Character Stats

“I don’t know what is behind the curtain, only that I need to find out.”
Richard Paul Evans

Stats.jpg


Blank Sheets


Sheet templates for players to use when writing stats for characters posted on the site.

Mortal Character Sheet

Occupation:
Born:
Mental Attributes: Intelligence 1, Wits 1, Resolve 1
Physical Attributes: Strength 1, Dexterity 1, Stamina 1
Social Attributes: Charisma 1, Manipulation 1, Composure 1
Mental Skills: Academics 0, Crafts 0, Investigation 0, Medicine 0, Occult 0, Politics 0, Science 0, Technology 0
Physical Skills: Athletics 0, Brawl 0, Drive 0, Firearms 0, Larceny 0, Melee 0, Stealth 0, Survival 0
Social Skills: Animal Ken 0, Empathy 0, Expression 0, Intimidation 0, Persuasion 0, Socialize 0, Streetwise 0, Subterfuge 0
Backgrounds:
Merits:
Flaws:
Corruption:
Virtue:
Vice:

Ghoul Character Sheet

Domitor:
Clan:
Covenant:
Ghouled:
Apparent Age:
Mental Attributes: Intelligence 1, Wits 1, Resolve 1
Physical Attributes: Strength 1, Dexterity 1, Stamina 1
Social Attributes: Charisma 1, Manipulation 1, Composure 1
Mental Skills: Academics 0, Crafts 0, Investigation 0, Medicine 0, Occult 0, Politics 0, Science 0, Technology 0
Physical Skills: Athletics 0, Brawl 0, Drive 0, Firearms 0, Larceny 0, Melee 0, Stealth 0, Survival 0
Social Skills: Animal Ken 0, Empathy 0, Expression 0, Intimidation 0, Persuasion 0, Socialize 0, Streetwise 0, Subterfuge 0
Backgrounds:
Merits:
Flaws:
Corruption:
Virtue:
Vice:
Blood Potency: 0
Disciplines:
Animalism:
Auspex:
Blood Sorcery:
Celerity:
Dominate:
Fortitude:
Obfuscate:
Potence:
Presence:
Protean:
Tells:

Vampire Character Sheet

Sire:
Clan:
Covenant:
Generation:
Embrace:
Apparent Age:
Predator Type:
Mental Attributes: Intelligence 1, Wits 1, Resolve 1
Physical Attributes: Strength 1, Dexterity 1, Stamina 1
Social Attributes: Charisma 1, Manipulation 1, Composure 1
Mental Skills: Academics 0, Crafts 0, Investigation 0, Medicine 0, Occult 0, Politics 0, Science 0, Technology 0
Physical Skills: Athletics 0, Brawl 0, Drive 0, Firearms 0, Larceny 0, Melee 0, Stealth 0, Survival 0
Social Skills: Animal Ken 0, Empathy 0, Expression 0, Intimidation 0, Persuasion 0, Socialize 0, Streetwise 0, Subterfuge 0
Backgrounds:
Merits:
Flaws:
Corruption: Beast
Touchstones:
Virtue:
Vice:
Blood Potency:
Disciplines:
Animalism:
Auspex:
Blood Sorcery:
Celerity:
Dominate:
Fortitude:
Obfuscate:
Potence:
Presence:
Protean:
Banes:


Mortals


Axel Rasgado (b. 1971) (ST rules)



 

Occupation: Criminal
Born: 1971
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 4, Dexterity 2, Stamina 3
Social Attributes: Presence 3, Manipulation 2, Composure 2
Mental Skills: Academics 0, Computer 0, Crafts (Tattoos) 2, Investigation 0, Medicine 0, Occult 0, Politics 0, Science 0
Physical Skills: Athletics 1, Brawl 2, Drive 0, Firearms 1, Larceny 1, Stealth 1, Survival 1, Weaponry 2
Social Skills: Animal Ken 0, Empathy 1, Expression 0, Intimidation (Stare-Downs) 3, Persuasion 0, Socialize 1, Streetwise 3, Subterfuge 1
Merits: Allies (Street) 2, Resources 1, Status (Orleans Parish Prison) 2
Willpower: 5
Virtue: Prudent
Vice: Callous
Health: 8
Initiative: 5
Defense: 5
Weapons/Attacks: Brawl 6D (B)
Armor: 0

Claire Malveaux (b. 1958)



 

Occupation: Socialite
Born: 1958
Mental Attributes: Intelligence 4, Wits 4, Resolve 5
Physical Attributes: Strength 2, Dexterity 3, Stamina 3
Social Attributes: Charisma 4, Manipulation 4, Composure 3
Mental Skills: Academics (Literature) 3, Crafts 0, Investigation (Dirty Laundry) 3, Medicine 1, Occult (Vampires) 5, Politics 5, Science 1, Technology 0
Physical Skills: Athletics 2, Brawl 2, Drive 2, Firearms 1, Larceny 1, Melee 1, Stealth 2, Survival 0
Social Skills: Animal Ken 0, Empathy 4, Expression 2, Intimidation 3, Persuasion 3, Socialize (Political Events) 4, Streetwise 1, Subterfuge (Omissions) 4
Backgrounds: Allies 5, Fame 3, Paramour (Nathaniel Malveaux) 5, Protégés 4, Resources 5, Retainer (Roger Ferris) 5, Status 5, [OTHER HUNTER BACKGROUNDS UNKNOWN]
Allies: Corporate 4, High Society 4, Media 4, Politics 5
Protégés: Gabriel Malveaux 3, Luke Malveaux 4
Status: Barrett Commission 5, Malveaux Family 4
? [SUPERNATURAL ABILITIES UNKNOWN]
Corruption: 4
Virtue: Self-Sacrificing
Vice: Judgmental
Awareness: 5

Allies: Gregory Monroe (Corporate ••••), Joanna Monroe (Media ••••). Her High Society and Political Allies come from her broader circles of acquaintance in New Orleans, Baton Rouge, and D.C.

Fame: Fame 3 is typical for a U.S. senator like Claire’s husband. Unelected spouses typically have a dot less than their elected spouse, but Claire has led an especially active public life—partly out of genuine support for her husband, and also as part of a deliberate effort to make herself an inconvenient target for vampires.

Protégé: Claire had her son Westley as a Protégé before his death. Caroline, who she always had a strained relationship with, wasn’t her Protégé as a mortal.

Status: Malveaux Family Status is a catch-all Background for the various favors, connections, and goodwill that Claire (and any member of the Malveaux family in good standing) can draw on through her many family members. Backgrounds such as Paramour or Protégé tied to a family member indicate an especially close relationship.

GM’s Notes: Claire’s magical abilities are not included in her statblock, as Caroline has yet to discover the nature and extent of her (first) mother’s powers. Any hunter-related Backgrounds she has besides Barrett Commission Status (which Caroline found out IC) are also not included in her statblock for the same reason.

“Vampires” is an acceptable Occult Specialty for a hunter like Claire. A Kindred character would need a more specific Specialty, though would also know (much) more about their own kind than a hunter with the same Occult rating.

Orleans Parish Prison Guards (b. varies) (ST rules)



 

Occupation: Sheriffs’ Deputy
Born: Varies
Mental Attributes: Intelligence 2, Wits 2, Resolve 2
Physical Attributes: Strength 3, Dexterity 2, Stamina 3
Social Attributes: Presence 2, Manipulation 2, Composure 2
Mental Skills: Academics 0, Computer 0, Crafts 0, Investigation 1, Medicine 0, Occult 0, Politics 0, Science 0
Physical Skills: Athletics 1, Brawl 2, Drive 0, Firearms 2, Larceny 0, Stealth 1, Survival 0, Weaponry (Nightsticks) 2
Social Skills: Animal Ken 1, Empathy 0, Expression 0, Intimidation (Inmates) 2, Persuasion 0, Socialize 0, Streetwise 2, Subterfuge (Denial) 1
Merits: Allies (Street 1, Police 1), Resources 1, Status (Orleans Parish Sheriff’s Department) 1
Willpower: 4
Virtue: Obedient
Vice: Greedy or Bullying
Health: 8
Initiative: 5
Defense: 5
Weapons/Attacks: Nightstick 6D (1L), Brawl 5D (B)
Armor: 0


Ghouls


John “Johnny” Capraro (Brujah/Invictus, g. 2012)



 

Domitor: William “Will” Carolla
Clan: Brujah
Covenant: Invictus
Ghouled: 2012 (born 1981)
Apparent Age: Early 30s
Mental Attributes: Intelligence 2, Wits 2, Resolve 2
Physical Attributes: Strength 5 (3), Dexterity 3 (2), Stamina 3
Social Attributes: Charisma 2, Manip ulation 2, Composure 2
Mental Skills: Academics 0, Crafts 0, Investigation 0, Medicine 0, Occult 0, Politics 0, Science 0, Technology 0
Physical Skills: Athletics 1, Brawl 2, Drive 2, Firearms 2, Larceny 1, Melee (Knives) 2, Stealth 1, Survival 0
Social Skills: Animal Ken 0, Empathy 1, Expression 0, Intimidation (Physical Threats) 3, Persuasion 1, Socialize 0, Streetwise (Mafia) 3, Subterfuge 1
Backgrounds: Allies (Street 2, Underworld 2), Domitor (Will Carolla) 2, Resources 2, Status (Mafia) 2
Corruption: 3
Virtue: Brave
Vice: Gluttonous
Blood Potency: 0
Disciplines: Celerity 1, Potence 2

Johnny here was the ghoul Carolla took along for his attack on Roderick. These weren’t his exact stats, as I wrote them on gedit and lost them after a computer reboot, but the ones here are a pretty close approximation. He’s your pretty typical ghouled Mafia thug.

Paul Simmons (Toreador/Hardline Sanctified, g. 1971)



 

Domitor: Donovan
Clan: Toreador
Covenant: Hardline Sanctified
Ghouled: 1971 (born 1918)
Apparent Age: Early 50s
Mental Attributes: Intelligence 4, Wits 2, Resolve 2
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Charisma 3, Manipulation 3, Composure 4
Mental Skills: Academics (Finance) 4, Crafts 1, Investigation (Financials) 3, Medicine 1, Occult 1, Politics 3, Science (Mathematics) 2, Technology 1
Physical Skills: Athletics 0, Brawl 1, Drive 1, Firearms 1, Larceny 0, Melee 1, Stealth (Stalking) 2, Survival 0
Social Skills: Animal Ken 0, Empathy 2, Expression 1, Intimidation (Degradation) 4, Persuasion 2, Socialize 3, Streetwise (Prostitution) 2, Subterfuge 3
Backgrounds: Allies 5, Domitor (Donovan) 5, False Identity 3, Pawns (His “Whores”) 2, Resources 4, Status 4
Allies: Academia 5, Corporate 4, High Society 3, Legal 3, Military 4, Politics 4, Underworld 3
Status: Audubon Homeowners’ Association 3, Fidelity Bank 4, Hellfire Club 3, Human Trafficking Ring 2
Corruption: 5
Virtue: Meticulous. Paul is a detail-oriented man who gets every little thing just right.
Vice: Sadistic. Paul relishes the pain and suffering of the “whores” under his power.
Blood Potency: 0
Disciplines: [UNKNOWN]

Paul’s Allies are his various neighbors at Audubon Place (Edward McGregor is the 5-dot Academia one), business associates, and fellow hellfire club members. Paul served as a very useful set of hands and eyes to Donovan in the mortal world, in addition to managing his domitor’s herd and finances.

The GM doesn’t want to prejudice Emily’s thinking on whether or not Celia was mind-controlled into continually going back to Paul’s house. As a result, what Disciplines he had will remain unknown.


