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Szlachta

Trusted Valet

These horrible creatures are the flesh crafted


minions of the Tzimisce. Many szlachta are
lobotomized as part of the process, making them
bestial creatures who understand only how to obey.
Szlachta are typically twisted into nightmarish
caricatures of living creatures. The appalling
alterations they undergo serve two purposes: First,
they become more frightening, often a crucial edge
in battle. Second, no szlachta may ever enter
human society again. Without the temptation of
flight, szlachta are among the most brutally loyal
ghouls an unfortunate intruder may encounter.

Attributes: Strength 2, Dexterity 3, Stamina 2,


Charisma 3, Manipulation 3, Appearance 4,
Perception 3, Intelligence 3, Wits 3

Physical: Strength 5, Dexterity 4, Stamina 5


Social: Charisma 1, Manipulation 1, Appearance 0
Mental: Perception 5, Intelligence 2, Wits 3
Talents: Alertness 3, Athletics 2, Brawl 4
Skills: Melee 1, Stealth 3, Survival (Tracking) 2
Knowledges: Any three at 2
Disciplines: Fortitude 1, Potence 1
Backgrounds: None
Virtues: Conscience 1, Self-Control 3, Courage 5
Humanity: 2
Willpower: 4
Flaws: Monstrous
Vozhd
Run!
These nightmarish leviathans are hybrids created
from 15+ ghouls who have been grafted together
through Vicissitude, Thaumaturgy, and Sabbat
sadism. A lobotomized Vozhd is immune to
Animalism, Dominate, and Presence; a sentient one
(if the rumors are true) would be even worse. Vozhd
are rarely used in this age of media and
Masquerade. When they are deployed, they are
treated as walking bombs: Sabbat point them at
their targets, then run for cover. Vozhd are
omnivorous, eating anything in their path. Other
ghouls are as tasty as mortals or vampires.
Physical: Strength 8, Dexterity 2, Stamina 6
Social: All Attributes 0
Mental: Perception 1, Intelligence 1, Wits 2
Virtues: n/a
Humanity: n/a
Disciplines: Fortitude 4, Potence 6

Abilities: Academics 2, Alertness 2, Computer 1,


Crafts 2, Dodge 2, Drive 2, Empathy 3, Etiquette 4,
Finance 2, Firearms 2, Leadership 2, Linguistics 1,
Medicine 2, Melee 2, Occult 1, Subterfuge 3
Disciplines: Potence
Discipline at 1

1,

possibly

one

other

Humanity: 7
Willpower: 4
Ghoul Bodyguard
Attributes: Strength 4, Dexterity 4, Stamina 4,
Charisma 2, Manipulation 2, Appearance 2 (possibly
higher), Perception 4, Intelligence 2, Wits 3
Abilities: Alertness 4, Athletics 2, Brawl 4, Dodge
3, Drive 2, Firearms 4, Intimidation 3, Investigation
2, Medicine 1, Melee 3, Occult 1, Stealth 3,
Streetwise 2
Disciplines: Fortitude 1, Potence 1, possibly one
other Discipline at 1
Humanity: 5
Willpower: 5

Tyler, a.k.a. Patricia Bollingbroke


Background: Perhaps no other unlife illustrates the
struggle of the Brujah so perfectly as that of the
passionate Tyler. A mortal lover of the English
insurgent Wat Tyler (from whom she later took her
name), Patricia Bollingbroke rose from an
inauspicious peasants life to a life of rebellion.
She marched with the masses on London, aided in
the assassination of an Archbishop of Canterbury,
and ultimately ended up in a royal gaol. There,
awaiting execution, she met the Brujah Robin
Leeland, who had watched her from afar and grown
enamored of her zeal. He cursed her not with
execution, but with the Embrace, and the two fled
into the night.
Since then, Tyler has played a vital role in many
Kindred uprisings, including the Anarch Revolt.
During that time, as one of the pre-Sabbat
antitribu, she took a stand against the mighty
Ventrue Hardestadt, an archetypal oppressive elder
who championed the Camarilla. Murdering him in
his Spanish castle, Tyler was surprised to see him
turn up years later at the Convention of Thorns. She
later learned that she had been duped
Hardestadts childe has assumed his name and role
while continuing to support the foundation of the
Camarilla. Still, she knew that it was the preferable
alternative to the Sabbat, which embodied all the
injustices of aristocracy. She reluctantly joined the
Camarilla in the early 16th century, having watched
the anarch resistance crumble. Tyler vowed to
continue her revolutionary cause and carry her
sires legacy forward, and the Camarilla was the
best vehicle by which to do so.

