The Kindred Situation Mortal Population: According to the 1990 Federal census, Nashville had a population at that time of 488,374, with a total population for the state of Tennessee of 4,877,185. This compares to a figure of 7,322,564 for New York City - not the state, just the city. Memphis came in a bit larger than Nashville at 610,337. Ethnically, the city is about two-thirds white, a fourth black, with the rest divided into Hispanics, Orientals of various extractions, and a scattering of other groups. The city normally has a large tourist contingent. During the slow season Vampire Population: Following the Lex Magne Mille, Nashville should only have five Kindred. Instead, the Kindred number 42, nearly ten times as many as there should be. The high population is a prime cause of the paranoia of the mortal inhabitants, the general aura of depression, angst and forced cheerfulness that hangs over the city. Mortals and who controls them: A complex issue. Control of Nashville divides up between Kindred and Mages, their spheres of influence overlapping. New World Order and the Syndicate argue over who should be making social policy. The Ventrue, the Toreador and the Syndicate disagree over economic decisions. The Progenitors have been building their own kingdom with the tacit approval of the Syndicate, but are expanding their control beyond their Sphere and stepping on toes in the process. Any exploration of control of the mortal world is therefore a complex process, requiring many factors to be considered. The mayor of Nashville is a Ventrue ghoul of high power. The arena was originally planned by the Toreador to revitalize the music industry and the downtown area, bringing the performing arts back to Nashville. The Ventrue promptly got legislation pushed through to dump so much money on a basketball team that there won't be anything left for the Toreador projects. There's been an outcry over spending that much money on professional sports while Nashville has such a serious homeless problem, among other social ills, but many of the Ventrue in power are slummers. They enjoy feeding off the poor literally as well as politically and financially. Nashville has been under Toreador control for a long time, but the Prince is lost in dreams of the past, and the Ventrue have been slowly taking over. Recent events in the Sleeping world mirror the struggle, as the Toreador seek to revitalize the music and tourist industries, and the Ventrue stress financial and medical business, pushing Nashville as a center of commerce. The Sabbat have been slowly increasing their presence, so as not to attract attention until they're ready for a coup attempt. If a new Prince is not chosen soon, either the Ventrue or the Sabbat will make their move and meet only ineffective, disorganized resistance. The Garou are also watching, for enough signs of weakness to hunt out the Kindred court and make the cleansing of Nashville of its Kindred presence simpler. The Conventions or the Traditions have been quiet for many years, although that, too, is changing. Within the past few years, the Traditions and the Technocracy have both noticed that Nashville has at least two Nodes, both of the known ones having been left unattended long enough that Fae and Wraiths have taken up residency, and much less pleasant things have also tapped the Nodes' power, spreading the influence of the Wyrm over the city. Nashville is in a state of extreme tension, poised on the brink of a power shift. One way or another, something has to give -- and odds are, the players will be caught square in the middle of it when it goes... Anarchs: Nashville has no true Anarchs. The few Kindred who are not Camarilla are Sabbat or Inconnu, with the exception of the City Gangrel antitribu, who do not know about Kindred society. Technically, Tim could be counted as an Anarch, since he is not Camarilla or Inconnu, and is of the Gangrel. However, he refuses to participate in politics of any sort, therefore he really can't be put into any of the existing categories. He does not want to tear down the Camarilla or oppose the Sabbat, he just wants to be left alone. This places him in the Neutrals corner. Coteries: Each clan of course forms its own coterie. Beyond that, there are few inter-clan relationships. Ulf has been discouraging the Ventrue from making alliances outside their clan. Jerry has whispered to Zechariah of possible treason every time a Toreador is seen with other Kindred. Tom Shaughnessy of the Tremere has been working with a group of Verbena barabbi, and the Rosenthals and Fuller spend a good deal of time with Nils, but the power consortia are drawn fairly solidly along clan lines. The relationships between the Kindred do bear some exploration. There are alliances based on the music industry, the real estate market, the arts scene and other Kine institutions that cross clan lines. Occasionally, Nashville's Kindred do have common interests, even if they're usually working at cross purposes. Notable Neutrals: There are very few neutral parties in Nashville. Andrzej, the Lasombra Inconnu, and Tim, the Gangrel Methuselah, are really the only two who fall properly into this classification. LeRoy and his progeny, the twins, can also be categorized as neutral, due to their lack of involvement with or knowledge of the Camarilla and the Sabbat. Everyone else is involved in some way with the ongoing power struggles. The Accession The major conflict among Nashville's Kindred arises from the accession to the throne. Scroggins is the only Primogen who wants to retain Sinclair as Prince. Who will succeed Sinclair as Nashville's Prince, however, is a hotly debated issue. Saul Rosenthal, as the eldest Toreador native to the city, is a logical choice. The only problem is that Saul does not want the throne. He's content with his position among the Primogen, and does not want either the power or the stress of being Prince. Saul has made it clear that he supports Nils for the throne. Esther Rosenthal is another logical choice, especially considering her mortal experience with Hadassah. She has flatly declined the throne, though, throwing her support behind her husband. If Saul acceded to the throne, Esther would make an excellent chief counselor, but she has made it clear that she will not rule directly. Nils Berengar wold probably make a very good Prince. His clan is a definite handicap, though. There are very few cities with a Nosferatu Prince. Members of that clan are normally retiring, not involving themselves in front-line politics. Also, many Kindred find the idea of a Nosferatu Prince unsettling. Nils himself is not comfortable with the idea. If it becomes a necessity, he will take the throne, and do his best to rule fairly and wisely, but he would be much happier if it went to someone else. Jacob Fuller would propose himself for Prince if he thought he could get enough support. Fuller is enough of a realist, however, to know that most of the Primogen dislike him, that he holds his current position only out of respect to his age and Generation, and that he would be an ineffective Prince. He dislikes the idea of the throne passing