Kindred


Bishop Malveaux (10th gen. Ventrue/Lancea et Sanctum, e. 1893)



 

Sire: Karena Cingolai
Clan: Ventrue
Covenant: Lancea et Sanctum
Generation: 10th
Embrace: 1893 (born 1864)
Apparent Age: Late 20s
Mental Attributes: Intelligence 5, Wits 2, Resolve 4
Physical Attributes: Strength 1, Dexterity 2, Stamina 4 (1)
Social Attributes: Charisma 2, Manipulation 3, Composure 2
Mental Skills: Academics (Theology) 5, Crafts 0, Investigation (Heretics) 3, Medicine 1, Occult (Esoteric Christianity) 4, Politics 3, Science (Botany) 4, Technology 0
Physical Skills: Athletics 0, Brawl 0, Drive 0, Firearms 0, Larceny 1, Melee 0, Stealth 3, Survival 1
Social Skills: Animal Ken 1, Empathy (Confessants) 2, Expression (Sermons) 3, Intimidation (Direct Threats) 4, Persuasion 1, Socialize 2, Streetwise 0, Subterfuge 3
Backgrounds: Status (Camarilla 2, Lancea et Sanctum 4, Ventrue 3), [OTHERS UNKNOWN]
Flaws: Agoraphobia, Can’t Drive, Distinctive Appearance (albinism)
Corruption: Beast 4
Touchstones: None
Nature: Child
Demeanor: Traditionalist
Blood Potency: 3
Disciplines: Auspex 3, Blood Sorcery (Theban Sorcery) 5, Dominate 3, Fortitude 2, Obfuscate 3
Auspex: Heightened Senses 1, Read Thoughts 1, Sense Sin 1, Telepathy 1, Unseen Sense (Ghosts) 1, Read Thoughts 2, Sense Sin 2, Telepathy 2, Twilight Projection 2, Unseen Sense (Ghosts) 2, Medium 3, Telepathy 3, Twilight Projection 3
Blood Sorcery: Conjuring 3, Curses 4, Destruction 4, Divination 5, Green 2, Warding 2
Dominate: Command 1, Ignore 1, Sleeping Puppet 1, Command 2, The Haunting 2, Misremember 2, Dynastic Sovereignty 3, The Grand Delusion 3, Submerged Directive 3
Fortitude: Resilience 1, Impervious 1, Iron Facade 1, Impervious 2, Inviolable Mind 2
Obfuscate: Cloak of Shadows 1, Face in the Crowd 1, Ignore 1, Iron Facade 1, Sleep Unseen 2, Steal Sense 2, Touch of Shadow 2, Cloak of Night 3, Conceal Dwelling 3
Banes: Light Sensitive, [OTHERS UNKNOWN]

Bliss Jackson (12th gen. Brujah/Anarch Movement, e. 2010)



 

Sire: Jaime Collazo
Clan: Brujah
Covenant: Anarch Movement
Generation: 12th
Embrace: 2010 (born 1994)
Apparent Age: Mid-teens
Mental Attributes: Intelligence 1, Wits 2, Resolve 3
Physical Attributes: Strength 5 (2), Dexterity 5 (3), Stamina 4 (3)
Social Attributes: Charisma 3, Manipulation 2, Composure 1
Mental Skills: Academics 0, Crafts 1, Investigation 0, Medicine (Self-Care) 1, Occult 0, Politics 0, Science 0, Technology 0
Physical Skills: Athletics 2, Brawl (Tougher Opponents) 2, Drive 2, Firearms 1, Larceny 1, Melee 1, Stealth 1, Survival (Urban) 2
Social Skills: Animal Ken 0, Empathy (Alcoholics) 1, Expression 0, Intimidation (Physical Violence) 3, Persuasion 0, Socialize (Raves) 2, Streetwise 3, Subterfuge 1
Backgrounds: Domain 2, Paramour (Trent Ambrose) 1, Resources 1, Status (Anarchs 1, Brujah 1, Eight-Nine-Six 2)
Corruption: Beast 3
Touchstone: Kendra Jackson, her alcoholic mother in Cincinnati.
Nature: Survivor
Demeanor: Rebel
Blood Potency: 1
Disciplines: Celerity 2, Fortitude 1, Potence 2, Presence 1
Banes: Monstrous Reflection, the Wrathful Curse

Bobbi Jo “Mad Dog Cherry” Boggs (9th gen. Hecata, e. 1999)



 

Sire: Cletus Lee Boggs
Clan: Hecata
Covenant: Giovannini
Generation: 9th
Embrace: 1999 (born 1974)
Apparent Age: Mid-20s
Predator Type: Alleycat
Mental Attributes: Intelligence 1, Wits 3, Resolve 3
Physical Attributes: Strength 6 (3), Dexterity 6 (4), Stamina 6 (4)
Social Skills: Charisma 3, Manipulation 2, Composure 1
Mental Skills: Academics 0, Crafts (Motorcycles) 2, Investigation 0, Medicine 0, Occult 1, Politics 1, Science 0, Technology 0
Physical Skills: Athletics 3, Brawl 3, Drive (Motorcycles) 4, Firearms 2, Larceny 1, Melee (Improvised Weapons) 3, Stealth 1, Survival 2
Social Skills: Animal Ken 0, Empathy 0, Expression 0, Intimidation (Sexual Assault) 4, Persuasion 0, Socialize 1, Streetwise (OMCs) 3, Subterfuge 0
Backgrounds: Mentor (Cletus Lee Boggs), Pawns (Street 4, Transportation 3, Underworld 3), Resources 3, Status (Boggs Clan 4, White Lightning OMC 3)
Merits: Cannibal
Corruption: Beast 5
Touchstone: OMC clubhouse of the White Reich Riders
Nature: Sadomasochist
Demeanor: Bravo
Blood Potency: 2
Disciplines: Celerity 2, Fortitude 2, Potence 3
Banes: Beacon of the Unholy, Lamia’s Curse, Mindless Hunger

Pic.jpg Edith Flanagan (11th gen. Caitiff/Bourbon Sanctified, e. 1955)



 

Sire: Charles Kennan
Clan: Caitiff
Covenant: Bourbon Sanctified
Generation: 11th
Embrace: 1955 (born 1924)
Apparent Age: Early 30s
Mental Attributes: Intelligence 2, Wits 2, Resolve 2
Physical Attributes: Strength 3 (2), Dexterity 2, Stamina 6 (3)
Social Attributes: Charisma 2, Manipulation 2, Composure 2
Mental Skills: Academics 1, Crafts (Cooking) 3, Investigation 0, Medicine 0, Occult (Thin-Bloods) 1, Politics 0, Science 0, Technology 0
Physical Skills: Athletics 0, Brawl (Defending Family) 1, Drive 2, Firearms 1, Larceny 0, Melee 0, Stealth (Poaching) 3, Survival 2
Social Skills: Animal Ken 0, Empathy 2, Expression 0, Intimidation 1, Persuasion 1, Socialize 1, Streetwise 2, Subterfuge 1
Backgrounds: Protégé (Geraldine Maude Danvers) 1, Resources 1, Retainers 4
Retainers: Cinderella, Harper Flannagan, Lily Flannagan, Melody Flannagan
Flaws: Quarter Rat, Ward (Geraldine Maude Danvers, Harper Flannagan)
Corruption: Beast 4
Virtue: Sacrificing. Although Edith has caused most of her adopted family problem’s, there’s still nothing Edith won’t do for them.
Vice: Indulgent. Edith will let Geraldine do anything she wants, no matter the cost in human suffering.
Blood Potency: 2
Disciplines: Animalism 2, Fortitude 3, Obfuscate 2, Potence 1
Banes: Fascinated by Dust, Fatal Feeding (children), Infertile Vitae, Invitation, Plague of Purity (pregnant women)

Edith’s Infertile Vitae is the reason she limited herself to ghouling and adopting children. She would doubtlessly have sired an enormous brood without it.

Pic.jpg Jocelyn Baker (11th gen. Toreador/Hardline Sanctified, e. 2012)



 

Sire: Sally Ward
Clan: Toreador
Covenant: Hardline Sanctified
Generation: 11th
Embrace: 2012 (born 1992)
Apparent Age: Late teens
Mental Attributes: Intelligence 2, Wits 3, Resolve 2
Physical Attributes: Strength 2, Dexterity 4 (3), Stamina 2
Social Attributes: Charisma 3, Manipulation 4, Composure 2
Mental Skills: Academics (Art History) 2, Crafts 1, Investigation 0, Medicine 0, Occult 0, Politics 0, Science 0, Technology (Image Manipulation) 2
Physical Skills: Athletics 1, Brawl 1, Drive 1, Firearms 0, Larceny 0, Melee 0, Stealth 1, Survival 0
Social Skills: Animal Ken 0, Empathy 1, Expression (Photography) 3, Intimidation 0, Persuasion (Seduction) 2, Socialize (Art Functions) 2, Streetwise 1, Subterfuge (Misdirection) 2
Backgrounds: Allies (High Society) 1, Domain 1, Fame (Art Websites) 1, Herd (Duped “Boyfriends”) 1, Mentors 2, Paramour (Caroline Malveaux-Devillers) 1, Resources 2, Retainers (Megan Wilkins) 1, Status (Hardline Sanctified) 1
Mentor: Augusto Vidal 2/5, Sally Ward 2
Corruption: Beast 3
Touchstone: @GoralGirl, a friend and fellow photography student from UC Davis she’s remained in touch with online.
Vice: Destructive. Jocelyn hurts herself and the people around her when things don’t go her way.
Blood Potency: 1
Disciplines: Auspex 2, Celerity 1, Presence 2
Banes: The Rapturous Curse

Jocelyn was Beast 2 during her first appearance in Story Three, but events over subsequent story arcs drove down her humanity.

Jocelyn used to have Status (Storyvilles) 2, but the krewe was defunct by the time of her final death.

John Polk (11th gen. Ventrue/Hardline Sanctified, g. 1938, e. 1952)



 

Sire: Jacopo “Walter” Andretti
Clan: Ventrue
Covenant: Lancea et Sanctum
Generation: 11th
Embrace: 1952 (ghouled 1938, born 1901)
Apparent Age: Late 30s
Mental Attributes: Intelligence 2, Wits 2, Resolve 1
Physical Attributes: Strength 2, Dexterity 2, Stamina 6 (3)
Social Attributes: Charisma 2, Manipulation 2, Composure 3
Mental Skills: Academics (Theology) 4, Crafts 0, Investigation 1, Medicine 1, Occult 3, Politics 1, Science (Botany) 2, Technology 0
Physical Skills: Athletics 0, Brawl 0, Drive 0, Firearms 0, Larceny 0, Melee 0, Stealth 1, Survival 0
Social Skills: Animal Ken 0, Empathy 3, Expression 2, Intimidation 0, Persuasion 1, Socialize 1, Streetwise 0, Subterfuge 1
Backgrounds: Domain 3, Herd 2, Mentor (Bishop Malveaux) 3, Pawns (Church) 3, Protege (Roxanne Gerlette) 2, Resources 2, Retainers 2, Status (Camarilla 1, Lancea et Sanctum 2, Ventrue 2)
Corruption: Beast 2
Touchstone: Father Molinari (parish priest), Jason Polk (many times great-nephew)
Virtue: Obedient. Polk faithfully does what his superiors tell him, even when it’s to his own detriment. He’s a born follower and genuinely favored and valued by his superiors because of it.
Vice: Slothful. Polk has little ambition and is content to let others direct his Requiem, so long as it stays comfortable for him. So far it has.
Blood Potency: 2
Disciplines: Blood Sorcery (Theban Sorcery) 3, Fortitude 3, Obfuscate 2
Banes: Death of Day’s Sleep, the Epicurean Curse (Italian-Americans), Holy Day (Sunday), Vulnerable to Faith

Nathan Mendelssohn (7th gen. Tremere/House Tremere)



 

Sire: Karl Schrekt
Clan: Tremere
Covenant: House Tremere
Generation: 7th
Embrace: Mid-17th century (born late 16th century)
Apparent Age: Late 50s
Backgrounds: Protégé (Jonathan North) 5, Status (Camarilla 4, Tremere 5), [OTHERS UNKNOWN]

Pic.jpg Nico Cimpreon (11th gen. Lasombra/Anarch Movement, g. 1981, e. 1988)



 

Sire: Francesco Ricci
Clan: Lasombra
Covenant: Anarch Movement
Generation: 11th
Embrace: 1988 (ghouled 1981, born 1958)
Apparent Age: Mid-20s
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 6 (3), Dexterity 5 (3), Stamina 5 (3)
Social Attributes: Charisma 4, Manipulation 2, Composure 3
Mental Skills: Academics 0, Crafts 1, Investigation 1, Medicine 0, Occult 0, Politics 1, Science 0, Technology 0
Physical Skills: Athletics 2, Brawl 3, Drive 3, Firearms 2, Larceny 2, Melee 2, Stealth 2, Survival 1
Social Skills: Animal Ken 0, Empathy 2, Expression 0, Intimidation (Physical Threats) 3, Persuasion 3, Socialize 2, Streetwise (Smuggling) 4, Subterfuge (Denials) 3
Backgrounds: Allies 3*, Domain 2*, Herd 2, Mask 1, Resources 3, Retainers, Status 3
Status: Industry 1, Street 3, Transportation 3, Underworld 2
Status: Anarch Movement 2, Bourbon Sanctified 1, Lasombra 1, OXR 3, Smuggling Ring 3
Corruption: Beast 3
Touchstones: Unknown
Virtue: Unknown
Vice: Greedy. Nico always wants more.
Blood Potency: 2
Disciplines: Blood Sorcery (Obtenebration) 1, Celerity 2, Dominate 1, Fortitude 2, Potence 3, Presence 2
Banes: Contagion, the Hollow Curse, Rain’s Refusal

Backgrounds in asterisks are located in San Francisco.

Nico’s diablerie of the Tzimisce pack priest in Story 12 should have lowered his generation to 10th, but splitting it with Caroline kept him at 11th. He elected to learn Fortitude 2 from the diablerie.

