rapidly absorbed his lessons and quickly honed her intuition to razor sharpness.
Lucinde has served nearly every Ventrue Justicar since - often at their request, sometimes at her petition. She
enforces the Traditions with a frightening dedication.
Lucinde arose from torpor in the 1930s to find that Michaelis, a former lover, was
Justicar for the Ventrue. She sought him out - only to be enslaved by blood bond to the
Setite Kemintiri. When the Tremere discovered this calamity, they brought her before a
conclave in Munich. The conclave declared global Lextalionis against Kemintiri and created
the Red List, the Camarilla's Most Wanted. Lucinde, named as first Alastor (an agent who
hunts those Kindred on the Red List), set out to find anathema - all except the Setite
Methuselah, whom she was expressly forbidden to stalk.
Nevertheless, Lucinde hunted Kemintiri unsuccessfully for many years with the secret
intent of offering her devotion. She caught and destroyed many enemies of the Camarilla -
but the Setite continued to elude her. She gradually realized that Kemintiri saw her as
nothing more than a convenient tool, and that she'd been tossed aside once there was no
further use for her. The insight only strengthened her resolve. She developed a burning hatred to match her former
love for the snake. Even so, it took years and much of her energy to break the bond, and may have kept her from
finding Kemintiri. When she was finally free, the investment left her too weary to continue. Lucinde fell into torpor for
several years.
In the autumn of 1994, Lucinde rose from torpor to find the first sign of Kemintiri she had seen since being
blood bound: a letter to an anathema. It named several other anathema and described an attempt to form an
alliance composed of Red List targets. Disturbed by the implications but loath to relinquish this trace of her quarry,
Lucinde decided not to give the letter to the Justicars or the Inner Circle. She chose instead to follow the leads
herself. Unfortunately, each path had gone cold, leaving behind nothing but rapidly abandoned havens, destroyed
contacts and impressively violent distractions.
At last, tired and frustrated, she presented her findings to the Inner Circle at the Venice Conclave. They
questioned her at length about her conclusions regarding the missive: Might it be possibly a hoax, laid as a false trail
for the Alastors, or some deeper conspiracy linking the anathema to the Sabbat leadership? The elders dismissed her
to discuss the matter privately after her testimony.
Nobody was more surprised than Lucinde when the conclave went on to name her Justicar for the Ventrue.
Her sense of duty led her to accept this opportunity despite initial misgivings. Even so, Lucinde has concerns about
the reasons for her appointment - she believes she was chosen for some special purpose, perhaps to hunt vampires
on the Red List. Certainly, she knew more about these criminals than any other elder did. She also believed that her
investigations might have touched upon something deeper than she'd considered before - signs of the Antediluvians
waking or hints to the final nights. Whatever it may be, Lucinde strongly desires further answers.
Lucinde appointed several archons before the conclave's end. She and they vanished immediately afterward.
The first rumors began only a few months later. Whispered from elder to elder in the salons of North America, they
told of spies in the Justicar's service sent to watch the princes for disloyalty to the Camarilla.
The first and only tangible sign of Lucinde's activities was a vicious battle at Golden Gate Park in San
Francisco, amongst three Kindred and some kind of monstrous creature. Lucinde and her archons had tracked the
child-Samedi Genina to this mist-enshrouded place. This anathema was a dangerous serial killer who endangered the
Masquerade through poems she left at the scene of her crimes. The battle waged for the better part of an hour
before the archons staked and subdued Genina. Lucinde presented Genina to the Inner Circle a month later, only to
vanish on some other search.
Lucinde looks like an innocent young woman, at least until one peers into her eyes. Within them, one might
see an uncomfortable and monstrous intensity that promises death for any who gaze too long. She dresses

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appropriately for the 20th century, but prefers conservative styles such as business suits and casual eveningwear.
She always wears gloves to conceal the "mark of the beast," a trophy sigil given to Alastors.
You are determined to fulfill your duties, most especially to destroy Kemintiri. Take control of every situation
and don't give anyone else a chance to question you or your judgment. You feel you owe the Tremere some degree
of consideration; after all, they forced you to acknowledge your slavery to Kemintiri. Nevertheless, you refuse to
defer to them. You hold a burning hatred for the one responsible for your servitude and the mysterious death of
Michaelis. You long to see the night when Kemintiri is staked out for the sun. Should anyone offer you information or
aid that you are certain can lead you to Kemintiri, you accept it.