to another clan, and so has announced his support for Saul. Amalie would prefer there not to be a Prince at all, feeling that in a rational society, people could work out issues that needed to be decided by debate. Government by Rant, however, only works among Brujah. She regards the other clans as backward, holding to ancient ideas of nobility and monarchy. In view of her being outnumbered by the unenlightened, she has resigned herself to having a Prince and thrown her support behind Nils as the least of the evils. Alec is another who has had enough of royalty, although for different reasons. He, on the other hand, prefers that there be a clear line of rule, that there be someone designated to make important decisions. The best person for the job, to his mind, is someone who does not want the responsibility, but would handle it well if it were thrust upon them. Therefore, he would support either Saul or Nils. He has not made a formal announcement committing himself to backing anyone in particular. The Ventrue have been eyeing the throne, although they have not discussed the possibility outside of clan circles. Ulf has selected Renee Demopoulis for the Prince when the takeover comes, much to Estes' disgust. If a Ventrue coup or succession comes about, Estes would have to be dealt with in some way -- exiled, bought with favors or silenced with blackmail, or delivered to the Final Death. Ulf himself will not take the throne except in extreme circumstances. His clan needs him able to move on, to proceed to the next conquest. Whoever takes the throne faces a difficult task. Ruling Nashville's fractious Kindred is much like herding cats. The economic and social instability in the Kine communitites brought about by the Kindred's power struggles would have to be resolved quickly to firm up the new Prince's grasp of power. Relations with the Mages, both of Technocracy and Traditions, would have to be renegotiated, no matter what clan took the throne. The Garou question would have to be considered, as well as the problems of the city's Wraiths and Fae. For good or ill, though, the problem of Nashville's next Prince must be resolved soon. Special edicts 1. Music industry tourists are not to be treated as vessels. They are the lifeblood of the city's economy, and thus may not be a source of our own. Fan Fair is an exception to this, but only the couchemar and casanova methods may be used, and feeding must be limited to cunctation. Violations of this edict will be treated as violations of the Masquerade. 2. No progeny are to be created until the problems with the Sabbat are resolved, and the breathing population rises enough to take the strain off the Lex Magna Mille. Camarilla The Prince all those voices, they whisper through my walls they talk of falling fast, they say i'm losing it all they say i'm running blind to a love of my own but i'll be walking proud, i'm saving what i still own Indigo Girls, "Nashville" Zechariah Sinclair, Toreador, 6th gen. Sire: irrelevant, deceased Clan: Toreador Generation: 6 Nature: Bravo Demeanor: Bon Vivant Embrace: 1863 Apparent Age: 33 Haven: The Hermitage Concept: Poseur Critic Physical: Strength 3, Dexterity 2, Stamina 3 Social: Charisma 4, Manipulation 4, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 3, Brawl 3, Dodge 3, Intimidation 3, Leadership 3, Subterfuge 4 Skills: Etiquette 4, Firearm 3, Melee 3, Security 2, Survival 2 Knowledges: Bureaucracy 3, Finance 3, Investigation 3, Law 2, Occult 2 Politics 4 Backgrounds: Allies 2, Contacts 3, Generation 7, Herd 3, Influences 4, Resources 5, Retainers 3, Status 5 Disciplines: Auspex 3, Celerity 6, Dominate 3, Fortitude 3, Potence 2, Presence 6 Virtues: Conscience 1, Self-Control 4, Courage 3 Humanity 4, Willpower 6 Merits/Flaws: Overconfident Background: Born in Decatur, Alabama, in 1830, Sinclair enlisted in the military at the age of 20. He led a singularly undistinguished career, rising only to the rank of Captain by the time the War Between the States began. He was wounded at the Battle of Nashville, and, while recuperating, met up with a young lady who introduced him to a more refined level of society. Ever the social animal, Zechariah took to parlor politics like a duck to water. Able to pick up buzzwords and catch phrases with ease and toss them together in impressive ways, Zechariah cut quite a swath, making a reputation for himself as a discerning critic of the arts. The young lady Embraced him soon after, and promptly vanished from Kindred society. Charges of diablerie were not provable, and Sinclair managed to bring about the ruin of his accusers. He rose swiftly, into the Primogen, and then, after a scandal involving a breach of the Masquerade, to the throne. The Prince has ruled for 75 years, and has not adapted to the changes of the last few decades. He seems to be stuck in the 1950s, when Nashville was known as Sin City, and the music industry was booming. He remains blissfully unaware of Branson, the health care boom, the decay of Lower Broad, and other changes. Sinclair remains staunchly loyal to the Camarilla, and, thus far, has not broken the Traditions, so the Justicars and the Inner Circle are unwilling to interfere in the rulership of a city -- there are no grounds to remove the Prince. Most of his Primogen are conspiring secretly, some with the Ventrue, some among themselves, all with other clans and Elders, to replace him with a new Prince who is a bit better acquainted with reality. Image: A weathered man in his early 30s with short hair and a full beard. He carries himself with military bearing, and speaks with a cultured Southern accent. Preferring current-day garb, he absolutely refuses to wear blue, normally dressing in a grey suit or in Western wear. Roleplaying Hints: Speak civilly to everyone regardless of their attitude towards you. To be abusive is to descend to their level. A gentleman does not give in to his anger nor swear in the presence of ladies. Pace your words carefully for maximum effect, and never hurry. Keep your posture ramrod straight and your bearing sharp. Remember, you are a career military officer. Influence: He's the Prince. Fading and out of touch, but the Prince nonetheless. Heaven help us all if he wakes up to what's going on around him. Primogens I'm the only one Who'll walk across the fire for you I'm the only one Who'll drown in my desire for you It's only fear that makes you run The demons that you're hiding from When all your promises are gone I'm the only one -- Melissa Etheridge, "I'm The Only One", Yes I Am Nils Berengar, Nosferatu, 7th gen. Sire: irrelevant, resides in Finland and does not leave Clan: Nosferatu Generation: 7 Nature: Loner Demeanor: Passionate Embrace: 1883 Apparent Age: Who can tell? Haven: Mansion in the West End, near the Rosenthals Concept: Tragic Hero Physical: Strength 3, Dexterity 4, Stamina 2 Social: Charisma 2, Manipulation 4, Appearance 0 Mental: Perception 3, Intelligence 4, Wits 4 Talents: Alertness 3, Brawl 2, Dodge 3, Leadership 3, Streetwise 2, Subterfuge 3 Skills: Etiquette 3, Firearm 2, Melee 3, Music 5, Security 2, Stealth 2 Survival 3 Knowledges: Bureaucracy 2, Finance 