René Baristheaut (9th gen. Ventrue/Bourbon Sanctified, e. 1898)



 

Sire: Robert Bastien
Clan: Ventrue
Covenant: Bourbon Sanctified
Generation: 9th
Embrace: 1898 (born 1869)
Apparent Age: Late 20s
Mental Attributes: Intelligence 3, Wits 4, Resolve 2
Physical Attributes: Strength 4 (3), Dexterity 9 (5), Stamina 6 (3)
Social Attributes: Charisma 4, Manipulation 3, Composure 3
Mental Skills: Academics (Theology) 3, Crafts 1, Investigation 3, Medicine (First Aid) 2, Occult (The Dark) 3, Politics 3, Science 1, Technology 0
Physical Skills: Athletics 3, Brawl 3, Drive 2, Firearms 3, Larceny 2, Melee (Swords) 4, Stealth 3, Survival (Shelter) 3
Social Skills: Animal Ken 1, Empathy (Doubts) 4, Expression (Poetry) 2, Intimidation (Taunts) 3, Persuasion (Seduction) 4, Socialize 3, Streetwise 3, Subterfuge 3
Backgrounds: Retainer (Kelford Grant) 5, Status (Bourbon Sanctified 2, Camarilla 1, Ventrue 1), [OTHERS UNKNOWN]
Corruption: Beast 4
Touchstone: None
Virtue: Honest. René doesn’t lie to people (or himself) about what he is. He hates perceived phoniness and hypocrisy in others.
Vice: Cruel. René can’t resist twisting the knife and taunting the victim all the while.
Blood Potency: 3
Disciplines: Celerity 4, Dominate 3, Fortitude 3, Obfuscate 1, Potence 1, Presence 3
Banes: Bells, the Epicurean Curse (lapsed Catholics), Madness Sees Evil, Repaid Kindness, Vulnerable to Faith, Weakened by Symbols (crucifixes)

Pic.jpg Reynaldo Gui (9th gen. Ventrue/Bourbon Sanctified/Invictus, g. 1925, e. 1993)


 

Sire: Al Capone (allegedly)
Clan: Ventrue
Covenant: Bourbon Sanctified/Invictus
Generation: 9th
Embrace: 1993 (ghouled 1925, born 1904)
Apparent Age: Mid-20s
Mental Attributes: Intelligence 2, Wits 3, Resolve 2
Physical Attributes: Strength 2, Dexterity 2, Stamina 6 (3)
Social Attributes: Charisma 4, Manipulation 3, Composure 4
Mental Skills: Academics 0, Crafts 1, Investigation 1, Medicine 0, Occult 0, Politics 2, Science 0, Technology 0
Physical Skills: Athletics 1, Brawl 2, Drive 2, Firearms 2, Larceny 2, Melee 1, Stealth 1, Survival 1
Social Skills: Animal Ken 0, Empathy 2, Expression 2, Intimidation (Veiled Threats) 3, Persuasion 3, Socialize (Hosting) 3, Streetwise (Mafia) 4, Subterfuge (Withholding Information) 3
Backgrounds: Domain 3, Herd (Prostitutes) 3, Mask 2, Mentor (His Sire) ?, Pawns 3, Resources 3, Retainers 4, Status 3
Pawns: High Society 2, Underworld 3, Street 2
Status: Bourbon Sanctified 2, Camarilla 1, Invictus 1, Mafia 3, Twilight Club 2, Ventrue 1
Corruption: Beast 3
Touchstone: [UNKNOWN]
Virtue: Charity
Vice: Duplicitous
Blood Potency: 1
Disciplines: Auspex 2, Dominate 2, Fortitude 3, Obfuscate 2, Presence 3
Banes: Anemic Vitae, the Epicurean Curse (prostitutes), Invitation, Wanton

Pic.jpg Rocco Agnello (10th gen. Gangrel/Hardline Sanctified, e. 1899)



 

Sire: Caitlin Meadows
Clan: Gangrel
Covenant: Hardline Sanctified
Generation: 10th
Embrace: 1899 (ghouled 1895, born 1876)
Apparent Age: Late teens
Predator Type: Siren
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 3 (2), Dexterity 7 (4), Stamina 6 (3)
Social Attributes: Charisma 4, Manipulation 1, Composure 2
Mental Skills: Academics 0, Crafts 0, Investigation (Lawbreakers) 3, Medicine 0, Occult 1, Politics 1, Science 0, Technology 0
Physical Skills: Athletics (Chases) 4, Brawl (Claws) 5, Drive 2, Firearms 1, Larceny 1, Melee 1, Stealth (Stalking) 2, Survival 2
Social Skills: Animal Ken 1, Empathy (Detecting Lies) 3, Expression (Dance) 3, Intimidation (Violent Threats) 4, Persuasion 2, Socialize 1, Streetwise (Mafia) 3, Subterfuge 3
Backgrounds: Domain (Harrah’s New Orleans) 3, Herd (Mafia Molls) 3, Mask 1, Paramour (Alexander Wright) 2, Pawns 4, Resources 4, Retainers 5, Status 3
Pawns: Hospitality 4, Underworld 3
Retainers: Annabelle “Bella” Bellerose, Corbin “Spook” MacCready, Guilo “Blackmatch” Mantraga, Pablo “The Giant” Colombo, Simon “The Finch” Colombo
Status: Camarilla 1, Gangrel 2, Guard de Ville 2, Hardline Sanctified 2, Mafia 3, Sol’s Grief 1, Toreador 1
Corruption: Beast 4
Touchstones: Selena “Mona Smiles” Mantraga
Virtue: Loyal
Vice: Bullying
Blood Potency: 3
Disciplines: Animalism 1, Celerity 3, Dominate 2, Fortitude 3, Potence 1, Presence 1, Protean 4
Banes: The Bestial Curse, [OTHERS UNKNOWN]

These are not the sane stats Rocco had as a PC. They were, however, the ones used when he was NPC’d by the GM, and inspired by his stats as a PC.

Roxanne Gerlette (12th gen. Ventrue/Hardline Sanctified, e. 2010)



 

Sire: John Polk
Clan: Ventrue
Allegiance: Camarilla
Covenant: Lancea et Sanctum
Generation: 12th
Embrace: 2010 (born 1991)
Apparent Age: Late teens
Mental Attributes: Intelligence 3, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 3, Stamina 4 (2)
Social Attributes: Charisma 3, Manipulation 2, Composure 2
Mental Skills: Academics (Theology) 3, Crafts 0, Investigation 1, Medicine 0, Occult 1, Politics 3, Science 0, Technology 0
Physical Skills: Athletics 2, Brawl 2, Drive 0, Firearms 2, Larceny 0, Melee 1, Stealth 1, Survival 0
Social Skills: Animal Ken 0, Empathy 1, Expression (Oratory) 2, Intimidation (Stare-Downs) 3, Persuasion 2, Socialize 2, Streetwise 1, Subterfuge (Denial) 2
Backgrounds: Domain 3, Fame (Isabel Flores) 2, False Identity (Roxanne Gerlette) 2, Herd 2, Mentor (Bishop Malveaux 1/3, John Polk 1, Skyman ?), Paramour (Evan Bourelle) 1, Pawns (Academia 2, Church 2), Resources 3, Retainers 2, Status (Lancea et Sanctum 1, Storyville Krewe 3)
Corruption: Beast 3
Touchstones: Ethan Flores (brother/son), Logan Flores (brother), Maxen Flores (father)
Virtue: Obedient
Vice: Controlling
Blood Potency: 1
Disciplines: Dominate 2, Fortitude 2, Presence 1
Banes: The Epicurean Curse (Christian virgins)


Ex-PCs


Baptiste du Lac (9th gen. Nosferatu/Invictus, e. 1866) (ST rules)



 

Sire: Miss Opal
Clan: Nosferatu
Covenant: Invictus
Generation: 9th
Embrace: 1866 (born 1831)
Apparent Age: Indeterminate
Mental Attributes: Intelligence 4, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 5, Stamina 2
Social Attributes: Presence 2, Manipulation 3, Composure 3
Mental Skills: Academics 1, Computer 0, Crafts (Architecture, Jury Rigging) 4, Investigation 0, Medicine 0, Occult (Ley Lines) 3, Politics 3, Science 0
Physical Skills: Athletics 1, Brawl 0, Drive 0, Firearms 0, Larceny 0, Stealth 5, Survival 0, Weaponry 0
Social Skills: Animal Ken 1, Empathy 1, Expression 1, Intimidation 3, Persuasion 1, Socialize 3, Streetwise (Navigation) 4, Subterfuge 3
Merits: Allies (Bureaucracy 3, High Society 1), Domain (Piazza d’Italia, The Loews New Orleans Hotel) 2, Mentor (Miss Opal) 3, Resources 2, Status (Camarilla 2, Invictus 2, Nosferatu 3), Title (Whip) 2
Willpower: 6
Morality: Humanity 5
Touchstone: Dominique Lake (ghouled herald)
Mask: Conspirator
Dirge: Deviant
Health: 7
Initiative: 8
Defense: 6
Blood Potency: 3
Disciplines: Majesty 4, Obfuscate 5
Vitae/per Turn: 12/3
Banes: Aura of Madness, Maddening Vitae
Conditions: Megalomania
Weapons/Attacks: Brawl 4D (B)
Armor: 3/3

GM’s Notes: As with Jacob, Baptiste dropped various Social Merits that never came up/were never established IC, including: Alternate Identity (Lake Family) 3, Contacts 2, Cult (Lake Family) 5, Fame (Lake Family, Architecture) 1, Living Masquerade 3, Resources 4, Status (Krewe of Janus 2, Ordo Dracul 2), Coil of the Voivode 1. His Humanity would have also fallen to 2 without any further Touchstones.

He also had various Attributes/Skills that were also lowered as result of (in fairness to Jack) simple lack of time to have played them up. They were formerly Manipulation 5, Composure 5, Crafts 5, Socialize 5, Streetwise 5. I did increase his Intimidation from 0 to 3, as Jack liked playing him as a threatening/disturbing figure, and his Strength to 2, as his physical weakness wasn’t established either.

Baptiste obviously had a ton of traits that were never showcased as a result of his early demise. Spending time on how a now-domitor-less extended family of ghouls, the Krewe of Janus, the Ordo Dracul, etc, all react to Baptiste’s death when those social ties never come up IG doesn’t interest me—I’d rather spend my time having the setting react to things PCs actually did. If Baptiste had been able to show off his Coils powers, interact with other Dragons, participate in a Krewe of Janus Masquerade cleanup, etc, that would be another story. But traits are only strings of html on a web page until they come up in-game, and they get lowered if PCs don’t live up to them. Baptiste’s posthumous lowering is one of the more extreme examples of that, but a telling example all the same. (It’s also an example of how that isn’t always the player’s “fault”—it was simple lack of time that stopped Baptiste from showing off his many traits, which I know Jack would’ve done a good job at.)

Emil Kane (Malkavian/?, e. 2007)



 

Domitor: Carter Landry
Clan: Malkavian
Covenant: Emil never discovered his domitor’s covenant
Ghouled: 2007 (born 1986)
Apparent Age: Early 20s
Mental Attributes: Intelligence 5, Wits 3, Resolve 3
Physical Attributes: Strength 1, Dexterity 3, Stamina 2
Social Attributes: Charisma 3, Manipulation 3, Composure 3
Mental Skills: Academics (Judaism) 2, Crafts (Shoes) 1, Investigation (Occult Mysteries) 2, Medicine 1, Occult 3, Politics 2, Science 1, Technology (Hacking) 4
Physical Skills: Athletics 2, Brawl 1, Drive 1, Firearms 1, Larceny 0, Melee 0, Stealth 1, Survival 0
Social Skills: Animal Ken 0, Empathy 3, Expression 2, Intimidation 2, Persuasion 2, Socialize 1, Streetwise 1, Subterfuge (Half-Truths) 2
Backgrounds: Allis (Dr. Barotsz 3, Dr. Roz 3, Lucky Johnson 3), Domitor (Carter Landry) 2/?, Mentor (Paul Jonas 3, Rachman Shemtov 2), Resources 2, Status (Gene Tree 1, Mirror_Mirror 3)
Merits: Discipline Prodigy (Auspex) 4, Laying on Hands 3, Paravocalization 3, Precognition 4, Telekinesis 3, Vice-Ridden (Absolutism)
Flaws: Devil-Touched
Corruption: 3
Virtue: Faith
Vice: Absolutism, Curiosity
Blood Potency: 0
Disciplines: Auspex 2
Auspex: Lucky Guess 1, Nightsight 1, Read Thoughts 1, Read Thoughts 2
Tells:

Emmett Delacroix (unknown gen. Setite, d. 2015, e. 2016)



 

Sire: Camille Richelieu
Clan: Setite
Covenant: Unaligned
Generation: Unknown
Embrace: 2016
Apparent Age: Mid-20s before Dicentra worked on him
Predator Type: None yet determined, but probably Siren
Mental Attributes: Intelligence 2, Wits 4, Resolve 2
Physical Attributes: Strength 1, Dexterity 5 (4), Stamina 2
Social Attributes: Charisma 4, Manipulation 3, Composure 1
Mental Skills: Academics 1, Crafts 0, Investigation 2, Medicine 0, Occult 0, Politics 0, Science 0, Technology 0
Physical Skills: Athletics (Getaways) 3, Brawl 0, Drive 2, Firearms 0, Larceny 2, Melee 0, Stealth 2, Survival 0
Social Skills: Animal Ken 0, Expression (Films) 3, Empathy (Emotional Vulnerabilities, Reading Marks) 3, Intimidation (Put-Downs) 3, Persuasion (Fast-Talking) 4, Socialize 3, Streetwise 3, Subterfuge (Characters, Reassuring Truths) 4
Backgrounds: Allies 3, Mentors 1, Paramour (Sami Watts) 2, Retainer (Eileen Afflerbach)
Allies: Academia 2, High Society 3, Industry 1, Legal 2, Media 2, Occult 1, Street 3, Transportation 1, Wraiths 1
Mentors: Antoine Savoy 1/4, Camille Richelieu 2/?
Corruption: Beast 4
Touchstones: None yet determined
Virtue: Caring
Vice: Spiteful
Blood Potency: 1
Disciplines: Celerity 1, Obfuscate 1, Presence 2
Celerity: Alacrity 1, Slow Fall 1
Obfuscate: Chimerstry 1
Presence: Awe 1, Trustworthy 1, Dreamweaver 2
Banes: Aten’s Curse, Monstrous Reflection, Repaid Kindness, Shadowless

Attributes: Emmett’s original Attributes were Int 3, Wits 4, Res 3, Comp 2. These were posthumously lowered. Emmett could be pretty stubborn, sometimes, but was also easily frustrated and would sometimes just give up (Resolve 2). He was highly volatile and easy to provoke. He was very rarely in control of his emotions (Composure 1). The GM was waiting to see whether Emmett’s Embrace and his change in circumstances would’ve changed his temperament before lowering his Social Attributes. Int-wise, Em was raised in a family of doctors and professors, and his player’s rationale (which I accepted) was that he was a bright kid who never lived up to his potential. I could just as easily see him as an Int 2, though, and simply not as smart as the rest of his family. But the GM errs in favor of the PC for scenarios like these.