In the modern nights, Tyler makes her haven in


Chicago, where she has once again embroiled
herself in the struggles of elder powers. The conflict
between the Methuselahs Helena and Menele has
become the backdrop against which she fights
nightly. Consumed by Chicago politics in the wake of
a disastrous war with the Lupines, Tyler has become
increasingly desperate. With the support of the
Toreador Helena, she has obtained a place among
the Chicago elders, some of whom know of her
founding roll in the Sabbat. In fact, she has
trafficked a bit with Black Hand during various
skirmishes of the Chicago Jyhad, which her peers
might find intriguing, to say the least.
Image: Tyler is a bit shorter than average, which
she makes up for in disposition. She affects casual
clothes blue jeans, T-shirts and simple blouses
and wears her long, dark hair in a ponytail. While
mortal, she contracted smallpox, and the scars still
decorate her otherwise attractive face.
Roleplaying Hints: The fiery blood of the Brujah
infuses you to such a degree that every
conversation strokes your passion. Whether
discussing something as mundane as a bus schedul
or as grave as Chicagos Kindred power games,
speak with all the emotion you can muster. At
times, you must even clench your fists to rein in
your excitement. Give no Kindred an excuse to
doubt your fury.
Clan: Brujah
Nature: Rebel
Demeanor: Conniver
Generation: 6th
Embrace: 1381
Apparent Age: early 30s
Physical: Strength 5, Dexterity 6, Stamina 7
Social: Charisma 4, Manipulation 5, Appearance 3
Mental: Perception 5, Intelligence 4, Wits 7

Talents: Alertness 4, Brawl 4, Dodge


Expression 2, Intimidation 5, Leadership
Streetwise 3, Style 2, Subterfuge 2

3,
4,

Skills: Crafts 2, Drive 2, Etiquette 1, Firearms 4,


Melee 5, Ride 2, Stealth 3
Knowledges: Academics 1, Linguistics (Spanish,
French) 2, Politics 5, Sabbat Lore 1
Disciplines: Celerity 4, Dominate 4, Fortitude 3,
Obtenebration 1, Potence 5, Presence 6
Backgrounds: Allies 2, Contacts 4, Influence 3,
Mentor 5, Resources 4, Retainers 7
Virtues: Conscience 3, Self-Control 1, Courage 4
Morality: Humanity 5
Willpower: 8

the young warrior learning secrets from the old


witch; her influence has him giving serious
consideration to pulling Milwaukee out of the
Camarilla and declaring it a free city.
Image: Mark Decker is a tall, slim man. Like most
Kindred, his skin is nearly white; his hair is coal
black. If it were not for the aura of menace he
exudes, he might seem sickly. His voice rasps when
he talks, due to a throat scar earned in a long-ago
Lupine battle. He is haggard and seems more tired
than an immortal should. His eyes flick back and
forth in a somewhat frantic fashion when he is
forced to stay in long meetings.

MARK DECKER
Background: Lucian, a Roman-era Gangrel,
Embraced
Decker
during
the
American
Revolutionary War. The young commander was a
"sorrow Embrace", to hear him tell it. Lucian
couldn't bear to kill him when he'd only intended to
feed from the dead or dying, so he gave Decker the
Embrace. In some form or other, Decker has been
fighting ever since.
He took over an Alabama plantation with his sire in
the early 19th century, feeding well and regularly
from the slaves, but the War Between the States
forced him to take up arms again. After the war, the
plantation destroyed and his slaves freed, Decker
traveled north, finally settling in the sleepy little
town of Milwaukee.
Several months after that, Lupines attacked Chicago
en masse, killing its prince and decimating its
undead population. A few refugees fled north from
Chicago, but many simply sat back, biding their
time and waiting for a bold vampire to claim the
title. The power struggle lasted months, and while
the Kindred fought and argued, Lupines and a
German
vampire-hunter
picked
off
Cainites
throughout Milwaukee.
He approached the ancient Ventrue Hrothulf
whether to secure the old one's assistance or assure
his noninterference is unclear and slew the
Roman Ventrue then returned downtown. With the
Anubi arrayed behind him, Decker entered Elysium
and declared himself prince.
An old ally from the Cold War, the ancient Gangrel
Inyanga, now spends as much time in Milwaukee.
Inyanga has left the Camarilla, as she is far more
concerned with her own well-being than sectarian
struggle. Decker and Inyanga have become close,

Roleplaying Hints: You're distracted most of the


time. You've been fighting a war of some kind or
other for more than two centuries, and you're tired,
but you cannot rest. You know that if you rest, more
of your (former) people die (again), and you're sure
that if you let go for long enough to really rest you'll
drop into torpor for a decade or three. You are
exhausted, drawn and paying attention to too many
things at once.
Clan: Gangrel
Nature: Fanatic
Demeanor: Survivor
Generation: 9th
Embrace: 1777
Apparent Age: mid-20s
Physical: Strength 5, Dexterity 5, Stamina 5
Social: Charisma 4, Manipulation 3, Appearance 2
Mental: Perception 5, Intelligence 3, Wits
(formerly 5, before his nerves began to fray)

Talents: Alertness 4, Athletics 2, Brawl 5, Dodge 5,


Intimidation 3, Leadership 4, Streetwise 3,
Subterfuge 3
Skills: Animal Ken 2, Drive 3, Etiquette
Firearms 5, Melee 5, Security 4, Stealth 5

2,

Knowledges: Academics 1, Camarilla Lore 2,


Investigation 3, Linguistics 2 (French, German),
Medicine 2, Politics 2
Disciplines: Animalism 3, Auspex 2, Celerity 5,
Dominate 1, Fortitude 3, Obfuscate 4, Potence 3,
Protean 5
Backgrounds: Allies 2, Resources 3, Retainers 5,
Status 4
Virtues: Conscience 2, Self-Control 3, Courage 5
Morality: Humanity 5
Willpower: 8

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