6th Generation Ventrue; Sire: Severus; Nature: Architect; Demeanor: Traditionalist; Embrace: 1656;
Apparent Age: late teens Strength 2, Dexterity 3, Stamina 3, Charisma 4, Manipulation 4, Appearance 3, Perception
5, Intelligence 4, Wits 4; Talents: Alertness 4, Brawl 2, Dodge 2, Expression 2, Grace 3, Intimidation 4, Leadership 5,
Subterfuge 4; Skills: Archery 3, Drive 2, Etiquette 4, Melee 5, Performance 2; Knowledges: Academics 3,
Bureaucracy 3, Camarilla Lore 4, Investigation 5, Linguistics 4, Medicine 2, Occult 3, Politics 5; Disciplines: Auspex 2,
Dominate 3, Fortitude 3, Obfuscate 2, Potence 2, Presence 5, Thaumaturgy 3 (Path of Blood 3); Backgrounds:
Influence 4, Resources 4, Retainers 4, Status 6, Clan Prestige 6; Derangements: Fugue; Others: Conscience 2, Self-
Control 5, Courage 3, Humanity 5, Willpower 8
Markham, Richard (Osirian Seneschal)
Markham was a prominent businessman in the Chicago area who was approached by a man named Jonathan
Peabody, who revealed himself to be Illahun, Architect of ancient Egypt and a mummy. He agreed to work with
Peabody in exchange for certain humanitarian aids. He was killed by a party of vampires investigating Peabody’s
home, the Orthodox Temple of Akhenaton. When they learned who he was, one of the vampires embraced him
before he could suffer mortal death. He sought out the Children of Osiris after this, in order to assist him in his quest
for perfection. As a Ventrue, Markham is restricted to feeding off of animals.
12th Generation Ventrue (Child of Osiris); Secrets: B; Sire: Orthodox Temple of Akhenaton; Nature:
Caregiver; Demeanor: Architect; Embraced: 1994 (born 1958); Apparent Age: Mid-forties; Strength 2, Dexterity 2,
Stamina 2 (4), Charisma 5, Manipulation 2, Appearance 2, Perception 3, Intelligence 4, Wits 3; Talents: Dodge 1,
Intimidation 3, Leadership 4, Streetwise 1, Subterfuge 1; Skills: Etiquette 3, Security 2; Knowledges: Bureaucracy 4,
Computer 1, Finance 5, Investigation 1, Law 3, Linguistics 1, Occult 4, Politics 2; Disciplines: Auspex 3, Bardo 4,
Dominate 3, Fortitude 1, Presence 2; Backgrounds: Allies 2, Contacts 5, Fame 3, Generation 1, Influence 2, Mentor
3, Resources 5; Merits: Baby Face, Corporate CEO, Eat Food, Mansion; Flaws: Clan Enmity (Followers of Set), Driving
Goal (Serve Illahun), Magic Susceptibility, Notoriety, Soft Hearted; Virtues: Conscience 5, Self-Control 3, Courage 4,
Humanity 8, Willpower 6; Equipment: Greater Talisman of Stamina, Metal Ward, Nature Ward, Wood Ward
Mason, Kyle (Saint Louis Businessman)
By the 1950's Kyle Mason had already made his first million, and was well on his way to
making dozens more. A businessman's businessman Kyle was always looking for the maximum
way to increase his assets. Over the next thirty years He was a master at buying failing
companies and then breaking them up to sell the individual parts to other companies. He was
one of the most feared men in St. Louis by the mid 1980's. That's when his own company was
bought out from under him and his self made fortune was taken from him. He had no choice but
to accept and lower level executive postions where he spent the majority of his time defending
his job from a younger and hungrier crowd. Young urban professionals constantly sought to
undermine and remove Mason.
Unlike others who would fall under the immense amount of pressure Kyle thrived and
persisted. It was this persistence which brought him to attention of his Sire Prudence Hill. She had watch him in his
struggles after she had bought his company and determined that he was worthy of the embrace.
At a quiet dinner for two she proposed the business deal of a lifetime to Kyle he accepted and has never
looked back. He now finds himself on the bottom rung of a new corporate ladder. He finds himself up to the
challenge. Kyle finds that he has two assets that he can use to his advantage. First as an older looking vampire he
finds it easier to convince other neonates that he is an elder. In fact many in the city do not know how old he really
is. He is exceedingly convincing of his own superiority.
Second, Prudence has given him a vast amount of resources for him to direct and watch for her. While he is
convinced that she knows he uses this to his own end he also knows that he has pleased her in his efforts to increase
her personal wealth. Kyle feeds only on yuppies, and does with such ruthlessness that he has found it difficult to
maintain a herd for very long.
Respect the real elders but never let on that you are not one of them. Treat other neonates as lesser.
Understand that they are the most easily manipulated around you and therefore can be the greatest asset. Be Vague
about your own background and try to play yourself off as the true power that you are.
An elder gentleman with an aura of power to him, Kyle dresses in power suits and always has a hint of
sophistication to him. Graying hair, a wrinkled face surrounds his powerful eyes. He is never dressed in anything
disrespectful.