Disciplines: Emmett’s Disciplines were pretty much direct “translations” of his ghostly powers. He’d developed the ability to levitate, create illusions, manipulate emotions, and insert himself into people’s dreams as a wraith, so those all stayed. Dreamweaver was a Rare Devotion that would’ve been his cool and unique thing which he could’ve developed further.

Missed Chances: Emmett’s Arcanoi as a wraith were Argos 2, Embody 2, Phantasm 3, Keening 1, who don’t develop their powers like vampires do Disciplines—they have a larger number of Arcanoi that do fewer things. If he’d achieved a higher success threshold during the final harrowing, he would’ve entered his Requiem with Celerity 2, Obfuscate 3, Protean 1, Presence 3 and Blood Potency 2.

He also received, over various log awards and in lieu of other trait increases, XP earmarked solely for Backgrounds over the time skip.

Let it not be said the GM didn’t set him up for success.

George Smith (9th gen. Ventrue/Hardline Sanctified, e. 1862)



 

Sire: Kriemhild of Austria
Clan: Ventrue
Covenant: Hardline Sanctified (recently excommunicated)
Generation: 9th
Embrace: 1862 (born 1819)
Apparent Age: Early 40s
Mental Attributes: Intelligence 4, Wits 4, Resolve 3
Physical Attributes: Strength 1, Dexterity 3, Stamina 6 (3)
Social Attributes: Charisma 4, Manipulation 5, Composure 4
Mental Skills: Academics 3, Crafts (Buildings) 2, Investigation 1, Medicine 0, Occult 0, Politics (Scandals) 5, Science 1, Technology 0
Physical Skills: Athletics 0, Brawl 0, Drive 3, Firearms 1, Larceny 3, Melee 0, Stealth 0, Survival 0
Social Skills: Animal Ken 0, Empathy (Motives) 4, Expression 2, Intimidation 3, Persuasion (Negotiation) 4, Socialize (Formal Events) 5, Streetwise 1, Subterfuge (Lies) 5
Backgrounds: Domain 2, Herd (Hotel Guests) 3, Mask 2, Paramour (Becky Lynne Adler) 2, Pawns 4, Protégé (Sofia Andrepont) 2, Resources 4, Retainers 4, Status 4
Pawns: High Society 4, Hospitality 4, Industry 2, Transportation 3, Underworld 2
Retainers: Eva Berry 3, Fleur Vipond 3, Sarah Spencer 4, Shawn Dean 3
Status: Camarilla 3, Invictus 1, Key Club 2, Nosferatu 2, Order of the White Cross 1, Windsor Court Hotel 4, Toreador 1, Ventrue 3
Corruption: Beast 4
Touchstones: The Windsor Court
Nature: Rogue
Demeanor: Host
Blood Potency: 3
Disciplines: Auspex 2, Dominate 4, Fortitude 3, Presence 4
Auspex: Lucky Guess 1, Read Thoughts 1, Honeyed Words 2, Read Thoughts 2
Dominate: Cloud Memory 1, Compel 1, Mesmerize 2, Misremember 2, Submerged Directive 3, Rationalize 4
Fortitude: Immovable 1, Regeneration 1, Resilience 1, Regeneration 2, Respect Your Betters 2, Inviolable Mind 3
Presence: Awe 1, Enchanting Gaze 1, Trustworthy 1, Confidant 2, Easy Lay 2, Honeyed Words 2, Repeat Customer 2, Respect Your Betters 2, Green Eyes 3, Summoning 3, Cooperation 4, Loyalty 4
Banes: The Epicurean Curse (strong-willed women), Invitation, Lost in Fog, No Reflection, Wanton

GM’s Notes: George was not played with these stats. Rather, these are the stats I’d now give him based on how he was played over his tenure in the game, as well as accounting for the changes that accompanied the rules swap from the Storytelling System to Decanter.

George Smith (9th gen. Ventrue/Hardline Sanctified, e. 1862) (ST rules)



 

Sire: Kriemhild of Austria
Clan: Ventrue
Covenant: Hardline Sanctified (recently excommunicated)
Generation: 9th
Embrace: 1862 (born 1819)
Apparent Age: Early 40s
Mental Attributes: Intelligence 4, Wits 4, Resolve 2
Physical Attributes: Strength 1, Dexterity 3, Stamina 6 (4)
Social Attributes: Presence 4, Manipulation 5, Composure 3
Mental Skills: Academics 3, Computer 0, Crafts 2, Investigation 0, Medicine 0, Occult 0, Politics (Scandals) 5, Science 1
Physical Skills: Athletics 0, Brawl 0, Drive 3, Firearms 0, Larceny 3, Stealth 0, Survival 0, Weaponry 0
Social Skills: Animal Ken 0, Empathy (Motives) 5, Expression 0, Intimidation 0, Persuasion (Negotiation) 4, Socialize (Formal Events) 4, Streetwise 0, Subterfuge (Lies) 4
Merits: Allies (Transportation) 2, Domain 2, Herd 1, Protégé (Sofia Andrepont) 2, Resources 4, Status (Camarilla 3, Ventrue 3)
Willpower: 5
Morality: Humanity 3
Touchstones: The Windsor Court
Nature: Rogue
Demeanor: Host
Health: 11
Initiative: 7
Defense: 4
Blood Potency: 3
Disciplines: Auspex 2, Dominate 4, Majesty 2, Resilience 2
Vitae/per Turn: 12/3
Weapons/Attacks: Brawl 2D (B)
Armor: 2/4

GM’s Notes: George was played a very long time ago, when a lot of the mechanical options available to PCs and broader house rules we are currently using didn’t exist. If I were to rebuild George as a “modern” PC, I’d make the following changes:

Attributes-wise, I’d give him another dot in Composure. He generally kept his shit together. I’d also give him higher Resolve, and present his weakness for attractive women through Vice-Ridden (Lust).

No changes to his Skills. Maybe some dots in Intimidation and Expression.

Banes-wise, I’d give him Invitation (he’s a cordial host and respects others’ property), Lost in Fog (his foggy, ever-shifting allegiances leave him weak in literal fog), No Reflection (being a soulless bastard; mirrors have related folklore there), Wanton (he had a weak spot for hot women)

Merits-wise, I’d give him Business (Windsor Court). That was the main “freebie” George enjoyed as a result of being a PC from our game’s earliest days. I played off ownership of the Court as a function of George’s Resources, which was one of the instances that convinced me said Merit was too powerful on its own. Under our current system, someone can have Resources 4 and a giant bank account, but the benefits that come with owning your own world-class hotel are associated with Status/Business (Windsor Court).

I’d also give George a few dots in Alternate Identity. That Merit’s benefits were ones he didn’t get to trade on for free, as “Gregory Smythe” being a pseudonym without any legal documentation (and being so similar to his real name, at that) was one of the factors that gave Vidal pretext to divest him of his business holdings (threat to the Masquerade) when it became apparent George had turned against him.

Other Merits that could’ve enhanced George’s character concept are Allies (High Society), Allies (Underworld; George had some interest in organized crime), Clan Friendship (Nosferatu; George always liked them), Clan Friendship (Toreador), Covenant Friendship (Invictus), ghoul Retainers (such as the Court’s “day manager”), and Status granting him membership in various Kindred societies and fraternities, such as the Key Club, Order of the White Cross, Order of the Hawk Royale, etc. Kindred Ally (Alexander Wright, Coco Duquette, Gus Elgin, Harlequin, Sundown) would’ve also been fitting. Paramour (Becky Lynne) also looked pretty likely to develop before George’s retirement. There’s probably a bunch more Social Merits that would be fitting if I put further thought into them. George was a great PC with a lot of social connections.

Isabella “Isa” Suarez (11th gen. Ravnos/Anarch Movement, e. 2011)



 

Sire: Marcus Pollard
Clan: Ravnos
Covenant: Anarch Movement
Generation: 11th
Embrace: 2011 (born 1994)
Apparent Age: Late teens
Mental Attributes: Intelligence 2, Wits 2, Resolve 3
Physical Attributes: Strength 1, Dexterity 3, Stamina 2
Social Attributes: Charisma 3, Manipulation 2, Composure 3
Mental Skills: Academics 1, Crafts 0, Investigation 2, Medicine 0, Occult 1, Politics 0, Science 0, Technology 0
Physical Skills: Athletics 0, Brawl 1, Drive 0, Firearms 0, Larceny 3, Melee (Knives) 1, Stealth 2, Survival 0
Social Skills: Animal Ken 0, Empathy 2, Expression (Poetry) 2, Intimidation 0, Persuasion (Sympathy) 3, Socialize (Etiquette) 1, Streetwise (Knowing People) 2, Subterfuge (Hustling) 3
Backgrounds: Allies (Health) 2, Mentor (Sundown) 1/3, Paramour (Shep Jennings) 1/3, Retainers 1, Status (Anarchs 1, Night Axles 1)
Flaws: Bulimic
Corruption: Beast 2
Touchstone: Matti Suarez (brother)
Nature: Caregiver
Demeanor: Rebel
Blood Potency: 1
Disciplines: Animalism 1, Obfuscate 2, Presence 2
Banes: The Adhharmic Curse (humble the ungrateful)

Isa had a number of Backgrounds beyond the above that were never established in play, or even had specific NPCs attached to them OOC, so they’ve been removed. She also had a number of Attributes lowered. I’m more willing to err towards higher traits for PCs, but Isa was one of the game’s briefest-played ones and never showed them off.

Jacob Grunewald (11th gen. Tremere/House Tremere/Hardline Sanctified, e. 1880)


 

Sire: Lyle Carnall
Clan: Tremere
Covenant: House Tremere/Lancea et Sanctum
Generation: 11th
Embrace: 1880 (born 1860)
Apparent Age: Early 20s
Mental Attributes: Intelligence 5, Wits 1, Resolve 3
Physical Attributes: Strength 2, Dexterity 3, Stamina 2
Social Attributes: Charisma 3, Manipulation 1, Composure 2
Mental Skills: Academics (Folklore) 5, Crafts 1, Investigation (Artifacts) 4, Medicine 2, Occult (Ghosts) 4, Politics 0, Science 0, Technology 0
Physical Skills: Athletics 2, Brawl 2, Drive 0, Firearms 0, Larceny 0, Melee 0, Stealth 0, Survival 1
Social Skills: Animal Ken 0, Empathy (Calming) 3, Expression 2, Intimidation 1, Persuasion 2, Socialize 0, Streetwise 1, Subterfuge 0
Backgrounds: Allies (Health 3, Occult 3, Spirits 4, Street 2, Wraiths 3), Domain (Bywater) 2, Guide (Jackie Grunewald) 3, Herd (Children) 3, Resources 2, Retainer (Samantha Hingorani) 1, Status (Lancea et Sanctum 1, Tremere 1)
Merits: Blush of Health 2, Innate Gift (Medium) 3, Sorcerous Savant 4
Flaws: Amnesia (murders of his adoptive children), Betrayer’s Mark, Traitor (Sabbat), Ward (adoptive children)
Corruption: 2
Touchstones: Kadasha (adopted infant), Samantha Hingorani (ghouled housemaid)
Nature: Nurturer
Demeanor: Scholar
Blood Potency: 2
Disciplines: Blood Sorcery (Thaumaturgy) 5
Blood Sorcery: Alchemy 1, Blood 4, Divination 3, Flames 5, Levinbolt 3, Mind 1, Spirits 5, Warding 3
Banes: Blood of the Unwilling, Invitation, Must Wear White

GM’s Notes: Jacob was not played with these stats. Rather, these are the stats I’d now give him based on how he was played over his tenure in the game, as well as accounting for the changes that accompanied the rules swap from the Storytelling System to Decanter.

