Character Stats

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

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Blank Sheets


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

Mortal Character Sheet

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:

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:
Banes:


Mortals


Axel Rasgado (ST rules)

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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

Claire_Malveaux11.jpg

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 (Corporate 4, High Society 4, Media 4, Politics 5), Fame 3, Paramour (Nathaniel Malveaux) 5, Protégé (Gabriel Malveaux 3, Luke Malveaux 4), Resources 5, Retainer (Roger Ferris) 5, Status (Barrett Commission 5, Malveaux Family) 4, [OTHER HUNTER BACKGROUNDS UNKNOWN]
Corruption: 4
Virtue: Self-Sacrificing
Vice: Judgmental
Awareness: 5
? [SUPERNATURAL ABILITIES UNKNOWN]

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 Merit 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. Merits 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. Her hunter-related Backgrounds 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 (ST rules)

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


To come.


Kindred


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

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Sire: Miss Opal
Clan: Nosferatu
Covenant: Invictus
Generation: 9th
Embrace: 1866
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.

Baptiate 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.)

Bishop Malveaux (Ventrue/Lancea et Sanctum)

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Sire: [UNKNOWN]
Clan: Ventrue
Covenant: Lancea et Sanctum
Generation: [UNKNOWN]
Embrace: 1893
Apparent Age: Late 20s
Mental Attributes: Intelligence 5, Wits 3, 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 1, 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]
Merits: [UNKNOWN]
Flaws: Agoraphobia, Can’t Drive, Distinctive Appearance (albinism)
Corruption: Beast 4
Touchstones: None
Nature: Child
Demeanor: Traditionalist
Blood Potency: 3
Disciplines: Auspex 2, Blood Sorcery (Theban Sorcery) 5, Dominate 3, Fortitude 2, Obfuscate 3
Auspex: Penumbral Awareness 1, Read Thoughts 1, Sense Sin 1, Medium 2, Read Thoughts 2, Sense Sin 2
Blood Sorcery: Conjuring 3, Curses 4, Destruction 4, Divination 5, Green 2, Warding 2
Dominate: Compel 1, Ignore 1, Sleeping Puppet 1, Mesmerize 2, Misremember 2, The Grand Delusion 3, Submerged Directive 3
Fortitude: Resilience 1, Iron Facade 1, 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]

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

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Sire: Cletus Lee Boggs
Clan: Hecata
Allegiance: Sangiovanni
Generation: 9th
Embrace: 1999
Apparent Age: Mid-20s
Predator Type: Alleycat
Mental Attributes: Intelligence 1, Wits 2, Resolve 3
Physical Attributes: Strength 6 (3), Dexterity 6 (4), Stamina 6 (4)
Social Skills: Charisma 3, Manipulation 2, Composure 2
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

George Smith (9th gen. Ventrue/Unaligned) (ST rules)

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Sire: Kriemhild of Austria
Clan: Ventrue
Covenant: Unaligned (formerly Lancea et Sanctum)
Generation: 9th
Embrace: 1862
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.

George Smith (9th gen. Ventrue/Unaligned)

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Sire: Kriemhild of Austria
Clan: Ventrue
Covenant: Unaligned (formerly Lancea et Sanctum)
Generation: 9th
Embrace: 1862
Apparent Age: Early 40s
Mental Attributes: Intelligence 4, Wits 4, Resolve 3
Physical Attributes: Strength 1, Dexterity 3, Stamina 7 (4)
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) 5, Expression 2, Intimidation 3, Persuasion (Negotiation) 4, Socialize (Formal Events) 4, Streetwise 1, Subterfuge (Lies) 4
Backgrounds: Allies (High Society 4, Hospitality 4, Industry 2, Transportation 3, Underworld 2), Domain 2, False Identity 2, Herd (Hotel Guests) 3, Paramour (Becky Lynne Adler) 2, Protégé (Sofia Andrepont) 2, Resources 4, Retainer (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 5, 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, The Forgetful Mind 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: This is George with all of the changes to make him a “modern” PC built in, as well as awarded more traits reflective of how he was played.