Kyle is a pretender elder. He uses the young's naiveté to support his superior position. Every character
should start the game thinking that he is their elder even if he is not. Only Ventrue really know the difference and
they are honor bound not to make this knowledge public. If everyone should find out how young he really is, then it

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would destroy his reputation. He would do anything to stop that. He lives in a penthouse suite in which all the hotel
staff have been dominated or bought to serving his every whim. In the business community he is seen as a pillar of
advice and can sway many local business in to doing what he wishes.
10th Generation Ventrue; Secrets: C+; Sire: Prudence Hill; Nature: Conformist; Demeanor: Judge;
Embraced: 1985 (born 1919); Apparent Age: Mid-sixties; Strength 2, Dexterity 2, Stamina 2, Charisma 4,
Manipulation 4, Appearance 2, Perception 2, Intelligence 3, Wits 3; Talents: Alertness 2, Expression 2, Intimidation 2,
Leadership 4, Subterfuge 4; Skills: Drive 1, Etiquette 2, Performance 2; Knowledges: Academics 2, Finance 4, Law 1,
Linguistics 1 (Japanese), Politics 2; Disciplines: Dominate 3, Fortitude 1, Presence 3; Backgrounds: Contacts 1, Herd
1, Influence 1, Resources 5, Retainers 2, Status 2; Virtues: Conscience 1, Self-Control 4, Courage 4, Humanity 5,
Willpower 6
Moore, Rígan (Public Official)
Player: Mari Adkins; 10th Generation Ventrue (Young Men Prey Exclusion); Sire: Lawrence Ballard; Nature:
Conniver; Demeanor: Director; Strength 2, Dexterity 2, Stamina 2, Charisma 3, Manipulation 3, Appearance 2,
Perception 4, Intelligence 3, Wits 4; Talents: Acting 1, Brawl 1, Dodge 1, Intimidation 3, Leadership 2; Skills:
Diplomacy 2, Drive 1, Etiquette 2, Firearms 1, Melee 1, Security 2, Stealth 2, Survival 1; Knowledges: Bureaucracy
1, Computer 1, Finance 2, Investigation 2, Law 3, Politics 3; Disciplines: Dominate 2, Fortitude 1, Presence 2;
Backgrounds: Contacts 1, Generation 3, Influence 3, Resources 5, Status 2; Merits: Eat Food, Judicial Ties; Flaws:
Clan Enmity (Tremere), Dark Secret (Protects Lawrence even though she knows he is a diabolist), Territorial (Daley
Plaza); Virtues: Conscience 3, Self-Control 4, Courage 3, Humanity 7, Willpower 3
O'Brien, Eamon (Pack Leader)
Player: William Michael Haste; 7th Generation Ventrue Antitribu; Pack: Crimson Republic; Str 4, Dex 3, Sta 2
(4 Soak dice), Cha 2, Man 2, App 2, Per 4, Int 3, Wits 3; Abilities: Alertness 2, Athletics 2, Brawl 2, Dodge 2, Drive 2,
Etiquette 1, Firearms 3, Investigation 3, Law 3, Leadership 1, Melee 3, Occult 4, Politics 2, Science 2, Stealth 1,
Streetwise 1, Subterfuge 2, Survival 2; Disciplines: Auspex 2, Dark Thaumaturgy 1, Dominate 2, Fortitude 3,
Obtenebration 2; Backgrounds: Alternate Identity 3, Black Hand 4; Demonic Investments: Armor (2 Dice), Army of
the Damned, Hell Skinned; Virtues: Callousness 3, Instincts 3, Morale 5, Path of Evil Revelations 7, Willpower 6
Pieterzoon, Jan (Clan Novel)
To Jan Pieterzoon, Gehenna and the Book of Nod are superstitious drivel belonging in the dark ages. Jan
understands that Kindred are paranoid and petty - his grandsire was killed over a vendetta. Talk of Gehenna and
ravenous Antediluvians only feeds this paranoia and results in factionalism, fear and paralysis. The Final Nights are
here because foolish elders project their fears and read too much into coincidences and random chance. Jan is not
blind, however. He knows that something is happening, but it is no more apocalyptic than simple change in Kindred
social conventions. It happened before in the legends of the Kindred, as it did in Constantinople and during the
Anarch Revolt. Instead of hiding from "Gehenna," Jan believes the Camarilla should embrace change, to evolve and
adapt to the new millennium. If not, Jan fears the Camarilla will crumble and face a self-fulfilling Gehenna.
Jan has acquired no small amount of media influence to further his goal of eradicating Kindred superstition.
The Ventrue is on a book-burning crusade. He wants the Inner Circle to punish all references to the Book of Nod
since it only feeds the apocalyptic fear gripping Kindred society and makes it harder for the Camarilla to remain
dominant. He has gathered Cainite scholars and scientists to find "scientific" explanations for vampires - hoping that
a secular explanation will quell fears of Gehenna.