Jacob Grunewald (10th gen. Tremere/House Tremere/Hardline Sanctified, e. 1880) (ST rules)


 

Sire: Unknown
Clan: Tremere
Covenant: House Tremere/Lancea et Sanctum
Generation: 10th
Embrace: 1880 (born 1860)
Apparent Age: Early 20s
Mental Attributes: Intelligence 5, Wits 3, Resolve 4
Physical Attributes: Strength 2, Dexterity 3, Stamina 3
Social Attributes: Presence 4, Manipulation 2, Composure 4
Mental Skills: Academics 3, Computer 0, Crafts 0, Investigation (Artifacts) 4, Medicine 4, Occult (Ghosts) 5, Politics 0, Science 0
Physical Skills: Athletics 4, Brawl 2, Drive 0, Firearms 0, Larceny 0, Stealth 0, Survival 0, Weaponry 0
Social Skills: Animal Ken 0, Empathy (Calming) 4, Expression 3, Intimidation 1, Persuasion 4, Socialize 0, Streetwise 0, Subterfuge 0
Merits: Allies (Health 3, Occult 4), Discipline Prodigy (Blood Sorcery [Destruction]) 4, Domain (Bywater) 2, Guide (Jackie Grunewald) 3, Medium 3, Resources 3, Retainer (Samantha Hingorani) 2, Status (Camarilla 0, Lancea et Sanctum 1, Tremere 1)
Willpower: 6
Morality: Humanity 8
Touchstones: Jackie Grunewald (sister-wife’s ghost), Kadasha (adopted infant), Samantha Hingorani (ghouled housemaid)
Mask: Nurturer
Dirge: Scholar
Health: 8
Initiative: 7
Defense: 7
Blood Potency: 3
Disciplines: Blood Sorcery (Thaumaturgy) 5
Themes: Creation 0, Destruction 5, Divination 3, Protection 3, Transmutation 0
Vitae/per Turn: 12/3
Banes: Blood of the Unwilling, Invitation, Must Wear White
Conditions: Traitor (Sabbat), Ward (children)
Weapons/Attacks: Brawl 5D (0B)
Armor: 0/3

GM’s Notes: Jacob had his traits posthumously adjusted to reflect how he was actually played. See the Decanter version of his stats for those.

Julien Derneville (9th gen. Tremere/House Tremere, e. 1922) (ST rules)



 

Sire: Erwin Bornemann
Clan: Tremere
Covenant: House Tremere
Generation: 9th
Embrace: 1922 (born 1889)
Apparent Age: Early 30s
Mental Attributes: Intelligence 4, Wits 2, Resolve 2
Physical Attributes: Strength 2, Dexterity 6 (4), Stamina 3
Social Attributes: Presence 1, Manipulation 2, Composure 3
Mental Skills: Academics (Theology) 3, Computer 0, Crafts 3, Investigation 3, Medicine 0, Occult 3, Politics 3, Science 2
Physical Skills: Athletics 2, Brawl 0, Drive 0, Firearms 0, Larceny 1, Stealth 1, Survival 0, Weaponry (Knives) 2
Social Skills: Animal Ken 0, Empathy 1, Expression 0, Intimidation 0, Persuasion 2, Socialize 2, Streetwise (City Layout) 2, Subterfuge (Tall Tales) 2
Merits: Allies (Politics) 2, Alternate Identity 1, Cacophony Savvy 3, Domain (Central City) 2, Haven (Lower Garden Manor) 4, Mentor (Erwin Bornemann) 2, Status (Camarilla 1, Tremere 2)
Willpower: 5
Morality: Humanity 5
Touchstone: Larry Derneville
Nature: Idealist
Demeanor: Scholar
Health: 8
Initiative: 10
Defense: 8
Blood Potency: 3
Disciplines: Auspex 2, Blood Sorcery (Thaumaturgy) 3, Celerity 2, Obfuscate 2
Themes: Creation 3, Destruction 0, Divination 3, Protection 0, Transmutation 0
Vitae/per Turn: 12/3
Banes: -
Weapons/Attacks: Knife 9D (1L)
Armor: 0/3

GM’s Notes: Julien’s traits were lowered from the following.
Attributes: Presence 3, Manipulation 4, Wits 4, Resolve 4
Skills: Persuasion 3, Socialize 3.
Merits: Status (Camarilla 2, Tremere 3).

He would have also had banes and additional Touchstones if he were a PC played today. As with George, those things were all after his time.

If posthumous trait lowerings are starting to seem like a pattern with deceased ancilla PCs, you’re seeing the exact reason the game switched to mortal and neonate characters. Many players had a hard time playing ancillae up to snuff.

Lavine (9th gen. Gangrel/Circle of the Crone, e. 1860) (ST rules)



 

Sire: Pakachilu
Clan: Gangrel
Covenant: Circle of the Crone
Generation: 9th
Embrace: 1860 (born 1839)
Apparent Age: Late teens
Mental Attributes: Intelligence 5, Wits 4, Resolve 3
Physical Attributes: Strength 3, Dexterity 3, Stamina 6 (4)
Social Attributes: Presence 3, Manipulation 4, Composure 3
Mental Skills: Academics 3, Computer 0, Crafts (Beadwork) 4, Investigation 1, Medicine 2, Occult (Choctaw Spirits) 4, Politics 3, Science 0
Physical Skills: Athletics 0, Brawl 2, Drive 0, Firearms 0, Larceny 3, Stealth 1, Survival (Hunting) 1, Weaponry 1
Social Skills: Animal Ken 2, Empathy 1, Expression 0, Intimidation 2, Persuasion 3, Socialize 3, Streetwise 0, Subterfuge 1
Merits: Allies (Occult) 3, Alternate Identity (Amber LaSalle) 2, Animal Companion (Ishkitini) 2, Domain (Faubourg Marigny) 2, Herd 2, Mentor (Nathanial Blanch) 4, Multilingual 2, Resources 2, Retainer (Mary Phan) 1, Status (Camarilla 2, Circle of the Crone 3, Gangrel 3), Title (Consul) 2
Willpower: 6
Morality: Humanity 5
Touchstone: Kadasha, infant girl orphaned by Lavine, now in the care of Jacob and Lavine.
Nature: Survivor
Demeanor: Social Chameleon
Health: 11
Initiative: 7
Defense: 5
Blood Potency: 3
Disciplines: Animalism 2, Blood Sorcery (Crúac) 3, Protean 3, Resilience 2
Themes: Creation 2, Divination 1, Protection 1, Transmutation 2
Vitae/per Turn: 12/3
Banes: Sun’s Terrifying Visage, Face of Hunger, Beast Mark (Owl Eyes – Socialization)
Conditions: Discriminated (Race – Choctaw), Discriminated (Age – Young), Blood Boon (Donovan)
Weapons/Attacks: Brawl 5D (B), Claws 5D (L)
Armor: 2/4


Fanon Character Stats


These character sheets (or smaller indexes of traits) have been put together by players to reflect their views on what a particular character’s traits could or should potentially be. These character sheets are not canon, and are not the NPCs’ actual stat blocks. They are player guesses and speculation. However, the GM still finds them interesting and useful, and has adjusted official stats based on “recommendations” made by players here.

Alexander Wright (11th gen. Brujah/Hardline Sanctified, e. 1984) (by Jack)

Sire: Doc Xola
Clan: Brujah
Covenant: Lancea et Sanctum
Generation: 11th
Embrace: 1984
Apparent Age: Early 20s
Mental Attributes: Intelligence 3, Wits 3, Resolve 3
Physical Attributes: Strength 6 (4), Dexterity 4 (2), Stamina 4 (3)
Social Attributes: Charisma 3, Manipulation 1, Composure 3
Mental Skills: Academics 2, Crafts 1, Investigation (Masquerade Breaches) 3, Medicine 1, Occult 2, Politics 2, Science 1, Technology 1
Physical Skills: Athletics 2, Brawl (Grappling) 3, Drive 1, Firearms 2, Larceny 2, Melee (Baseball Bat) 4, Stealth 1, Survival 1
Social Skills: Animal Ken 0, Empathy 2, Expression (Creative Insults) 0, Intimidation 3, Persuasion 2, Socialize 1, Streetwise (Street Gangs) 3, Subterfuge (Bullshit Detector) 2
Backgrounds: Allies (Street) 3, Status (Camarilla 1, Lancea et Sanctum 2, Brujah 3)
Corruption: Beast 2
Touchstone: TBD
Virtue: Mercy
Vice: Brash
Blood Potency: 1
Disciplines: Celerity 2, Dominate 1, Fortitude 1, Potence 2
Banes: Truthful

Camilla Doriocourt (9th gen. Toreador/Hardline Sanctified, e. 1955) (by Jack)

Sire: Donovan
Clan: Toreador
Covenant: Lancea et Sanctum
Generation: 9th
Embrace: 1955
Apparent Age: Early 20s
Mental Attributes: Intelligence 4, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 4 (3), Stamina 2
Social Attributes: Charisma 4, Manipulation 2, Composure 4
Mental Skills: Academics (Theology) 3, Crafts 1, Investigation (Masquerade Breaches) 3, Medicine 1, Occult 3, Politics 3, Science 1, Technology 0
Physical Skills: Athletics 1, Brawl 2, Drive 0, Firearms 2, Larceny 2, Melee 2, Stealth 3, Survival 1
Social Skills: Animal Ken 0, Empathy 2, Expression 1, Intimidation 2, Persuasion 3, Socialize 3, Streetwise 1, Subterfuge 4
Backgrounds: Status (Camarilla 2, Lancea et Sanctum 2, Toreador 2)
Corruption: Beast 3
Touchstone:
Virtue:
Vice:
Blood Potency: 2
Disciplines: Auspex 1, Blood Sorcery (Theban Sorcery) 3, Celerity 1, Dominate 2, Presence 1
Themes: Creation 1, Destruction 1, Divination 3, Protection 3, Transmutation 2
Banes:

Donovan (8th gen. Toreador/Hardline Sanctified, e. unknown) (by Izzy)

Sire: Antoine Savoy
Clan: Toreador
Covenant: Hardline Sanctified
Generation: 8th
Embrace:
Apparent Age:
Mental Attributes: Intelligence 4, Wits 4, Resolve 5
Physical Attributes: Strength 6 (3), Dexterity 10 (5), Stamina 6 (3)
Social Attributes: Charisma 5, Manipulation 4, Composure 5
Mental Skills:
Physical Skills:
Social Skills:
Backgrounds:
Corruption:
Touchstones:
Virtue:
Vice:
Blood Potency:
Disciplines: Auspex 4, Celerity 5, Dominate 3, Fortitude 3, Obfuscate 4, Potence 3, Presence 4
Banes:

Donovan (6th gen. Toreador/Hardline Sanctified, e. unknown) (by Pete)

Sire: Pearl Chastain’s sire
Clan: Toreador
Covenant: Hardline Sanctified
Generation: 6th
Embrace: Several centuries ago
Apparent Age:
Mental Attributes:
Physical Attributes:
Social Attributes:
Mental Skills:
Physical Skills:
Social Skills:
Backgrounds:
Corruption:
Touchstones:
Virtue:
Vice:
Blood Potency: 6
Disciplines: Auspex 5, Blood Sorcery 3+, Celerity 5, Dominate 1+, Fortitude 3-4, Obfuscate 3+, Potence 3, Presence 3+
Banes:

Edward Carol (Ventrue/Unaligned, g. 1885) (by Pete)

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Background: Edward Carol.

Domitor: Jessica Morrow (previously Jonathan North)
Clan: Ventrue (previously Tremere)
Covenant: Unaligned
Ghouled: 1885
Apparent Age: Late 30s
Mental Attributes: Intelligence 2, Wits 4, Resolve 4
Physical Attributes: Strength 4 (3), Dexterity 8 (5), Stamina 4 (1)
Social Attributes: Charisma 4, Manipulation 2, Composure 2
Mental Skills: Academics (Chemistry) 1, Crafts (Gunsmithing) 3, Investigation 3, Medicine (Torture) 1, Occult 2, Politics (Vampires) 2, Science (Chemistry) 1, Technology 0
Physical Skills: Athletics 1, Brawl 3, Drive 3, Firearms (Revolver) 5, Larceny 2, Melee (Bowie Knife) 3, Stealth 3, Survival 2
Social Skills: Animal Ken (Horses) 2, Empathy 3, Expression (Singing) 1, Intimidation (Stare Down) 4, Persuasion 2, Socialize (Bars) 2, Streetwise 3, Subterfuge (Poker Face) 3
Backgrounds: Domitor (Jessica Morrow) 3, Status (Ghouls) 3
Merits: Multilingual (English, German), Vice-Ridden
Flaws: Addicted (tobacco)
Corruption: 4
Virtue: Generosity
Vice: Proud, Wrathful
Blood Potency: 0
Disciplines: Auspex 2, Celerity 3, Fortitude 3, Potence 1, Presence 1
Auspex: Clear-Sighted 1, Lucky Guess 1, Nightsight 1, Quicken Sight 1, Read Thoughts 1, Clear-Sighted 2, Eagle’s Eye 2, Read Thoughts 2
Celerity: Alacrity 1, Everfull Hand 1, Hypermetabolism 1, Posthaste 1, Posthaste 2, TBD 2, Blink 3, Interrupt 3
Fortitude: Bulletproof 1, Impervious 1, Regeneration 1, Resilience 1, Slowed Metabolism 1, Bulletproof 2, Regeneration 2, Slowed Metabolism 2, Bulletproof 3
Potence: Aura of Menace 1, Vigor 1
Presence: Awe 1, Dread Presence 1

Elias Tremaine, Ravnos Street Magician (gen. unknown/Bourbon Sanctified, e. unknown) by Izzy)