2, Investigation 3, Occult 1, Politics 3 Science 2, City Secrets 4 (K), 2 (G), 3 (M), 3 (W), 2 (F) Backgrounds: Allies 3, Contacts 3, Generation 6, Influences 3, Resources 4, Retainers 1, Status 4 Disciplines: Auspex 1, Animalism 3, Dominate 3, Obfuscate 7, Potency 5 Virtues: Conscience 4, Self-Control 4, Courage 3 Humanity 8, Willpower 8 Background: Embraced in 1883 in Helsinki after a fire scarred him too severely to pursue his career as a classical oboist, Nils moved to America to follow his favorite conductor, Leopold Stokowski. When Stokowski died, Nils moved to Nashville to grieve somewhere far away from the classical music scene. It is largely due to him that Nashville has a symphony, rather than to any Toreador. Nils is a passionate, tragic figure. He despises the Ventrue as a lot of money grubbing beasts without a trace of humanitas left in their ravaged souls, and will gladly supply any information on them to anyone who approaches him with respect and swears to work against the Ventrue. Nobody knows why he hates the Ventrue so passionately. Nils dresses in fashions from the 1920s. His resources include a lot of careful investments, and some dealing in antiques. He maintains storage where he will put away furniture and other items, carefully preserved, for 50 years or more, and sells the items when he feels they have matured in value. Besides the usual Nosferatu appearance problems, the left side of Nils' face and his left hand are badly scarred by old, poorly healed burns. His hand works well enough, but it costs him a blood point per night to repair the pre-Embrace damage. Image: Not quite your typical Nosferatu, Nils is hairless and has the pointed ears and protruding fangs of his clan, but otherwise was not badly deformed by his Embrace. This is perhaps due to his already having been hideously burned in the fire. The left side of his face is a scarred ruin, with the exception of the eye, which seems bulging as much of the tissue around the socket was charred. His left arm is likewise scarred and the hand twisted up into a claw. Nils can make the hand operable by expending a blood point, but cannot improve its appearance. He carries himself with the stooped, deliberate pace of the very old. Normally dressed in the very best European black of the last century, he has been known to don current black tie for Kindred social functions. Roleplaying Hints: You may be scarred outside, but inside you are still a skilled and sensitive musician. It pains you when people react badly to your appearance, but you hold it within and suppress your feelings. Speak softly, with deliberation and careful pacing. Your English is still faintly accented and overly formal, as you spend little time among the canaille. Use the older terms and never the vulgar argot. Wax rhapsodic over composers and performers long since dead, but break down and excuse yourself if Stokowsky is brought up. Influence: Greater than he appreciates. As head of the Nosferatu for the city, he wields terrific sway. His information network is second to none, and his contacts are among the city's best and brightest. He disdains the use of ghouls, preferring to gain trust by bargaining with information, or by misrepresenting himself as someone the potential contact would trust. Nils has subtly manipulated the classical music and arts scene for decades, insuring the survival of the symphony, stage productions, and showcases of great paintings and sculpture. Through a blind trust, he maintains a sizeable stake in TPAC and several private stage companies and art galleries. Esther: With Saul as Prince and Esther at his side, Nashville could become a center of the fine arts. Good organizational skills, good judge of character. Amalie: Far too committed to her cause. Fanatics rarely see the world clearly. Yes, she believes in the right of it. Evangelists always do. Gentle persuasion will win more hearts and minds than soapbox tirades. Alec: A realist, possibly a good candidate. If his people skills were only better... a Prince should not make people nervous like that. And then there's the famed Ravnos deceptiveness. Can he really be trusted? Jerry: The worm in the Prince's ear. Definitely someone who should meet with an unfortunate coincidence. And what he has the nerve to call music! Jacob: Brilliant musician, good morals. Perhaps a bit less tolerant than he could be, but these are difficult times. Perhaps a less forgiving approach would be effective in dealing with the Ventrue, the Sabbat, and those infernal Mages. Alec de Chardin, Ravnos, 6th gen. Embraced during the persecution of the Albigenses (1211). Migrated to America and westward as far as Nashville to get away from the Inquisition. Opposes the Prince, but will not do so openly. Believes that there's still enough tourists, that Nashville will never lose its iconic status, but that there are other industries that have more promise to swell the population and provide opportunities for progeny and resources. It may be semi-illegal to feed off tourists, by the Prince's edict, but it's perfectly legal (by Ravnos definitions, anyway) to empty their pockets of money they brought to toss away on junk in the first place. Getting a new Prince installed who has a more realistic worldview would be for the best. Hopefully, the new Prince would repeal Special Edict #1, which Alec regards as a waste of resources. Beyond all this, Alec fears that the Prince's increasingly irrational actions will breach the Masquerade, inviting the attention of the Inquisition. While this would bring intervention from the Justicars, Alec does not believe that action would be swift enough to prevent the Inquisitors from hunting down most of the city's Kindred. As well, any Prince placed by the Justicars would be a tool of the Camarilla, and not necessarily someone with the best interests of the city at heart. It might even be someone from outside Nashville, with no ties to the web of favors and boons, and thus with no way for the city's Kindred to readily influence his decisions, and also with little influence of his own. Better to resolve this locally, and have one of your own assume the throne, than to end up with a puppet of the Inner Circle with now way of enforcing his decisions. Saul: He's grown too comfortable. What happened to his people in Germany could happen here just as easily. He's too heavily invested in providing services to the Kine, and doesn't have enough put away for the inevitable flight. Do not trust in the Kine. They will turn on you if given too much leash. Clan: Ravnos Generation: 6 Nature: Survivor Demeanor: Temperamental Concept: Prophet of Doom Physical: Strength 3, Dexterity 4, Stamina 3 Social: Charisma 3, Manipulation 4, Appearance 2 Mental: Perception 4, Intelligence 3, Wits 5 Talents: Acting 2, Alertness 3, Atheletics 3, Brawl 4, Dodge 3, Intimidation 4, Leadership 2, Streetwise 4, Subterfuge 4 Skills: Animal Ken 4, Etiquette 2, Firearms 3, Melee 3, Repair 2, Security 4, Stealth 4, Survival 5 Knowledges: Bureaucracy 3, Computer 2, Fiance 2, Investigation 4, Law 2, Linguistics 4, Occult 3, Politics 3, Science 1 Backgrounds: Allies 2, Contacts 