Framed by spiky blond hair and deep blue eyes, Jan Pieterzoon is an archetype of Scandinavian stock. He
often colors his hair when traveling, as many Kindred find his look a little less than traditional and a bit shocking. Jan
is a complete clotheshorse, wardrobing himself in tailored suits of the finest subtle fabrics and accessories of high
quality.
Your stake in the game is a great one and you know full well that you are probably in over your head. Still,
calm must prevail - if you let others know that you doubt the extent of your capabilities, they will bring you down like
sharks drawn by the scent of blood. Your sire, Hardestadt, left you a tremendous legacy to satisfy, and you don't fear
failure for its own sake as you do his disappointment at being unable to succeed at the tasks for which he chose you.
7th Generation Ventrue; Sire: Hardestadt the Younger; Nature: Idealist; Demeanor: Director; Embrace:
1723; Apparent Age: late 20s; Strength 3, Dexterity 3, Stamina 6, Charisma 4, Manipulation 5, Appearance 3,
Perception 5, Intelligence 4, Wits 3; Talents: Alertness 4, Athletics 2, Brawl 2, Dodge 2, Empathy 4, Expression 3,
Grace 4, Intimidation 4, Leadership 4, Streetwise 1, Style 4, Subterfuge 6; Skills: Drive 2, Etiquette 4, Firearms 1,
Melee 4, Performance 4, Stealth 2, Survival 3; Knowledges: Academics 4, Computer 2, Finance 5, Investigation 3,
Law 4, Linguistics 4, Politics 4, Science 2; Disciplines: Auspex 1, Dominate 4, Fortitude 5, Obfuscate 2, Obtenebration
1, Potence 3, Presence 3; Backgrounds: Contacts 5, Herd 2, Influence 3, Mentor 5, Resources 5,Retainers 2, Status
4; Virtues: Conscience 3, Self-Control 4, Courage 3, Humanity 6, Willpower 7
Rebekah (Monitor of Chicago)
As a street urchin of illegitimate parentage in first-century Judea, Rebekah spent her childhood in Roman-
occupied Jerusalem, a strife-ridden time and place where one misstep could prove fatal. She was rescued from the
streets and forced into the life of a servant-girl attending a lesser patrician. As were so many of her ancestry and
station, she was regularly beaten and made victim to her master’s unwholesome desires, and soon she learned to
hate the aristocracy and all they represented.
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Other dissidents, noting her discontent, her strategic position as adjutant to a city official, and the uses to
which she might be put, took the adolescent Rebekah into their confidence. Zealots, they came to be called in those
early days — rebels who would not submit to the Roman idol-worshippers, their pagan practices or their avarice-
borne taxpayer census. These insurgents, led by Judas of Galilee, maintained normal seeming lives as subservient
elements of the citizenry while spearheading civil disobedience, information networks, and even covert acts of
upheaval behind the scenes. Rebekah soon acclimated to this notion of a double life by collecting missives and
snippets of overheard conversation from her master’s chambers and redistributing them among her newfound
brethren.
But it was not enough. The servant-girl longed to do more, to be more, to strike a genuine blow against
these invaders who would gorge themselves while others endured want. Her stubborn fervor and seemingly limitless
determination ultimately put her in contact with a circle of like-minded extremists. These sicarii — “dagger-men,”
political assassins so radical that not even the Zealots would associate with them — gladly welcomed a female recruit
into their midst. Rebekah’s master was found shortly thereafter with a blade buried in his throat, and his former
servant left behind the life she had known for an exhilarating dual existence along the razor’s edge.
At length, her involvement with the sicarii came to an end — her last target, an elder of the Roman court,
made her continued stay in Jerusalem too dangerous. Rebekah fled south from the city and there sought refuge at
the estate of an anonymous benefactor, a retired statesman and sympathizer to her cause.…
And there Elihu the Monitor (then going by the name of Elias Andronicus) of Clan Ventrue taught her that
other arenas existed wherein the battle against injustice and oppression might be fought.
Rebekah’s activities and whereabouts faded somewhat from Cainite view at this time; she was never one to
maintain close ties with her clan mates, and her sire bade her accompany him from a Palestine that was no longer
safe. They became lovers, traveling the continent for centuries, sampling what pleasures the Mediterranean and
adjacent territories had to offer until fate and ill fortune trapped them in the wrong time and place: Barcelona,
staging ground for the Spanish Inquisition. Rebekah and Elihu quickly found themselves little better than prisoners,
besieged on all sides by race-based persecution and rapidly tightening nets of witch-hunters.