Sire:
Clan: Ravnos
Covenant: Bourbon Sanctified
Generation:
Embrace:
Apparent Age:
Mental Attributes: Intelligence 3, Wits 3, Resolve 2
Physical Attributes: Strength 2, Dexterity 3, Stamina 5 (3)
Social Attributes: Charisma 3, Manipulation 3, Composure 3
Mental Skills: Academics 0, Crafts 1, Investigation 1, Medicine 0, Occult 1, Politics 0, Science 0, Technology (Social Media) 2
Physical Skills: Athletics 2, Brawl 2, Drive 1, Firearms 0, Larceny (Sleight of Hand) 2, Melee 1, Stealth 2, Survival 1
Social Skills: Animal Ken 1, Empathy 1, Expression (Magic Tricks) 2, Intimidation 2, Persuasion 2, Socialize 1, Streetwise 2, Subterfuge 3
Backgrounds:
Corruption:
Touchstones:
Virtue: Charity
Vice: Vain
Blood Potency:
Disciplines: Animalism 1, Fortitude 2, Obfuscate 3
Animalism: Feral Whispers 1, Vomerosense 1
Fortitude: Resilience 1, Iron Facade 2, Immovable 2
Obfuscate: Ignis Fatuus 1, Mimicry 2, Unseen Presence 2, Fata Morgana 2, Mask of a Thousand Faces 3
Banes: The Adharmic Curse

Heinrich Roehr (9th gen. Tremere/House Tremere, e. 1942) (by Pete)

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Sire: Jonathan North
Clan: Tremere
Covenant: House Tremere/Ordo Dracul
Generation: 9th
Embrace: 1942
Apparent Age: Early 40s
Mental Attributes: Intelligence 5, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Charisma 2, Manipulation 2, Composure 3
Mental Skills: Academics (History) 3, Crafts 0, Investigation (Research) 3, Medicine 1, Occult (Hermeticism) 4, Politics 2, Science (Physics) 3, Technology 1
Physical Skills: Athletics 0, Brawl 1, Drive 0, Firearms 0, Larceny 0, Melee (Knives) 1, Stealth 0, Survival 0
Social Skills: Animal Ken 0, Empathy 2, Expression (Lecture) 2, Intimidation 0, Persuasion 2, Socialize 2, Streetwise 0, Subterfuge 2
Backgrounds: Allies (Occult) 3, Library (Occult) 4, Mentor (Jonathan North 1/2, Nathan Mendelssohn 1/4), Relic (numerous), Resources 2, Retainer (Raul Santos 4, Vivan Sanchez 4), Status (Camarilla 1, Ordo Dracul 2, Tremere 1)
Merits: Multilingual (English, German, Greek, Latin, Portuguese)
Corruption: Beast 4
Touchstone: TBD
Virtue: Diligent
Vice: Obsessive
Blood Potency: 2
Disciplines: Auspex 2, Blood Sorcery (Thaumaturgy) 4, Dominate 2
Themes: Creation 3, Divination 2, Destruction 4, Protection 3, Transmutation 2
Banes: Beast’s Cowardice, Counting, Touch of Frost, the Yielding Curse

Pete’s Notes: Jonathan’s first childe has been a great disappointment in his eyes. Embraced in the 1940s, at arguably the height of interest in physics at the national and international level from among German scientists working on the atomic bomb, Jonathan believed he was introducing an intellect into the Pyramid that could help bridge the gap between the emerging field that sought to define reality and the mystic arts. He was sorely mistaken. Instead the physicist abandoned almost all interest in his field as he was introduced to Thaumaturgy, and before long he’d immersed himself in Hermetic traditions of Clan Tremere almost to the exclusion of all other things. His sire was disgusted. Now residing in Rio de Janeiro, he’s taken up a role as a senior apprentice in residence, devoting much of his attention to educating new Embraces and furthering his own studies. Despite his relative lack of ambition, he has attracted some small fame and respect within Clan Tremere for his impressive collection of occult lore and artifacts he has collected and curates in the chantry, and is recognized as a skilled occultist despite his other flaws. He rarely speaks of his sire. Mechanically, Heinrich is a pretty focused character with narrow interests. He’s quite skilled within them, but the precise narrowness of those interests mean he often has to lean on others even in the pursuit of them. He’s smarter than Kyrstin, but suffers almost across the board otherwise for his specialization. He’s a physical and social pushover to most other Kindred, but is capable of being quite threatening when given time to plan, and his age means he probably has at least a couple friendly Kindred that might be more gifted in those areas.

Jessica Morrow, a.k.a. Cashmere (9th gen. Ventrue/Unaligned, e. 1847) (by Pete)

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Sire: Daan Libbrecht
Clan: Ventrue
Covenant: Unaligned (leans Invictus)
Generation: 9th
Embrace: 1847
Apparent Age: Late 20s
Mental Attributes: Intelligence 4, Wits 4, Resolve 3
Physical Attributes: Strength 2, Dexterity 5 (3), Stamina 7 (3)
Social Attributes: Charisma 4, Manipulation 4, Composure 4
Mental Skills: Academics 3, Crafts 0, Investigation 3, Medicine 1, Occult 3, Politics 4, Science 0, Technology 0
Physical Skills: Athletics 2, Brawl 3, Drive 0, Firearms 1, Larceny 1, Melee (Molatovs) 3, Stealth 2, Survival 0
Social Skills: Animal Ken 0, Empathy 4, Expression 3, Intimidation 3, Persuasion 4, Socialize (Elysium) 4, Streetwise 3, Subterfuge 5
Backgrounds: Allies (Cooperate 5, High Society 5), Domain 3, Kindred Allies (many), Mentor (Karl Shrekt) 5, Multilingual (French, German, Irish, Latin, Spanish) 1, Protege 2, Resources 5, Staff 4, Status (Camarilla 3, Harpy 2, Ventrue 2)
Corruption: Beast 3
Virtue:
Vice: Vindictiveness
Blood Potency: 3
Disciplines: Auspex 3, Blood Sorcery (Thaumaturgy) 2, Celerity 2, Fortitude 4, Dominate 4, Presence 4
Themes: Creation 0, Divination 2, Destruction 0, Protection 1, Transmutation 2
Banes: Blood of the Unwilling, the Epicurean Curse (natural redheads), Must Wear White (cashmere)

Pete’s Notes: Cashmere was an archon serving Justicar Shrekt. Subsequently relieved of her duties when Shrekt was replaced, she’s since carved out a domain and place for herself in the resurgent Camarilla held New York City, becoming one of its harpies. Like many long-term archons, she’s significantly scarier than the average ancilla, especially for her skill with Blood Sorcery (which I considered giving her a third dot in). Despite her higher Camarilla Status, she’s less prestigious among Ventrue for her service to a non-Ventrue justicar and relative lack of effort until recent years in specifically developing her prestige and dignitas—at least publicly. It’s rumored that she and Archon North were lovers. More information about her can be found on Jonathan North’s page.

Hezekiah Sanatana, Preacher of the Streets (12th gen. Brujah/Anarch Movement/Hardline Sanctified, e. 2010) (by Izzy)

Sire: Alexander Wright
Clan: Brujah
Covenant: Anarch Movement/Hardline Sanctified
Generation: 12th
Embrace: 2010
Apparent Age:
Mental Attributes: Intelligence 2, Wits 3, Resolve 4
Physical Attributes: Strength 6 (3), Dexterity 2, Stamina 3
Social Attributes: Charisma 3, Manipulation 2, Composure 2
Mental Skills: Academics (Theology) 2, Crafts 1, Investigation 1, Medicine 1, Occult 1, Politics 1, Science 0, Technology 0
Physical Skills: Athletics 3, Brawl 3, Drive 1, Firearms 1, Larceny 2, Melee 2, Stealth 2, Survival 1
Social Skills: Animal Ken 0, Empathy 2, Expression (Sermons) 2, Intimidation 3, Persuasion 2, Socialize 1, Streetwise 2, Subterfuge 2
Backgrounds: Allies (Thin-Bloods) 1, Resources 1, Status (Anarchs) 2 Status (Mid-City Congregation) 3
Corruption:
Virtue: Justice
Vice: Wrath
Blood Potency: 1
Disciplines: Auspex 1, Blood Sorcery (Theban Sorcery) 2, Potence 3, Presence 2
Auspex: Sense Sin 1
Blood Sorcery: Curses 2
Potence: Vigor 1, Brujah’s Roar 2, Instant Stake 2, Beat It Out 3, Flick 3 Powerful Breath 3
Presence: Presence: Awe 1, Dread Aura 1, Confidant 2, Beast’s Face 2_
Banes: The Wrathful Curse

Kyrstin Grey (9th gen. Tremere/House Tremere, e. 2013) (by Pete)

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Sire: Jonathan North
Clan: Tremere
Covenant: House Tremere
Generation: 9th
Embrace: 2013
Apparent Age: Early 20s
Mental Attributes: Intelligence 4, Wits 3, Resolve 4
Physical Attributes: Strength 2, Dexterity 3, Stamina 3
Social Attributes: Charisma 2, Manipulation 3, Composure 3
Mental Skills: Academics (Classics) 2, Crafts 0, Investigation (Research) 2, Medicine (Anatomy) 2, Occult 3, Politics 2, Science (Mathematics) 3, Technology 1
Physical Skills: Athletics 0, Brawl 1, Drive 0, Firearms 0, Larceny 0, Melee 2, Stealth (Eavesdropping) 1, Survival 0
Social Skills: Animal Ken 0, Empathy 2, Expression (Piano) 2, Intimidation 1, Persuasion 2, Socialize 2, Streetwise 1, Subterfuge 3
Backgrounds: Mentor (Jonathan North) 2
Corruption: Beast 3
Touchstone: TBD
Virtue: Resilience
Vice: Ambition
Blood Potency: 1
Disciplines: Auspex 1, Blood Sorcery (Thaumaturgy) 1, Dominate 1
Themes: Creation 0, Divination 1, Destruction 0, Protection 1, Transmutation 1
Banes: The Yielding Curse

Pete’s Notes: Kyrstin actually (very unintentionally) maps pretty neatly to a Retainer 5 in stats. On some level that’s probably a little high, but on another I think it fits with Jonathan being more discriminating in his choices and putting her through a crash course on a number of things over the last couple years. She was talented in life, and he’s worked to mold her into something better since her death. I really wanted to give her a second dot in Blood Sorcery, but it felt like a bit much right now. I was similarly tempted by Intelligence 5 and a third dot in a number of different Skills, but held off at the last minute and ended up trimming her down a fair bit. I was also somewhat tempted by Dex 4, but have some reservations about throwing around a lot of 4 and 5 dot Attributes, which I feel like I’ve already seen a lot of and just sort of creates an arms race. When in doubt I chose to represent those things she’s talented in more specifically with Specialties rather than extra dots. She’s only got three Skills over two dots. She definitely fits in more with the refined and scholarly picture of most Tremere, more than her sire’s firm and highly physical skills (and Physical Skills). Almost half her Skills are in Mental dots, and as a combatant she leaves a lot to be desired. On the other hand, you’d have to be pretty stupid or desperate to make a run at her—Jonathan is pretty far from the merciful type. Also helped me refine that she’s likely to have a bodyguard when she does get released, if not several, for that exact reason.

Larry Newton (9th gen. Tremere/House Tremere, e. 1979) (by Pete)

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Sire: Jonathan North
Clan: Tremere
Covenant: House Tremere
Generation: 9th
Embrace: 1979
Final Death: 1980
Apparent Age: Mid-20s
Mental Attributes: Intelligence 4, Wits 3, Resolve 4
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Charisma 3, Manipulation 2, Composure 2
Mental Skills: Academics 3, Crafts (Electronics) 3, Investigation 2, Medicine 0, Occult 1, Politics 1, Science 3, Technology (Programming) 5
Physical Skills: Athletics 0, Brawl 0, Drive 0, Firearms 0, Larceny 1, Melee 0, Stealth 0, Survival 0
Social Skills: Animal Ken 0, Empathy 3, Expression 2, Intimidation 0, Persuasion 3, Socialize 3, Streetwise 2, Subterfuge 2
Backgrounds: Allies (Tech) 4, Resources 4, Status (Tech Startup) 3
Flaws: Dead (twice)
Corruption: Beast 4
Touchstone: Who Cares?
Virtue: Diligence
Vice: Indulgence
Blood Potency: 1
Disciplines: Auspex 1, Blood Sorcery 1, Dominate 1
Themes: Creation 0, Divination 1, Destruction 0, Protection 1, Transmutation 1
Banes: Archon North

Pete’s Notes: Jonathan’s second childe was a software engineer from Silcon Valley, Larry Newton. In him, Jonathan sought to reverse the ‘errors’ he found in his first. Unlike Heinrich, Larry was outcoming, social, driven, and connected to the world. He was a brilliant engineer, and if he lacked in physical prowess, among the Tremere that could be readily forgiven. Jonathan believed that Larry’s ties to the world might keep him engaged in his passions, and avoid the infatuation with the hermetic arts that had driven Heinrich into scholarly irrelevance.