4, Generation 7, Influence 3, Resources 3, Status 4 Disciplines: Auspex 3, Animalism 4, Celerity 2, Foritude 6, Chimerstry 7 Virtues: Conscience 1, Self-Control 3, Courage 5 Humanity 5, Willpower 8 Jacob Fuller, Toreador, 7th gen. Clan: Toreador Generation: 7 Nature: Pedagogue Demeanor: Curmudgeon Embrace: 1790 Apparent Age: 42 Concept: Calvinist Scholar Physical: Strength 2, Dexterity 4, Stamina 3 Social: Charisma 3, Manipulation 4, Appearance 2 Mental: Perception 4, Intelligence 5, Wits 4 Talents: Acting 2, Alertness 3, Brawl 2, Dodge 3, Intimidation 3, Leadership 3, Subterfuge 4 Skills: Drive 1, Etiquette 4, Firearm 2, Melee 2, Music 5, Stealth 2 Survival 3 Knowledges: Bureaucracy 2, Computer 2, Finance 2, Investigation 3, Law 2 Linguistics 4, Medicine 2, Occult 1, Politics 3, Science 3, City Secrets (K, G, M, W, F) Backgrounds: Allies 2, Contacts 2, Generation 6, Influences 3, Mentor 3, Resources 4, Retainers 2, Status 4 Disciplines: Auspex 6, Celerity 5, Dominate 3, Fortitude 2, Presence 5 Virtues: Conscience 3, Self-Control 5, Courage 3 Humanity 5, Willpower 9 Background: Embraced 1790, Amherst, MA. Music professor from a private college. His Sire chose him for his intellect and theoretical knowledge, feeling that the clan was becoming a gaggle of dilettantes and poseurs. Came to Nashville shortly before the Centennial Exhibition, at the request of his Sire, to help guide the cultural development of the young city. Quite frustrated with the direction it has taken. Finds the Prince an embarrassment. Wants a Toreador in power, but not this idiot. The current Prince is not only out of touch with reality, but his taste in music is execrable. Despises Scroggins. Does not approve of Puckett; considers her pushy, with ideas above her station. Gets along well with Berengar, and decently with the Rosenthals. Not certain about de Chardin; he has good taste in music, but his morals are in doubt. Image: Medium height, rail-thin - looks a bit like a scarecrow. Dark hair in a short, neat ponytail, with a touch of grey at the temples. Dresses conservatively and a few years out of style. Feels most comfortable in the Calvinist black of his breathing years. Roleplaying Hints: Speak formally, without contractions, and with a pronounced upper class New England accent. Remember that you are a member of the cultural elite, when that was considered an honor, not a pejorative. Keep your posture correct and your expression dour. Never, ever, lose your self-control. Saul: A decent enough fellow, but a Jew on the throne? I'm sorry, I couldn't possibly support someone who wasn't of a proper faith. Besides, he thinks too much of money and not enough of culture. Esther: Perhaps more enlightened than her husband, but sharing the same difficulties. No, I think not. Nils: Would he accept the position if it were to be offered? I would think that would be a primary consideration. Very skilled musician, especially in light of his obvious handicaps. Would anyone support a Nosferatu in a bid for Prince, though? Amalie: Definitely out of the question. She is pushy, arrogant, and totally out of her element. Suffragette, indeed. She has failed at the traditional female roles and is now failing in traditional male ones. No, definitely not a candidate. Jerry: I refuse to even consider the possibility. Alec: A dubious character if I ever laid eyes on one. While he has a European background, it seems a bit shady to me. And then there is his bloodline. Blood will tell, you know, and this city certainly does not need a Prince who will abscond with the treasury at the first opportunity. Amalie Puckett, Brujah, 7th gen. Clan: Brujah Generation: 7 Nature: Visionary Demeanor: Fanatic Embrace: 18?? Apparent Age: 27 Concept: Activist Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 4, Manipulation 5, Appearance 4 Mental: Perception 4, Intelligence 4, Wits 4 Talents: Acting 2, Alertness 2, Atheletics 2, Brawl 2, Dodge 2, Empathy 3, Intimidation 3, Leadership 4, Streetwise 2, Subterfuge 4 Skills: Drive 1, Etiquette 3, Firearm 2, Melee 1, Security 2, Stealth 3 Survival 3 Knowledges: Bureaucracy 4, Computer 2, Finance 2, Investigation 3, Law 4, Politics 5, Science 1, City Secrets (K, G, M, W, F) Backgrounds: Allies 3, Contacts 3, Generation 6, Influences 3, Resources 4, Retainers 1, Status 4 Disciplines: Auspex 2, Celerity 5, Fortitude 2, Potence 3, Presence 6, Protean 1 Virtues: Conscience 3, Self-Control 4, Courage 4 Humanity 6, Willpower 9 Background: A suffragette Embraced by another woman in the Movement so that she could join the Real Fight for Equality, Amalie has been drawn to political struggle on behalf of women like a moth to flame. Treated by the Prince as a court jester, which ticks her off to no end. Saul is still a bit unsure about debating with a woman; Esther teases Saul about being a little backward and gets along well with her. Nils regards her as boorish, but ascribes it to her clan. They're civil to each other, and will work together when they must. Amalie believes firmly that the Prince is a moron who is doing irreparable harm to Nashville and to Kindred society, and that he should take a walk into the sunrise for the good of all concerned. Image: Short, slender and feminine, Amalie prefers 1960s styles, including tie-dyed t-shirts, a long fringed vest and a big floppy hat with a Flower Power button. She has fair skin, delicate features and light brown hair cut in a turn of the century style just off her shoulders. Roleplaying Hints: Be direct, be persuasive, and bend everyone to your point of view. Don't confront, enlighten. The established order among Kindred is just as bad as the mortal order was before your Embrace, and it's going to take twice as much work to straighten it out. Cite examples from history, and make sure they're valid, to back up your arguments. Never defend an indefensible position. Change tactics, pull a reverse, do whatever it takes to bring them around. Never use a cliche or a slogan. Remember, this is not some brainwashed, slogan-spouting radical, but an intelligent, well-read woman from an era when women were supposed to be quiet, subservient and knowledgeable only about household issues. Do not play her as a cardboard feminazi. Saul: He's okay, but he's a man. Besides, he's still stuck in that patriarchal outlook. The last thing Nashville needs is someone who's stuck in the past. Esther: Now here's a great candidate. Get her to run and a lot of people would fall in line behind her. She's got the organizational skills and the experience for the job. Nils: What a tragedy. But you'd never pry him out of his hole. I'm surprised you asked. Jacob: That Calvinist buttwipe Prince? I'd stake him myself. Talk about someone hung up in an outmoded point of view. That patronizing patriarchalist wouldn't know a valid line of debate if it bit him. Dogma is the last refuge of the outwitted. Jerry: Grrr. Alec: Wouldn't that just set people on their ear? A Ravnos Prince. Hm. That's almost amusing enough to give it a try. But he's still a man and part of the established order, and it's that very order that is causing the stagnation of the city. Amalie and Priscilla