Their rescue came in the form of Rafael de Corazon, Renaissance craftsman and father of the august body
history would later call the Camarilla. The Toreador offered them membership in his fledgling order in exchange for
their withdrawal from the mortal world. Although Rebekah wanted to refuse his offer and challenge what she
perceived as de Corazon’s cowardice, Elihu unhesitatingly pledged their cooperation and support. The particulars
following this first and fatal disagreement between sire and childe are not publicly known, but Rebekah left the city of
Barcelona alone and unfettered. The elder Ventrue was never heard from again.
Again she wandered the globe, perhaps haunted by the ramifications of what she had done,
perhaps seeking something more than the parasitic existence she had been leading for
millennia. Her travels took her to the eastern Cathayan shores, lands Elihu had always sought
to visit. Like many others of the Inconnu, whose ranks she would later join, she chased the
redemption of Golconda there for a time. One rumor has Rebekah allegedly subsisting for
months at a time without feeding, a residual benefit of her experiments with such ascetic’s
practices as ritual starvation. Atop Mount Ararat, she was approached by an ancient unlike any
she had previously encountered — a Cainite, countless millennia old, who claimed to be
Rafael’s sire. The Methuselah told her of others like herself, powerful elder vampires who
wished only the blessing of solitude with which to while away eternity. Rebekah joined the
ranks of the Inconnu the next evening.
For nearly two centuries since joining the enigmatic Inconnu, the Ventrue Methuselah has served as Monitor
of Chicago. Lodin’s fall has thrown the city into a state of continuous flux, and her observations are needed now more
than ever. But Rebekah herself has not proven immune to this upheaval — the rise of the anarch presence has
rekindled primal, irresistible urges in her, brought old memories to the surface and inspired her to cross the line
between watching and acting. Already she has met with the insurgents left in Maldavis’ wake (what many of these
dissidents do not realize is that Maldavis herself was more often than not a lens Rebekah used to spy upon and guide
the anarchs for years). It is only a matter of time before she marshals their number to some — any — end.
And in so doing she will sunder all ties with the Inconnu. Can their retribution be far behind? Rebekah bears
the classical beauty of a Renaissance painting or Roman sculpture. While not exactly “gorgeous” in a modern context,
the combination of her mystical, vampiric allure and divine bearing make her tremendously attractive. Her wavy
black hair frames a pair of green eyes, and her skin has the tone (and feel) of fine marble. Rebekah dresses to fit
into the crowd by adopting modern fashions and shedding them almost before they change. She is remarkably adept
at portraying the mannerisms of young vampires — which other vampires more than two millennia in age have
difficulty doing.
You are the ideal urban huntress — young-looking, attractive, educated, practiced at blending in and
interacting with a variety of cultures and social strata, equally comfortable snorting cocaine, spooning caviar, or
satisfying the baser needs of men and women. Your recent decision to reenter the world of mortal (and Kindred)
affairs has freed you from age-old shackles of ennui and reawakened a familiar fire, an animal ferocity you find quite
appealing, even stimulating. Once again, you are the Rebekah of old: angry, defiant, self-assured, alive, and you will
not be restrained.
Clan: Ventrue; Sire: Elias Andronicus (Elihu — deceased); Nature: Rebel; Demeanor: Thrill-Seeker;
Generation: Unknown (A known diablerist, Rebekah is believed to have consumed the soul of her sire, among

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others), generally placed at 5th or 6th.; Embrace: A.D. 12; Apparent Age: mid-20s; Strength 5, Dexterity 6, Stamina
5, Charisma 5, Manipulation 6, Appearance 5, Perception 7, Intelligence 6, Wits 8; Talents: Alertness 6, Athletics 4,
Brawl 4, Dodge 5, Empathy 4, Leadership 3, Subterfuge 5; Skills: Animal Ken 3, Drive 1, Etiquette 2, Melee 4,
Performance 3, Ride 3, Stealth 5, Survival 2, Vamp 3; Knowledges: Academics 1, Area Knowledge (Chicago) 7,
Computer 1, Finance 1, Investigation 5, Linguistics (You’ve heard of it? She speaks it.) 8, Medicine 4, Occult 5,
Politics 4; Disciplines: Animalism 2, Auspex 6, Celerity 2, Dominate 6, Fortitude 4, Obfuscate 5, Potence 3, Presence
5, Protean 5, Thaumaturgy 4; Thaumaturgical Paths: Path of Blood 4, Green Path 2; Backgrounds: Contacts 5,
Resources 4, Retainers 2; Virtues: Conscience 4, Self-Control 5, Courage 3, Humanity 6, Willpower 7
Strathcona, Kyle (Cardinal of Canada)
Kyle Strathcona represents a near-extinct breed within the Sabbat. He remembers when his sect stood for
independence. The new Sabbat, however, uses the banner of freedom for its own ends, fracturing the sect by
supporting the results of the Anarch Revolt rather than the cause. Having betrayed the Camarilla, Kyle, now Cardinal
of Canada, finds himself growing increasingly unhappy. Although his position and popularity are stronger than ever,
he feels the world he once envisioned falling away like leaves in autumn. The Sabbat no longer possesses the
adversity-forged comradeship that encouraged him to leave the Camarilla. Kyle, however, is not a man to wallow in
memories. He is ready to fight and reclaim what is lost.