Jonathan was correct that he was not repeating his mistake: instead he made an entirely new one. Larry was furious at his Embrace, lamented his lost life. He found no pleasure in his undead state, took no joy in harming others to feed, and was horrified by the Beast within him and its capacity for violence. He blamed his sire for destroying his life, for taking ‘everything’ from him. He fell into self-pity that the surgeon could not cut from him, no matter how brutally he tried. Less than a year into his Embrace, Jonathan finally tired of trying. He executed the unreleased fledgling by his own hand and never spoke of him again. Those tales that have spread of him come from those few Jonathan approached in the interim seeking guidance, advice for a troublesome childe.

Lucille Pearson (Tremere/House Tremere, g. 1877) (by Pete)

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Domitor: Jonathan North
Clan: Tremere
Ghouled: 1877
Apparent Age: Late 20s
Mental Attributes: Intelligence 5, Wits 4, Resolve 3
Physical Attributes: Strength 2, Dexterity 7 (5), Stamina 4 (3)
Social Attributes: Charisma 2, Manipulation 2, Composure 4
Mental Skills: Academics 2, Crafts 0, Investigation 4, Medicine (Anatomy) 3, Occult (Vampires) 3, Politics (Camarilla) 2, Science 1, Technology 0
Physical Skills: Athletics 1, Brawl 2, Drive 1, Firearms 1, Larceny 2, Melee (Knives) 4, Stealth 4, Survival 0
Social Skills: Animal Ken 0, Empathy 4, Expression 0, Intimidation (Stare Down) 3, Persuasion 1, Socialize (Propriety) 0, Streetwise 2, Subterfuge (Hiding Emotion) 4
Backgrounds: Domitor (Jonathan North) 4, Multilingual (English, German, Latin), 2, Status (Ghouls) 3
Flaws: Unskilled (Expression)
Corruption: 4
Virtue: Diligence
Vice: Vanity
Blood Potency: 0
Disciplines: Auspex 3, Celerity 2, Dominate 2, Fortitude 1, Obfuscate 1

Pete’s Notes: Jon’s oldest ghoul (perhaps even his first), began her life as a gravedigger’s daughter. Painfully shy, she nonetheless had a promising mind, a hold over her father (over whom Jonathan cultivated influence), and a desire to be both accepted and desired. Two of the three might have been sufficient to bring her to Jonathan’s eye. Over more than a century she grew from her shyness (Presence 1, Manipulation 1), gained power in the blood (Disciplines), and developed her talents (many attributes and skills), becoming a terrifying example of an elder ghoul. Never taught Blood Sorcery (as discussed, Jonathan is notoriously stingy with that skill), she’s was still an extraordinarily valuable asset for her domitor, especially for her skill with a knife, keen senses, and decades of experience living in his shadow. For Jon she was a part time assassin, part time spy, and full time assistant – and pretty damn effective in all three roles. She was damn intimidating to other ghouls (in part because she was so hard to get a read on, so brutal in the violence she dished out, and more than a little bit unhinged towards the end. Mechanically, I went back and forth on some of her stats. I think she really grew into several of them, as mentioned above, and that as a much younger ghoul she was probably much less impressive. That’s the benefit of living several lifetimes though. She’d have been a damn scary vampire, but Jon judged her as not really fitting the Tremere mold because she was too meek (and not particularly scholarly), despite her intellect. He reflected more than once though that she might have made a fine Gangrel, and that she reminded him of one he’d met.


Others


Abélia Devillers

Player theories on what she is to date have included:

• Abyssal entity
• Asherah, God’s wife
• Demon
• Demon (Mammon)
• The entity at the bottom of the Dungeon
• Kindred (Follower of Set)
• Kindred (infernalist)
• Kindred (Malkavian)
• Kindred (Pearl Chastain)
• Madam LaLaurie
• Madam LaLaurie’s ancestor
• Mage
• Spirit (of new Orleans)
• Spirit (bane/Wyrm creature)
• Strix
• True Fae


Non-World of Darkness Characters


A Song of Ice and Fire

Catelyn Stark
Mental Attributes: Intelligence 3, Wits 4, Resolve 5
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Charisma 3, Manipulation 3, Composure 3

Cersei Lannister
Mental Attributes: Intelligence 3, Wits 3, Resolve 4
Physical Attributes: Strength 2, Dexterity 3, Stamina 2
Social Attributes: Charisma 5, Manipulation 3, Composure 2
Merits: Vice-Ridden
Vices: Brash, Overconfident

Cersei, in her day, was the most beautiful and desirous woman in the Seven Kingdoms. When she tries to charm people (and especially bed them), she almost always gets what she wants. Even Tyrion softens when she’s nice to him. Still, most of her appeal comes from raw magnetism rather than canny manipulations. She beds the Kettleblack brothers and gets them to do her bidding, but they still just as happily sell her out to Tyrion.

Cersei is slightly smarter than her brother Jaime (see below), but this leads her to overestimate herself. She thinks she has Tywin’s stats when she really doesn’t.

The walk of shame was an extended Resolve + Composure roll. Her high Resolve helped carry her through, but she eventually cracked and fell apart. Her Presence has gone down from 5 by the end of Dance With Dragons, though I’m not sure yet by how much—she only gets a single post-walk scene.

Eddard Stark
Mental Attributes: Intelligence 3, Wits 3, Resolve 4
Physical Attributes: Strength 3, Dexterity 2, Stamina 4
Social Attributes: Charisma 3, Manipulation 2, Composure 4
Skills: Melee 4

Gregor Clegan (ST Rules)
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 6, Dexterity 2, Stamina 5
Social Attributes: Presence 3, Manipulation 1, Composure 2
Skills: Brawl 4, Weaponry (Greatswords) 4
Merits: Giant, Legendary Attribute (Strength)
Defense: 10 (oversized shield)
Attacks: Greatsword 11D (4L, 9-again), Oversized Gauntlets 10D (1L)
Armor: 4/2 (full plate)

Gregor is a monster. Strength 5 is the cap on normal-sized humans, but Gregor isn’t a normfal-sized human. Still, he’s famous for his stupendous size and strength, not his specific skill with swords. Thus, he “only” has Weaponry 4, which is typical for a veteran knight of many battles. He has Wits 3 because he has some degree of low cunning and battlefield awareness, but otherwise isn’t that bright.

Gregor is eventually killed by poison, which is a Resolve + Stamina – (poison’s Toxicity) roll. Gregor’s immense size and endurance give him a great dice pool (8), which is lowered to 3 after Oberyn coats his spear with what his daughters describe as pretty much the most fatal poison out there. However, what’s particularly insidious is that Gregor took a ton of lethal damage during the fight with Oberyn. Not only is he eating wound penalties that further reduce his dice pool (let’s say −2, leaving his pool at a mere 1), but unlike a person at full Health who’s poisoned at a banquet, Gregor is already three-quarters dead and can afford to fail far fewer rolls. Most of the poison’s work is already done. The poison strikes him every day, and humans only recover a point of lethal damage every two days.

Modern antibiotics and stomach pumping don’t exist in Westoros. Physicians can’t put Gregor in ICU and make daily Medicine rolls to downgrade his lethal damage to bashing. The best the maesters of the Citadel can do is make an Intelligence + Medicine roll that boosts Gregor’s Resolve + Stamina via Teamwork Effort. However, they also flub their Intelligence + Medicine roll (Science doesn’t exist in Westoros) to identify the poison. Since they have no idea what it is or how to treat it beyond general measures, their Teamwork Effort to help Gregor takes a -5.

Ultimately, their efforts don’t help him much. Between his grim prognosis and the fact that he’s a political liability after confessing to murdering Elia, the Lannisters have him killed.

Jaime Lannister (Jack’s version)
Mental Attributes: Intelligence 2, Wits 4, Resolve 3
Physical Attributes: Strength 3, Dexterity 4, Stamina 3
Social Attributes: Charisma 5, Manipulation 2, Composure 3
Skills: Academics 1, Politics 2, Athletics 3, Warfare 2, Brawl 2, Ride 3, Archery 2, Melee (Longsword) 5, Animal Ken 1, Empathy 2, Intimidation 2, Persuasion 2, Socialize 3, Subterfuge 3

Jaime Lannister (Calder’s version)
Mental Attributes: Intelligence 2, Wits 3, Resolve 4
Physical Attributes: Strength 4, Dexterity 4, Stamina 4
Social Attributes: Presence 5, Manipulation 3, Composure 3
Skills: Melee (Longsword) 5
Vice: Brash

Jaime is Cersei’s twin and mirrors her Presence. He’s incredibly handsome and has great personal magnetism—Tyrion describes men as being willing to die for Jaime. Bran thinks he’s king when the royal court shows up to Winterfell and is disappointed when he realizes the king is actually Robert. Jaime is also as stubborn and driven as Cersei, but he’s not an implacable determinator like Tywin. He slides into a funk after he loses his hand. (Arguably, his Resolve has gone down to 3). While he’s not as smart as Cersei (Intelligence), he’s also harder to provoke with Composure 3. He’s a good negotiator too when he puts his mind to it (he gets Rob’s remaining loyalists to surrender without bloodshed), but he’s not an inspired manipulator like Tyrion.

Jaime’s combined Mental and Social Attributes are the equal of Cersei’s, which I thought was fitting. His biggest advantage over her is that he’s aware of his own shortcomings—he knows he’s brash, not a political genius, and should leave the thinking to others.

Jaime is repeatedly described as a savant at swordplay. Lots of the series’ characters have Weaponry 4, but he’s one of the fewer to have Weaponry 5. At the same time, his agility isn’t so played up as Oberyn’s.

Littlefinger
Mental Attributes: Intelligence 4, Wits 5, Resolve 4
Physical Attributes: Strength 1, Dexterity 2, Stamina 2
Social Attributes: Charisma 2, Manipulation 5, Composure 5
Skills: Persuasion 4, Politics 5, Subterfuge (Mass Manipulation) 5

Oberyn Martell (ST Rules)
Physical Attributes: Strength 3, Dexterity 5, Stamina 3
Skills: Weaponry (Spears) 4
Defense: 10 (longspear)
Weapons/Attacks: Longspear 10D (3L)

Oberyn is an inferior fighter to Gregor. He uses the Dodge action to avoid Gregor’s attacks, even though this penalizes his own, and makes Manipulation + Subterfuge rolls to goad Gregor into making All-Out Attacks that remove his Defense. Since Gregor’s Mental/Social Attributes are so much lower than Oberyn’s, this isn’t hard for him to do. His longspear also gives him an equipment bonus—a weapon with lots of reach is ideal for prolonging the fight.

Once Gregor is stripped of his Defense, Oberyn makes called shots (he can afford to eat the penalty now) that ignore Gregor’s armor. He gets in enough hits to finally lay the Mountain low, but refrains from finishing Gregor off—he keeps taunting him and wants to see him confess to murder.

Alas, when Gregor makes his Brawl roll, Oberyn is no longer benefiting from the Dodge action, and Gregor’s high (even wound-penalized) pool beats the Red Viper’s Defense. He chooses to pull Oberyn into a grapple, and at that point the fight is over.

Robb Stark
Mental Attributes: Intelligence 3, Wits 2, Resolve 3
Physical Attributes: Strength 3, Dexterity 2, Stamina 4
Social Attributes: Charisma 3, Manipulation 2, Composure 3
Skills: Melee 3

Stannis Baratheon
Mental Attributes: Intelligence 3, Wits 3, Resolve 5
Physical Attributes: Strength 3, Dexterity 2, Stamina 4
Social Attributes: Charisma 3, Manipulation 2, Composure 4
Skills: Melee 4

Tyrion Lannister
Mental Attributes: Intelligence 5, Wits 5, Resolve 5
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Charisma 3, Manipulation 4, Composure 3
Skills: Persuasion 3, Politics 4, Subterfuge 4

Tywin Lannister
Mental Attributes: Intelligence 4, Wits 4, Resolve 5
Physical Attributes: Strength 3, Dexterity 3, Stamina 4
Social Attributes: Charisma 5, Manipulation 3, Composure 5
Skills: Melee (Longswords) 4, Warfare 4

Tywin is a textbook example of Composure 5. Almost nothing phases him, and even when it does, his emotions are tightly controlled. His will is likewise implacable—he sets his mind and ruthlessly achieves his goals, never doing anything by half-measures, and never flinching or hesitating. He disowns Jaime without a second thought when his son refuses to accept the mantle of lord of Casterly Rock. Finally, he’s no slouch at Presence: Jaime and Lannister both inherited their father’s charisma. When he sat on the Iron Throne as Hand, people described him as “everything a king should be” and were disappointed when the real king turned out to be Aerys. Getting mistaken for kings seems to be a Lannister family trait.

Varys
Mental Attributes: Intelligence 4, Wits 5, Resolve 4
Physical Attributes: Strength 2, Dexterity 4, Stamina 3
Social Attributes: Charisma 2, Manipulation 5, Composure 4
Skills: Larceny 4, Politics 4, Subterfuge (Disguises) 5

Breaking Bad/Better Call Saul

Charles McGill
Mental Attributes: Intelligence 5, Wits 3, Resolve 4
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 3, Manipulation 4, Composure 2
Skills: Academics (Law) 4

Gustavo Fring
Social Attributes: Composure 5

Mike Ehrmantraut
Mental Attributes: Intelligence 3, Wits 4, Resolve 5
Physical Attributes: Strength 3, Dexterity 3, Stamina 3
Social Attributes: Charisma 3, Manipulation 3, Composure 4
Skills: Brawl 3, Firearms (Handguns) 4, Larceny 2, Stealth (Tailing) 3, Investigation (Cover-Ups) 3, Empathy (Real Motives) 4, Intimidation 3, Streetwise 4, Subterfuge (Surveillance) 3

Saul Goodman
Mental Attributes: Intelligence 3, Wits 4, Resolve 4
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Charisma 3, Manipulation 4, Composure 2
Skills: Academics (Law) 3, Investigation 2, Persuasion (Sales Pitches) 4, Streetwise 3, Subterfuge (Con Jobs) 4

Harry Potter

The below characters all probably have additiona Backgrounds beyond those I’ve given them.