John Polk (11th gen. Ventrue/Lancea et Sanctum)

Sire: Jacopo “Walter” Andretti
Clan: Ventrue
Covenant: Lancea et Sanctum
Generation: 11th
Embrace: 1952 (ghouled 1938)
Apparent Age: Late 30s
Mental Attributes: Intelligence 3, 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 loss. He’s a born follower and genuinely favored and valued by his superiors for 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

Jacob Grunewald (10th gen. Tremere/House Tremere/Lancea et Sanctum) (ST rules)

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Sire: Unknown
Clan: Tremere
Covenant: House Tremere/Lancea et Sanctum
Generation: 10th
Embrace: 1880
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 posthumouslyadjusted to reflect how he was actually played. See the Decanter version of his stats for those.

Jacob Grunewald (11th gen. Tremere/House Tremere/Lancea et Sanctum)

Jacob.jpg

Sire: Lyle Carnall
Clan: Tremere
Covenant: House Tremere/Lancea et Sanctum
Generation: 11th
Embrace: 1880
Apparent Age: Early 20s
Mental Attributes: Intelligence 5, Wits 2, Resolve 3
Physical Attributes: Strength 2, Dexterity 3, Stamina 2
Social Attributes: Charisma 3, Manipulation 1, Composure 2
Mental Skills: Academics (Folklore) 3, 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, Sorcerous Savant
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, Sepulchre 1, Spirits 5, Warding 3
Banes: Blood of the Unwilling, Invitation, Must Wear White

GM’s Notes: This version of Jacob has had his traits lowered to reflect how he was actually played. This is the “canon” version of his stats.

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

Sire: Erwin Bornemann
Clan: Tremere
Covenant: House Tremere
Generation: 9th
Embrace: 1922
Apparent Age: Early 30s
Mental Attributes: Intelligence 4, Wits 3, Resolve 2
Physical Attributes: Strength 2, Dexterity 6 (4), Stamina 3
Social Attributes: Presence 2, 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 (Residential Portion 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) (ST rules)

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Sire: Pakachilu
Clan: Gangrel
Covenant: Circle of the Crone
Generation: 9th
Embrace: 1860
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, Crafts (Beadwork) 4, Investigation 1, Medicine 2, Occult (Choctaw Spirits) 4, Politics 3
Physical Skills: Brawl 2, Stealth 1, Survival (Hunting) 2, Weaponry 1
Social Skills: Animal Ken 2, Empathy 1, Intimidation 2, Persuasion 3, Socialize 3, 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

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

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

Roxanne Gerlette (12th gen. Ventrue/Lancea et Sanctum)

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Sire: John Polk
Clan: Ventrue
Allegiance: Camarilla
Covenant: Lancea et Sanctum
Generation: 12th
Embrace: 2010
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
Touchstone: 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)


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/Lanceaet Sanctum) (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, Resilience 1, Vigor 2
Banes: Truthful

Camilla Doriocourt (9th gen. Toreador/Lancea et Sanctum) (by Jack)

Sire: Donovan
Clan: Toreador
Covenant: Lancea et Sanctum
Generation: 9th
Embrace: 1950s
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, Majesty 1
Themes: Creation 1, Destruction 1, Divination 3, Protection 3, Transmutation 2
Banes:

Donovan (8th gen. Toreador/Lancea et Sanctum) (by Izzy)

Sire: Antoine Savoy
Clan: Toreador
Covenant: Lancea et Sanctum
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:

Elias Tremaine, Ravnos Street Magician (by Izzy)

Sire:
Clan: Ravnos
Covenant:
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) (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) (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 (by Izzy)

Sire: Alexander Wright
Clan: Brujah
Covenant: Anarch Movement/Lancea et Sanctum
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) (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) (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 ghoul) (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 normal-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

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

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