Early in the 16th century, France and Scotland were war allies. During this period, Kyle Strathcona was a
Scottish soldier fighting the English, Spanish and Papal armies of the Holy League. During Scotland’s loss at Flodden
Field, however, Kyle impressed several English pro-Camarilla observers while rallying his kinsmen in battle. His
natural skills as a leader were not lost on the Ventrue. When the Holy League emerged victorious and the French-
Scottish alliance dissolved with the Peace of London accord in 1513, the Ventrue claimed Kyle.
The Embrace was not easy on Kyle. Although the Ventrue eventually returned him to his home in Edinburgh,
he knew it was to suit their purposes and not his. Edinburgh, then capital of Scotland, was a Toreador stronghold.
The Ventrue fought for control of the Scottish city and desperately needed someone familiar with the surroundings.
Kyle, being native to Edinburgh, a war hero and a natural leader, seemed the perfect emissary. This notion proved
partially correct as Kyle played intermediary between the two clans. Unfortunately, he also existed for 50 years
isolated from Scottish Cainites because they believed he was a spy, and removed from England’s Ventrue because he
was Scottish. Kyle grew bitter over those years and dreamed of the day he could turn the tables on his supposed
clan. He thought of nothing but revenge and honed his swordsmanship by training with his only companions, his
ghoul retainers. With experience and longevity as tools, Kyle exercised patience and waited for events to turn to his
advantage.
Little changed for Kyle during this period, even after the Toreador of Edinburgh supported
James I’s bid for the English throne and drove the Ventrue from power. Kyle continued
dwelling in Edinburgh, slowly gaining Toreador trust through sheer charisma while supposedly
helping the Ventrue fortify a small clan presence. Eventually, Kyle saw his chance to betray the
Ventrue when his clan seized power in England and forced Scotland to join under the Act of
Union. In the interest of peace, the Toreador and Ventrue came to an understanding: Several
Toreador would remain in London as “guests” while a handful of Ventrue — including Kyle —
stayed in Edinburgh for the same reason. In essence, they were hostages to guarantee the
truce. Kyle, however, convinced several gullible Toreador that the Ventrue had betrayed them.
Kyle’s ruse reached fruition during the 1715 Scottish uprising when Edinburgh Toreador
destroyed several local Ventrue, many of whom Kyle set up as targets. Kyle survived, due to
his invaluable assistance to Toreador allies who ensured his safety. Not surprisingly, the Ventrue of London never
avenged the massacre in Edinburgh or even discovered Kyle’s involvement in the matter.
Matters took an unforeseen turn when the British Empire took control of France’s Canadian assets following
the Treaty of Paris. In the Cainite world of the Americas, power shifted from the French Toreador to British Ventrue.
Again, Kyle seized the opportunity and left for Montreal, where he stepped into the vacant position of prince with
little difficulty. Known as the City of Black Miracles, Montreal was a French enclave and formally influenced by the
Toreador. Kyle knew as much and played on lingering French-Scottish sympathies to cement his position with the
French locals. The Ventrue Prince Mithras recognized Kyle’s claim because Mithras believed Kyle would make an
excellent puppet leader for the London Ventrue to control.
Unbeknownst to either Kyle or the Ventrue, Montreal was a Sabbat domain ready to declare independence.
Kyle’s presence only added fuel to the fire. A local Sabbat pack known as the Shepherds sensed Prince Strathcona’s
hatred of his own sect and eventually encouraged him to defect. In turn, Kyle realized the Camarilla lacked the
Sabbat sense of community and the willingness to fight and die for a cause. When Kyle Strathcona defected, he
handed the British Ventrue their greatest defeat since the Toreador had gained the English throne. From that
moment on, the Blue Bloods marked him for Final Death. Under the sponsorship of the Shepherds, however, Kyle
excelled within the Sabbat.
From his illustrious turn as Archbishop of Montreal, then as Cardinal of Canada, Kyle is now one of the
highest ranking Sabbat members not Embraced by the sect or originally part of it. Sadly, despite his efficient and
unquestioned work, he finds himself questioning the new Sabbat. He sees them as rogue childer and hypocritical
elders whose activities threaten to tear the sect asunder. The strength of community is gone. A sense of
accomplishment no longer exists for the Sabbat as a whole, only for individual packs seeking private glory. The only

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things separating them from anarchs are the Vaulderie and Sabbat heritage kept active through the ritae; even then,
the younger generations treat the rituals like chores.