Albus Dumbledore
Mental Attributes: Intelligence 5, Wits 5, Resolve 5
Physical Attributes: Strength 4, Dexterity 3, Stamina 4
Social Attributes: Charisma 5, Manipulation 5, Composure 5
Backgrounds: Artifact (Elder Wand) 6, Fame 5, Protege (Harry Potter), Resources 3, Retainer (Fawkes), Status (Hogwarts 5, International Confederation of Wizards 5, Order of the Phoenix 5, Wizengamot 5)
Potency: 6

Dumbledore is described as easily lifting Harry with one hand and managing an exhausting swim to Voldemort’s horcrux cave with ease. He’s in great shape for his age.

His other stats are very high. He’s obviously a genius (Int), and he’s also incredibly observant, quick on the uptake, and good at improvising (Wits). He’s great at getting people to do what he wants and cleverly masterminds numerous complex plots that come to fruition after his death, even when they directly work against his followers’ self-interests. (Manip) He’s an incredible leader who inspires a powerful and abiding loyalty from his followers, which likewise endures past his death: when Harry tells a chastising McGonagall in book seven that he’s back in Hogwarts on Dumbledore’s orders, she immediately drops everything and organizes an insurrection against Snape, without even asking what those orders are. (Cha) Almost nothing shakes his composure: he’s described as talking with Voldemort during their epic duel like they’re chatting over drinks. (He does get a lot more alarmed when Voldemort tries to possess Harry, but Comp 5 isn’t a robot.)

His Resources is a fanon guess based on this estimate.). It’s probably not exact, but Resources 3 feels plausible to me. He’s well-paid as a result of his positions, but it’s not established anywhere that he’s filthy rich. He probably could be, if he wanted, but Dumbledore values lots of things more than money.

Order of the Phoenix is a five-dot organization largely because of Dumbedore. After his death, it goes down to four dots. It’s bigger than a single gang (three dots).

Cornelius Fudge
Mental Attributes: Intelligence 3, Wits 2, Resolve 2
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Charisma 3, Manipulation 3, Composure 2
Backgrounds: Fame 4, Status (Ministry of Magic) 6

Bellatrix Lestrange
Mental Attributes: Intelligence 4, Wits 4, Resolve 5
Physical Attributes: Strength 3, Dexterity 4, Stamina 4
Social Attributes: Charisma 4, Manipulation 3, Composure 2
Backgrounds: Infamy 4, Mentor (Voldemort) 5, Resources 7, Status (Death Eaters) 4
Potency: 5

Yes, Bellatrix is obscenely rich; in fact, she’s richer than the Malfoys. I dunno where this article got its specific galleon figure, but it feels plausible to me. The Lestranges are an old pure-blooded family who have one of the deepest and most well-guarded vaults in Gringots.

She’s a prodigiously accomplished witch and really smart, but I don’t get the impression she’s an intellectual peer of Voldemort or Dumbledore. She gets Resolve 5 because she goes proudly to Azkaban and her faith in Voldemort never wavers, even after 15 years rotting there: she’s as fanatically loyal to her master as ever when she gets out. Her Composure is much lower, though, as she’s also mentally unstable and lots of people get her to fly off the handle. I could even see an argument for Composure 1, but she generally only loses it during pretty stressful situations.

Harry Potter
Mental Attributes: Intelligence 3, Wits 3, Resolve 4
Social Attributes: Charisma 4, Manipulation 3, Composure 2
Backgrounds: Artifact (Invisibility Cloak) 6, Destiny 5, Fame 5, Mentor (Albus Dumbledore 5, Sirius Black 3), Resources 4 (6 after Sirius’ death), Retainers (Dobby, Kreacher)

Harry is bright but not brilliant. He’s quick on his feet but still misses things. He’s very determined, though, and a natural leader among his peers. You could still sell me on Resolve 3 since he gets pretty discouraged at times, but he ultimately pulls through and accomplishes all of his goals. He can manipulate and convince people decently well, though he’s far from perfect. You could sell me on Manipulation 2. His composure doesn’t strike me as at all exceptional. People get under his skin pretty regularly. At the same time, I don’t think he’s less composed than your average Hogwarts student. He just has an incredible number of burdens to bear.

The Invisibility Cloak gets six dots because it’s one of the Deathly Hollows, a legendary wizardly item on par with Excalibur. It’s beyond something the GM would let you buy during character creation (Artifact 5), and would instead mandate discovering as an in-game quest. Or have your five-dot Mentor anonymously drop off, if the campaign setting is written around your PC…

I get my Resources figures for Harry from the same source as Bellatrix. They sound plausible enough: Harry was decently wealthy from his parents’ inheritance, then inherited the Black family fortune after Sirius died.

Severus Snape
Mental Attributes: Intelligence 5
Physical Attributes: Strength 2
Social Skills: Subterfuge 5
Backgrounds: Status (Death Eaters 4, Hogwarts 4)
Potency: 5

Snape gets Subterfuge 5 for being a pretty much flawless double agent. Harry never realizes he was on Dumbledore’s side all along until Snape tells him so. Even more significantly, Voldemort never realizes Snape was a double agent until Harry tells him so; Voldermort only kills Snape to master the Elder Wand, not for being a traitor.

I’m not sure what I’d put his Manipulation as (would need to reread the books), but probably a 3 or 4.

Voldemort
Mental Attributes: Intelligence 5, Wits 4, Resolve 5
Physical Attributes: Strength 3, Dexterity 4, Stamina 5
Social Attributes: Charisma 5, Manipulation 5, Composure 3
Backgrounds: Allies (Dementors 5, Giants 5), Infamy 6, Protege (Bellatrix Lestrange 6, Severus Snape 6), Retainer (Nagini) 4, Status (Death Eaters) 5
Potency: 6

Voldemort is brilliant, iron-willed, and incredibly charismatic and manipulative. I would peg him as slightly slower on the uptake than Dumbledore, though, and he loses his cool much more easily.

I list Bellatrix and Snape as Voldemort’s Proteges because they’re the only Death Eaters he personally teaches magic to (notably his otherwise completely unique flight spell in Snape’s case). Bartie Crouch Jr. is also his Protege. Wormtail is merely a Retainer until Voldy re-establishes the Death Eaters as an organization, at which point Wormtail isn’t even that.

After the fall of the Ministry of Magic he gets Ministry Status 6. He isn’t actually a member of the organization, but he has total power to set its policy, which is what counts.

Voldemort doesn’t have Resources. He just takes what he wants from his followers. He’s Infamy 6 because Infamy 5 goes to Grindelwald.

Real-World Politics

Yes, the GM is a politics junkie.

FDR
Attributes: Charisma 4
Skills: Politics 5

FDR was pretty inspiring, though we don’t remember him for his presence next to his policy legacy. He was an extremely effective chief legislator and passed a massive amount of legislation. While everyone remembers how his court-packing plan for the Supreme Court fell through, he still got what he wanted from them: the justices stopped striking down his laws after he twisted their ears with the court-packing threat.

JFK
Attributes: Charisma 5
Skills: Politics 3

JFK had 13 years of congressional experience when he started his term and was POTUS for only two years. Although he trumped Tricky Dick in the (televised) debate, and everyone remembers him for how charismatic he was, he got a lot less done than his successor.

LBJ
Attributes: Charisma 3 or 4, Manipulation 4
Skills: Politics 5.

LBJ was a former majority leader who knew all the nuts and bolts of passing legislation when he assumed office, and like FDR, is remembered as one of our most effective chief legislators. He got a ton of stuff accomplished through Congress during his presidency. I’m less sure what his Charisma was, but he was pretty good at manipulating people by all accounts. He sometimes held meetings while he was using the toilet, pants down and dick out, to throw people off-balance.

Ronald Reagan
Attributes: Charisma 5
Skills: Politics 3 (start of office), Politics 4 (end of office)

Everyone remembers Reagan for his charisma. He was a former movie star and the Great Communicator. Politically, he only had eight years of experience as governor when he was elected, but like most presidents, finished his tenure at Politics 4.

George Bush Sr.
Attributes: Charisma 3
Skills: Politics 4

Bush Sr. had over 20 years of experience as a congressman, diplomat, CIA director, and vice president before he was elected. I’d only put him at Charisma 3, as he came off as stiff and out of touch next to Clinton during their debates. You could make a case for him being Politics 5 when he left office, but he was the last incumbent president before Trump to actually lose an election, so that’s harder to argue.

Bill Clinton
Attributes: Charisma 5
Skills: Politics 3-4 (start of office), Politics 4 (end of office)

Clinton was one of the most gifted politicians of his time and could bedazzle crowds next to Bush. He assumed office with 13 years of experience as governor and attorney general. You could argue that being Politics 3 or 4.

George W. Bush
Attributes: Charisma 4
Skills: Politics 3 (start of presidency), Politics 4 (end of presidency)

Bush was more inspiring than his dad (“the president you’d want to have a beer with”), but we don’t remember him for it like we do Clinton or Reagan. His only prior political experience was five years as governor, and the governors of Texas have fairly curtailed powers next to other states’.

Barack Obama
Attributes: Charisma 5
Skills: Politics 3 (start of presidency), Politics 4 (end of presidency)

Obama is cut from the same mold as Clinton. I’d put him at Charisma 5 because everyone praises him as a gifted orator, and even from the left, it’s seen as taboo for progressives to criticize him. I’d put him at Politics 3 when he assumed office (only three years experience as a U.S. senator, seven as a state senator) and Politics 4 when he finished.

Hillary Clinton
Attributes: Charisma 3
Skills: Politics 4

Clinton had a lot of experience when she ran for office, even though her tenures as senator and secretary of state were largely unremarkable. She was definitely less inspiring than her husband was.

Donald Trump
Mental Attributes: Intelligence 2, Wits 4
Social Attributes: Charisma 5, Manipulation 2
Skills: Politics 1 (start of presidency), Politics 2 (end of presidency)

Trump is hard to be objective about. I’d put him at Charisma 5 because love him or hate him, he’s a showman who played the media and utterly dominated our political discourse. He trusts his instincts and is known for throwing other politicians totally off-guard with the things that come out of his mouth. He also had no prior political experience and was uninterested in learning the details of governance. He largely failed to enact his own policy agenda and McConnell ran circles around him to enact the GOP establishment’s instead.

Joe Biden
Social Attributes: Charisma 4
Skills: Politics 4

Biden is more inspiring than Hillary was and definitely better at relating to people, though I could see the argument for Charisma 3 and higher Empathy. He has lower Wits, Intelligence, and Academics. He’s been around forever and knows how politics works, but was regarded as an intellectual lightweight by Obama’s inner circle. He lied about law school. His cognitive decline is painfully obvious. Just watch the video of his 2012 debate with Paul Ryan and you can see the drop in Wits.

Mitch McConnell
Social Attributes: Charisma 2, Composure 5
Skills: Politics 5

Whether you love him as Cocaine Mitch or hate him as Moscow Mitch, McConnell is one of the most effective Senate leaders we’ve had. He successfully obstructed much of Obama’s agenda and ran circles around Trump to get the things he wanted. He’s still made his share of political errors, though, and probably could’ve won the Georgia Senate seats if he’d just come out for 2k checks like the Democrats did.

I give him Composure 5 because of the (2020) impeachment proceedings. Most of the other senators were reportedly bored out of their minds and going stir-crazy, but McConnell was said to have “ice water in his veins” and to be a statue the whole time.

Star Wars

Darth Vader (OT)
Mental Attributes: Intelligence 3, Wits 4, Resolve 5
Physical Attributes: Strength 6, Dexterity 2, Stamina 5
Social Attributes: Charisma 5, Manipulation 4, Composure 4
Mental Skills: Mechanics 4, Warfare 4
Physical Skills: Melee (Lightsabers) 5, Pilot (Starfighters) 5
Social Skills: Intimidation (Inferiors) 5
Force Sensitivity: 5

Vader’s high Strength is due to his suit. He’s within normal human limits without it.

Emperor Palpatine (circa RotJ)
Mental Attributes: Intelligence 5, Wits 4, Resolve 5
Physical Attributes: Strength 1, Dexterity 2, Stamina 2
Social Attributes: Charisma 5, Manipulation 6, Composure 4
Skills: Melee (Lightsabers) 4, Subterfuge (Mass Manipulations) 5
Force Sensitivity: 6

Grand Admiral Thrawn
Mental Skills: Intelligence 5, Wits 5, Resolve 5
Social Attributes: Charisma 4, Manipulation 5, Composure 5
Mental Skills: Warfare 6

Character Stats

Blood & Bourbon False_Epiphany False_Epiphany