Meacham were friends during their suffragette days, and have maintained contact since Priscilla died and became a Wraith. Saul and Esther Rosenthal, 8th gen Toreador. Staunch supporters of the arts, emphasis on the classics and European ethnic efforts. Embraced in 1935 during the Unification, they vanished in a blizzard of paperwork that left them in control of several profitable companies through Ghouls bonded tightly enough to have no will of their own. The Rosenthals control a substantial part of the dry cleaning industry, including two chains thought by the public to be rivals, as well as a couple of restaurants and a mortuary. Their other holdings are also in service industries. Saul and Esther are both still observant Jews, and deeply miss being able to attend services. Esther has strong organizational and leadership talents from her days with Hadassah. Saul still donates regularly to the poor and to Israel, through a series of blinds. Saul and Esther would like to see more attention paid to the finer arts, and do not back reviving the music industry. The business has moved on, and it's time to get into a new line. They oppose the use of the arena for sports, and generally oppose the Ventrue. They get along well with Nils, and frequently see him for recitals and other musical events. Saul Rosenthal Clan: Toreador Generation: 8 Nature: Architect Demeanor: Traditionalist Embrace: 1935 Apparent Age: 55 Haven: Mansion in the West End, shared with his wife, not far from Nils' place Concept: Businessman Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 3, Manipulation 5, Appearance 2 Mental: Perception 4, Intelligence 4, Wits 4 Talents: Alertness 4, Brawl 2, Dodge 2, Empathy 2, Leadership 3, Subterfuge 4 Skills: Etiquette 3, Firearm 3, Music 3, Security 1, Stealth 1, Survival 3 Knowledges: Bureaucracy 4, Computer 2, Finance 4, Investigation 2, Law 2, Linguistics 3, Occult 1, Politics 3, Science 1, City Secrets 3 (K), 1 (G), 2 (M), 1 (W), 0 (F) Backgrounds: Allies 3, Contacts 3, Generation 5, Herd 1, Influences 4, Resources 5, Retainers 2, Status 4 Disciplines: Auspex 6, Celerity 4, Dominate 2, Fortitude 1, Presence 6 Virtues: Conscience 4, Self-Control 3, Courage 3 Humanity 7, Willpower 8 Image: An aging, obviously Jewish man with strongly Semitic features, Saul prefers button-down shirts with pullover vee-neck sweaters, khaki pants and walking shoes or sneakers. He wears a suit and tie of expensive but not showy make when he checks on his business ventures. His hair has gone grey and is thinning in the back. He carries a heavy gnarled-wood walking stick with a two-shot .38 caliber pistol concealed in the head, loaded with silver rounds. Roleplaying Hints: Yeah, so you got old before you stopped aging. So what? You're still around to enjoy the fruits of your labors. All those other meshugginahs you worked with, they're all dead of heart failure down in Miami while you still have your empire. And age brings respect, among your own people and among these Kindred. You're older than a lot of them, and you still take proper care of yourself. Speak with a Southern accent but Yiddish speech patterns, and let people know your opinion when they'll listen and it'll do them any good. There's a lot you can tell these younger folks if they'll just sit still for a minute. Influence: Lots. Saul and his wife control most of the dry cleaners in town, and have holdings in restaurants, office cleaning services, garbage hauling, grocery stores and a mortuary. They've invested in stuff people have to have, especially in services a lot of people don't like to deal with. It's honest money and people pay good to get their trash hauled away. Through their financial holdings, Saul and Esther are giving the Syndicate some minor competition. They're careful never to let it escalate into open conflict, however. Esther: Prince? Hm. I dunno, she bosses me around enough at home. She'd be good at it, like she's good at everything she sets her mind to. I don't know how anybody else would react, though. Nils: Don't laugh, he'd be a lot better at it than you might think. If he'd accept the position, I'd get behind him in a heartbeat. Amalie: You got to be kidding me, right? I mean, that loudmouth little shiksa the Prince? Sure, she can hold her own in an argument, but who'd ever take her seriously? Besides that, she's got such a temper, she'd be calling down trouble on us all within a week. Jacob: He's a nice guy, but his ass is so tight you could bounce a quarter off it. He vacuums up the upholstery when he sits down. He'd do well if he just didn't have to deal with people, you know? He gets under your skin after a while, and he's got this fixation about music. Jerry: Don't insult my intelligence. If he tried to plant his skinny butt on the throne, he'd be out in the sun so fast your head would swim. If anything ever happens to Sinclair, he'll be on the next bus out of town like a dybbuk was on his tail. Alec: Who wants a Prince who, when you shake hands with him, you have to count your fingers? Oh, yeah, he's smooth, but it's an oily kind of smooth, you know what I mean? No way you could ever trust him. Sinclair is at least open with you, when he takes an idea to find out what your holdings are. No, I couldn't support a Prince I couldn't trust around my daughter. Esther Rosenthal Clan: Toreador Generation: 8 Nature: Survivor Demeanor: Architect Embrace: 1935 Apparent Age: 54 Haven: Mansion in West End, close to Nils Concept: Social Activist Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 4, Manipulation 5, Appearance 3 Mental: Perception 4, Intelligence 3, Wits 4 Talents: Alertness 5, Brawl 1, Dodge 2, Empathy 4, Leadership 3, Subterfuge 4 Skills: Etiquette 4, Firearm 1, Music 3, Survival 3 Knowledges: Bureaucracy 3, Computer 2, Finance 3, Investigation 2, Law 3, Linguistics 3, Occult 1, Politics 3, Science 1, City Secrets (K, G, M, W, F) Backgrounds: Allies 3, Contacts 3, Generation 5, Herd 1, Influences 4, Resources 5, Retainers 2, Status 4 Disciplines: Auspex 6, Celerity 4, Dominate 2, Obfuscate 2, Presence 6 Virtues: Conscience 3, Self-Control 5, Courage 3 Humanity 6, Willpower 9 Image: A well-kept woman in her early 50s, with strongly Sephardic features, trim and fit, with shoulder-length mostly grey hair in a conservative style. She prefers flowery dresses and suits, but wears severe navy on business, and always with either flats or low heels. Her makeup is understated and she wears a light touch of rose perfume. Roleplaying Hints: Be gracious. Miss nothing, keep track of every nuance, but let none of it show. Speak with a light Southern accent, again with Yiddish speech patterns, but go easy on both, not so heavy as your husband. Convince people through polite argument to do what you want, especially by asking questions in such a way that of course they'll answer the way you want. Influence: Very strong, through the financial empire she shares with her husband, and through charitable organizations such as Hadassah. She can make or break someone socially, by determining what events they get invited to, what the society column reports, and whether or not people get