Although it pains him to do so, Kyle plots a great betrayal once more. He feels he must do something to
galvanize his brethren. He believes that if a Sabbat city is in danger of falling to the Camarilla, the sect might band
together to stop the coup. He knows it is a risky gambit, but he can see no alternative. To this end, Cardinal
Strathcona plans to allow information about Montreal, including some weaknesses, to reach the new Tremere Justicar
Anastasz di Zagreb,. From the archbishop’s struggle that unravels the city’s power structure to the existence of a
library of hidden ledgers, the cardinal is releasing enough information to pose a threat to Montreal. Kyle chose
Zagreb because he believes the justicar is young and inexperienced enough to fall for the bait. Kyle only hopes the
Sabbat can stop any potential coup before it gets too far.
Kyle Strathcona is a distinguished gentleman in contemporary clothing. He dresses in formal attire and looks
too prim to be stereotypical Sabbat. His hair is white and he keeps his goatee trimmed short. Strathcona stands
straight and proud, as though to dismiss the air of sorrow that drapes his shoulders like a cloak. His gaze is ever
distant.
You have no regrets about your existence, but you still can’t help thinking about the past. In the last few
years, you’ve become philosophical and remote. Others who have mistaken your silence for weakness, however,
swiftly learn the folly of their ways at the end of your blade. Philosophical or not, you’ve also become impatient with
the stupidity of young Sabbat. You’ll never curtail their freedom, but you do punish any who endanger the sect
through recklessness. You maintain respect forcefully, but quietly.
Clan: Ventrue antitribu; Sire: Collinsworth; Nature: Martyr; Demeanor: Judge; Generation: 8th; Embrace:
1514; Apparent Age: early 40s; Strength 4, Dexterity 3, Stamina 4, Charisma 3, Manipulation 4, Appearance 4,
Perception 4, Intelligence 5, Wits 3; Talents: Alertness 4, Athletics 3, Brawl 2, Diplomacy 3, Dodge 4, Empathy 2,
Interrogation 2, Intimidation 4, Intrigue 2, Streetwise 1, Subterfuge 4; Skills: Drive 2, Etiquette 3, Firearms 3, Fire
Dancing 4, Melee (short sword) 5, Performance 3, Stealth 3, Survival 2; Knowledges: Academics 1, Area Knowledge
(Edinburgh) 3, Area Knowledge (Montreal) 5, Area Knowledge (Toronto) 4, Bureaucracy 4, Camarilla Lore 3, City
Secrets (Montreal) 3, Clan Knowledge (Ventrue) 3, Finance 4, Investigation 2, Law 2, Occult 1, Politics 5, Sabbat Lore
4; Disciplines: Auspex 4, Celerity 2, Dominate 3, Fortitude 2, Potence 4, Presence 5, Protean 2; Backgrounds:
Contacts 3, Resources 4, Retainers 2, Sabbat Status 5; Virtues: Conscience 3, Self-Control 4, Courage 5, Humanity
4, Willpower 9
Valare, Luc (Fanatic Euro Terrorist)
Player: Chris Elmore; 11th Generation Ventrue Antitribu; Str 3, Dex 3, Sta 3, Cha 2, Man 3, App 2, Per 4, Int
3, Wits 3; Talents: Alertness 2, Athletics 1, Brawl 2, Dodge 2, Streetwise 2; Skills: Drive 2, Etiquette 1, Firearms 3,
Melee 2, Security 2, Stealth 2; Knowledges: Computer 1, Linguistics 1, Medicine 1, Politics 1, Science 1 Disciplines:
Auspex 2, Dominate 2, Fortitude 1; Backgrounds: Generation 2, Sabbat Status 1; Merits: Silence; Flaws: Casts No
Reflection, Eerie Presence; Virtues: Callousness 3, Instinct 2, Morale 3, Honorable Accord 5, Willpower 4

144
INDEX
Addams Family...................................................48 Hargrove, Phinneas.............................................59
Addams, Fester...................................................51 Harkker, Jackson.................................................82
Addams, Gomez..................................................51 Harney, Madeleine...............................................25
Addams, Morticia.................................................52 Hesha................................................................33
Addams, Pugsley.................................................52 Hill, Prudence....................................................137
Addams, Wednesday............................................53 Holmes, Sherlock................................................83
Adkins, Mari Susan..............................................39 Homer...............................................................19
Ahmed.................................................................4 Hooker, Jesse.....................................................19
Al-Ashrad.............................................................4 Hudson, Jordon...................................................40
al-Faqadi, Fatima..................................................8 Huxley, Penelope...............................................137
Allen, Veronica....................................................25 Izhim Ur-Baal.......................................................8
Anatole..............................................................78 Jalan-Aajav.........................................................40
Ash, Victoria.....................................................111 Jamaranth..........................................................59
Asid, Tom...........................................................39 Jarbeuax, Vidal..................................................113
Banshee.............................................................78 Jones, Bernie....................................................102
Bauer, Chastity.................................................111 Karsh.................................................................41
Bell, Theo...........................................................13 Keller, Chan........................................................42
Bennie...............................................................98 Kenton, Doug......................................................42
Bey, Mukhtar......................................................25 Krans, Arthur....................................................138
Bigalow, Yvette.................................................112 Kung-Fu-Tzu.....................................................109
Black Wallace......................................................68 LaCroix, Lucien...................................................33
Brezing, Belle....................................................112 Lamont, Vincent..................................................59
Brodure, Pierre Bon-Bon.....................................119 Lancaster, Janet................................................102
Burns, Charles....................................................53 Lecter, Hannibal..................................................83
Calebros.............................................................98 Lemp, Helen.....................................................104
Campbell, Claire................................................119 Lithrac...............................................................64
Carlak................................................................14 Lodin...............................................................139
Cassidy, Velya and Elaine...................................126 Long, Mark.........................................................19