appointed to vital committees. Regarded by those in the innermost social circles of Nashville as a grande dame, she wields her power through numerous intermediaries down into the fringes of the upper-class social order. Saul: My Saul, the Prince? Why not? He's a hard worker, my husband, and he'd make such a wonderful Prince. He'd get this city into proper order, let me tell you. Nils: Such a nice man, so tragic what happened to him. If he'd accept the position, I'm sure he'd make a good Prince, but he's so shy and so retiring, not outgoing like a Prince really should be. He'd have to have a change of heart to properly handle the job. Amalie: She's a sweet woman, and I love her like a sister, but she's made so many people so angry. She'd stir up such a tsurris if she took the throne. A Prince shouldn't be that controversial. It divides the city, when the Prince should bring everyone together. Jacob: Oh, Saul doesn't like him, and I'm not too sure about him myself. He's got strong morals, but he's such a devout Christian. I mean, I'm not holding that against him, but when someone with a strong faith like that takes power, they tend to start making their faith the law, and then what happens to us? Jerry: Don't insult me. I'm surprised you even brought him up. Alec: Ooo, such eyes. If I weren't so in love with my Saul -- oh, now, you know I'm just teasing. He's such a smooth customer, but I don't think anyone really trusts him. His people have such a reputation, you know. I don't think you should hold that against a person -- I mean, look at what people say about us. But it could cause trouble. Jerry Scroggins, Toreador, 8th gen. Clan: Toreador Generation: 8 Nature: Bravo Demeanor: Bon Vivant Embrace: 1826 Apparent Age: 36 Haven: Ryman Hall Concept: Poseur Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 3, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 2, Brawl 4, Dodge 4, Empathy 1, Intimidation 3, Leadership 1, Streetwise 3, Subterfuge 2 Skills: Drive 2, Firearm 4, Melee 2, Music 1, Survival 2 Knowledges: Bureaucracy 2, Finance 2, Law 2, Politics 2, Science 2 Backgrounds: Allies 1, Contacts 1, Generation 5, Herd 2, Influences 1, Mentor 4, Resources 4, Retainers 1, Status 4 Disciplines: Auspex 4, Celerity 6, Dominate 1, Fortitude 2, Potence 1, Presence 4 Virtues: Conscience 1, Self-Control 3, Courage 3 Humanity 5, Willpower 6 Background: Embraced in 1826, wandered the South during the Civil War and the North for many years after. Prefers to feed from Yankees - feels it's only fair, after all, the carpetbaggers sucked out what was left of life in the South. Has some problems with Special Edict #1, regarding Yankee tourists as fast-food deliveries. Supports the revitalization of the music industry. Not as out of touch as the Prince, aware of the cost, but sees the revitalization as a means of preserving Nashville's artistic heritage. Without the revitalization, Nashville will become no different from Memphis, Atlanta or any other Southern financial center. Will back the current Prince against any outside candidate, but a strong Southern contender might win him over. Will definitely work covertly against any non-Southern Justicar. Image: Hank Williams, Sr., fan and imitator. Tall, thin man with short dark hair. Wears Western-cut suits, expensive boots and a white cowboy hat. Roleplaying Hints: You're better than these idiots. If they can't see it, that's their problem. Make sure they know you have the ear of the Prince. If it ain't country, it ain't worth nothin'. The only good Yankee is a dead one, except when you're thirsty. Influence: He has the ear of the Prince, all right. Scroggins is the only Primogen who has real influence on Sinclair. He makes the most of them both being from the Antebellum South. It would take proof of major betrayal to separate the two of them. All candidates: What are you talkin' about? Sinclair's the Prince, and he's gonna remain the Prince. Talk like that could get you in a peck o'trouble. Brujah Simon Lefkowicz, 11th gen. A political activist in his breathing years, Simon Lefkowicz was involved with the Communist Party from its heyday following World War II, when it became briefly fashionable to register to vote as a Communist to show solidarity with the Russians. Unfortunately, shortly thereafter, the U.S and the new Soviet Union came to a parting of the ways over the issue of world domination, and then a senator from Wisconsin found an issue that would guarantee his fame and his re-election. Philadelphia had been an excellent location for a political activist because of its proximity to the nation's capital. Suddenly, being close to DC was no longer a good thing. Simon went underground, and was preparing to leave the city when a friend of his took him aside and explained that there were larger issues involved in the Red Scare than political leanings. Certain parties were using it as a cover to exterminate their opposition. So there really were dark cabals running the world? Simon asked. Oh, yes, and there are people, special people, who oppose them. Would you like to be in on the real movement? Simon didn't hesitate. Of course. Imagine his surprise when his friend sank his fangs into Simon's neck. The next night, the new Brujah was on his way south and west, his head swimming with the lore his Sire had imparted, his soul afire to carry on the cause of social reform -- this time where it really counted, among the Kindred, who determined the direction of mortal society. Simon arrived in Nashville, found that there was no Brujah presence at all there, thanks to the Toreador Unification, and set up shop. He's heard infrequently from his Sire, but gets little support. After all, he's a Brujah. They're supposed to be able to make it on their own. Simon has Embraced two Childer, one of whom has been Released, one of whom was in defiance of Special Edict #2 and as a result has not. He's beginning to regret his impulsive act. It seemed like a good idea at the time... Clan: Brujah Generation: 11 Nature: Architect Demeanor: Fanatic Haven: Belmont Concept: Communist Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 3, Mannipulation 3, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 1, Brawl 2, Dodge 2, Intimidation 2, Leadership 3, Streetwise 2, Subterfuge 2 Skills: Drive 2, Firearms 2, Melee 2, Security 1, Stealth 2, Survival 1 Knowledges: Bureaucracy 2, Investigation 2, Politics 3 Backgrounds: Contacts 1, Generation 2, Mentor 1, Resources 3 Disciplines: Celerity 2, Potence 2, Presence 3 Virtues: Conscience 2, Self-Control 3, Courage 3 Humanity 6, Willpower 6 Merits/Flaws: Early Riser, Natural Leader, Boon, Driving Goal (Establish Brujah in Nashville) Tawanda Livingston, 12th gen. Tawanda grew up in Casey Projects, one of the roughest sections of Nashville. The police referred to the projects as Dodge City because of the frequency of gunfire. She was determined to leave the projects, and to make a difference not only for herself but for others as well. She'd seen far too many people get out by being selfish, forgetting all about their friends and relatives, and felt that that was simply not right. You don't abandon people you've been friends with for a long time just because you're making more money. So Tawanda put a lot of effort into her schoolwork, because as a girl she couldn't get a basketball scholarship, and she'd seen what selling drugs did. Oh, sure, you made a lot of money in the short term, but in the long term you ended up either busted or on a slab. She found a home on the school paper, but was nearly expelled for an article on corruption in the Board of Education. Tawanda's mother threatened legal action, and the administrator ended up being fired instead. Tawanda was made a member of Quill and Scroll. She went to Grambling on a journalism scholarship, then returned to Nashville to pursue a career as a political reporter. Sadly, she was fired from the Tennessean in a sweep by a new administrator, in the implementation of a more conservative editorial policy. Anyone with liberal views, or who had spoken out regularly against the established order, was eliminated in an Old Democrat takeover. Tawanda was more fortunate than many of her former comrades. The Nashville Scene, a former alternative weekly that had suffered a yuppie takeover, finally realized how shallow their paper had become, and hired Tawanda as their new Capitol Hill reporter. Yes, she offended people, both in person and in her column. Yes, she upset people and the established order with her muckraking style. But yes, she drew attention, and moved more papers. The Scene's editorial staff debated frequently over whether or not to keep her, and the reports from their Legal department suggested that frequent re-evaluation would be a good idea. However, she uncovered a number of shady deals, roused public sentiment, and won a few minor awards for her work, which made her more of an asset than a liability. Besides which, firing her for her style would put the Scene in the same position as her former employer, and the policy of the Scene was not only to treat the rival paper as the enemy, but to avoid any similarity with the Tennessean whatsoever. So she stayed. And she came to Simon's attention. He read her column religiously, arranged to meet her, argued long into the night with her. Her take on the political and social situation was different from his, even opposed in some cases, but she argued well, avoiding ad hominems and straw men and addressing the issues directly. The two became friends, meeting regularly at a coffeehouse in Hillsboro Village. All good things must come to an end, as the saying goes, and while it's trite, it's true. One night, Tawanda got out of her car at the coffeehouse and was attacked by two men with baseball bats. Her first screams brought Simon running, and her assailants fled, but she'd been badly injured. Simon put her back into her car to drive her to Vanderbilt Hospital, only a few blocks away, but halfway there, she began coughing up blood from a punctured lung. Simon took desperate action. He pulled into the hospital parking lot and Embraced her. Tawanda was furious, both at Simon for depriving her of the daylight, and at her assailants for putting her in the position to be Embraced in the first place. It took Simon the entire night to convince her not to hunt down the thugs. She finally decided that she would just have to cope with her new condition as best she could. It wasn't the first problem she'd been handed. Growing up poor and black had taught her how to deal with rough times and bad situations. Tawanda fell back on her first and best form of attack: investigation and reporting. Sure enough, she'd ticked off someone in power badly enough that he wanted her stopped, permanently. The following week, an expose was published that resulted in a special election for a new county sheriff, and the previous officeholder going away for an extended vacation at the expense of the Federal government. The Scene took no notice of Tawanda's nocturnal existence. They were used to their reporters being a bit odd. Sure, Tawanda wasn't hanging around Capitol Hill during the day, but she was everywhere at night, and with judicious use of Presence, people would tell her all sorts of interesting things, even bring her copies of documents that probably shouldn't have left their offices. And then there were new connections that opened up, Kindred that Simon introduced her to. New sources of information that cleared up lines of investigation she'd been following for years. She couldn't publish everything she discovered, but sometimes knowing was enough. Tawanda still maintains her job at the Scene. Her friends and coworkers are aware that something is different, but she's been very good at maintaining the Masquerade. Her political connections and other informants have proved invaluable not only in her job, but in her existence as a Brujah. She maintains her primary crypt in a rented office in the Cummins Building, so as to be close to work, but has several bolt-holes scattered across town. Clan: Brujah Generation: 12 Nature: Rebel Demeanor: Critic Concept: Reporter Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 2, Manipulation 4, Appearance 3 Mental: Perception 4, Intelligence 3, Wits 4 Talents: Alertness 3, Brawl 2, Dodge 2, Empathy 2, Intimidation 2, Streetwise 3, Subterfuge 3 Skills: Drive 2, Etiquette 3, Firearm 2, Melee 1, Stealth 1 Knowledges: Bureaucracy 3, Computer 2, Investigation 4, Law 2, Politics 3 Backgrounds: Allies 1, Contacts 3, Fame 2, Generation 1, Influence 2, Mentor 1, Resources 3 Disciplines: Auspex 1, Celerity 1, Potence 1, Presence 2 Virtues: Conscience 2, Self-Control 3, Courage 3 Humanity 6, Willpower 7 Merits/Flaws: Baby Face, Nightmares Tyler Evans, 12th gen. Tyler was fifteen when he finally realized what made him different from all the other boys: he was gay. He had known for a time that he preferred to look at other boys rather than girls, but had not had a name for it. His father had other names for it, none of them pleasant. Mr. Evans took his wayward son to preachers, psychologists, and finally took a belt to him in a strenuous effort to set Tyler on the straight and narrow, so to speak. All this did was alienate Tyler from his parents, and strengthen his self-identification. Teenage rebellion, the drive to go against his parents, coupled with a strong self identity, arrived at through intensive consideration, combined to produce a strong core in Tyler's personalty. He knew, beyond a shadow of a doubt, what and who he was. That inner certainty led him to protest the treatment he received when he came out, and to join an activist group at his high school. Tyler graduated with honors, and with a great deal of relief on the part of the school administration at his departure. Tyler had been a major source of embarassment -- a student who was radically different in a way that popular society was beginning to protect, to see as victims, and there simply was no easy solution to any problem that included Tyler. Belmont College tried to refuse him admission, but quickly found themselves embroiled in a messy public relations situation. Tyler was charming, photogenic, and willing to talk to the cameras at any opportunity. His arguments were