Clark, Samantha.................................................40 Lucinde............................................................139
Cock Robin.........................................................99 Lucita................................................................70
Colton, Caleb......................................................57 Lurch.................................................................53
Corleone, Nicholas...............................................16 MacEwen, Rowan.................................................27
Coven, Montgomery..............................................5 Madame Guil.....................................................114
Cult of Roses......................................................57 Mae...................................................................20
Daniels, John....................................................100 Mahatma............................................................27
Dartmoor, Elisa.................................................113 Manson, Charlie..................................................88
De Polonia, Francisco Domingo..............................76 Markham, Richard..............................................140
Deeds, David....................................................100 Martin, Malaki.....................................................71
Devon Family......................................................57 Mason, Kyle......................................................140
Di Padua, Federico.............................................105 Masta Killa..........................................................20
Di Sezratti, Niccolo..............................................22 Mathias............................................................116
Di Zagreb, Anastasz...........................................123 McCaw, Duel.......................................................20
Diamondback......................................................16 McKenzie, Iain....................................................19
Djuhah................................................................6 Mercy...............................................................116
Dodd, Bobby.......................................................25 Metalstorm, Alexander.........................................91
Dondinni...........................................................100 Modred.............................................................121
Dracula, Vlad....................................................127 Monçada, Ambrosio Luis.......................................72
Drakhan Discipline.............................................109 Monroe, Leila......................................................73
Dreaded Ed........................................................16 Moore, Rígan.....................................................141
Elimelech...........................................................79 Morgan, Alexander..............................................28
Foster, Danielle...................................................16 Morganna.........................................................135
Francis...............................................................69 Mullanphy, John..................................................74
Geoffry..............................................................17 Naga-Shi..........................................................110
Giangaleazzo......................................................69 Noctem............................................................105
Giovanni, Ambrogino...........................................61 O'Brien, Eamon.................................................141
Giovanni, Don Fernando.......................................62 Oscar.................................................................76
Giovanni, Isabel..................................................63 Osiris...................................................................9
Giovanni, Marciana..............................................63 Pascek, Jaroslav..................................................21
Gooding, Nathaniel............................................101 Patrano, Klyem...................................................59
Gray, Phillip........................................................64 Pieter the Russian..............................................121
Grey, Ladybird....................................................40 Pieterzoon, Jan..................................................141
Haake, Lille.......................................................120 Potts, Chester.....................................................91
145
Qufur Am-Heru...................................................37
Ramona.............................................................45
Ravana, Khalil.....................................................94
Raven, Jonathon................................................110
Rebekah...........................................................141
Rocia.................................................................94
Saint Louis Gargoyles...........................................95
Scott, Willie......................................................121
Severen.............................................................22
Shi-Lung..........................................................109
Sierra................................................................95
Simmons, Jill......................................................23
Solinda................................................................9
Starling, Amanda...............................................117
Starling, Clarice...................................................59
Stranger.............................................................30
Strathcona, Kyle................................................143
Streck, Maris......................................................91
Tara..................................................................23
Tariq the Silent...................................................10
Teater, Amelia....................................................45
The Harbinger.....................................................80
Trent, James.....................................................123
Tyree, Marissa...................................................118
Unre..................................................................65
Ur-Shulgi............................................................11
Valare, Luc.......................................................144
Van Zant, Hugo.................................................135
Vincent, Peter.....................................................31
Vykos, Sascha...................................................135
Watkins, Major Joel............................................106
Watson, Liza.....................................................123
Xaviar................................................................46
Xavier, Nicholas.................................................107
Zaren, Delos.....................................................125
Zodiac...............................................................66

146

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