convincing, and his logical traps neatly laid. It was easier, and less embarassing, to compromise and let him in than to fight. Thus, Tyler came to the attention of Simon Lefkowicz. Surely here was a person deserving of the gifts an Embrace into the Brujah would bring. This was the sort of person Simon had been looking for to expand his clan's presence in Nashville. Not one of these so-called anarchists, teenage punks in black leather who had never read Nietzche, and whose philosophy bore more resemblance to nihilism. No, this was an intelligent man, a brilliant speaker (so vital at a Rant), someone who could hold his own in a war of words, and with the Embrace, in a physical confrontation as well. Simon approached Tyler one night, explained what he was offering, and was accepted immediately. Tyler was given until the end of the week to put his affairs in order for the transition, and was then Embraced. Little did anyone, especially Simon, suspect how much repressed hostility Tyler was carrying. All those years of taunts, ambushes, destruction of his property, of being treated like a pariah, and never being able to fight back with anything but words because he was outnumbered, outmatched in a physical confrontation, had simmered in the back of his mind, festering, the pool of rage growing with each insult. The trauma of his Embrace brought his hatred to the surface, and the realization of what his new abilities meant brought action. Within the week, eight people were dead, every one of them a violent homophobe who at some point had attacked Tyler. Found with their necks broken, thrown off buildings and bridges, or simply and brutally bludgeoned to death, each victim had been mutilated in specific ways: the tongue ripped out, the genitals crushed, and the word ASSHOLE carved into the forehead. What was more frightening was that each atrocity had been performed while the victim was still alive. The coroner did not mention the loss of blood each victim had suffered. Given the injuries, a severe loss of blood was to be expected, and nobody ever gathered up the blood splashed around the scene for measurements. Simon confronted Tyler with the situation, without success. Oh, Tyler freely admitted what he'd been doing. He revelled in it, in finally seeing what he felt to be justice being done. But he refused to stop until his hit list was cleared. Simon told him of the results of such a serious breach of the Masquerade, tried to reason with him, but Tyler had more compelling arguments for his actions than Simon had against them. Finally, in desperation, Simon attacked his Childe, intent on rectifying the mistake he'd made in Embracing Tyler by putting him to the Final Death -- but Tyler had been attacked once too often to be caught unawares, and not only evaded his Sire, but fled the scene and vanished into the city. Tyler and Simon have since spoken numerous times on the telephone, trying to work out the situation. Tyler continues to kill one of his list of intended targets, at the rate of about one per week. He's changed his methodology, so that the police are unsure as to whether the same killer is behind the murders or if there is any link at all. Simon is in an agony of indecision. He cannot go to anyone else for help, as Tyler was Embraced against the Second Edict. He does not really want to destroy his Childe, as Tyler, for his faults, remains an excellent candidate for his Clan. Simon must find some way to help Tyler over his rage and turn him into a useful member of Kindred society, and he'd better do it quickly. The Prince has taken notice of the murders and is beginning to suspect Kindred involvement, although the primary suspicion currently lies on the Anarchs and the Sabbat. Clan: Brujah Generation: 12 Nature: Fanatic Demeanor: Judge Concept: Vengeful Outcast Physical: Strength 3, Dexterity 4, Stamina 3 Social: Charisma 4, Manipulation 4, Appearance 3 Mental: Perception 3, Intelligence 4, Wits 3 Talents: Acting 3, Alertness 2, Athletics 1, Brawl 3, Dodge 3, Empathy 2, Expression 3, Intimidation 3, Intuition 2, Streetwise 2, Subterfuge 2 Skills: Drive 2, Etiquette 2, Firearm 2, Melee 3, Music 1, Repair 1, Security 3, Stealth 2, Survival 2, Technology 1 Knowledges: Bureaucracy 2, Computer 2, Enigmas 1, Finance 2, Investigation 3, Law 1, Politics 3, Science 1 Backgrounds: Generation 1, Resources 3 Disciplines: Auspex 2, Celerity 3, Dominate 2, Potence 2, Presence 3 Virtues: Conscience 1, Self-Control 1, Courage 5 Humanity 3, Willpower 8 Merits/Flaws: Baby Face, Danger Sense, Driving Goal (Vengence), Intolerance Prey Exclusion, Enchanting Voice, Silence Jonathan Brandeis, Melinda Gaines, 13th gen. Jon was one of the Blood Dolls that hang out at Dragon Park and on Elliston Place, over by Vanderbilt University. In his senior year at high school, he went to a show at the Exit/Inn, featuring Lucy's Children. One of the groupies that followed the Gothic band from town to town was a Brujah, Kyla Janowitz, an Anarch with a strong Rebel nature. She found Jon attractive, and used Presence to make him notice her. He made an excuse to follow her backstage during the break between sets, and she latched onto him. However, in the middle of the Kiss, Melinda, the girl Jon had come to the show with, broke in, in a jealous rage, expecting to find an intimate act in progress. Her first reaction when Kyla raised up her head and hissed, fangs still out and blood dripping down her chin, was to exclaim "Cool!", and her second was to pounce down upon her knees and swear undying loyalty if Kyla would take her next. Kyla acceded. After all, it was an easy meal, and besides, she'd been making a neonate in every city, why not two? She left the next day, riding in an equipment locker in the band's truck, but Jon and Melinda stayed behind, enthralled with their new existence. Jon's parents and Melinda's mother (her father lives in California, and ignores his visitation rights) are convinced that their children ran away, having disagreed with them repeatedly over lifestyle choices, and are searching for them. As well, both new Brujah received the absolute minimum of training in their new abilities and the rules of the Kindred. They barely know anything about the Camarilla and the Sabbat, and nothing of the Inconnu. Kyla did do one thing right, however. She used a high level of Presence to frighten both her new Childer severely, warning them of dire circumstances should either of them Embrace Progeny themselves. Both Jon and Melinda feed only by cunctation, being always very careful to take less than half their target's blood pool, and erase all evidence of their feeding if at all possible. The Prince is aware of their existence only in a dim, indirect fashion, as a pressure on the Lex Magna Mille. Simon knows about them, and has spoken with them briefly. He's still debating about what to do. In the meantime, Jon and Melinda have assembled a Herd out of their friends, and are having the time of their Unlives, breaching the Masquerade from time to time to impress their fellow Blood Dolls, but absolutely refusing to Embrace anyone else, explaining variously that their Sire did not explain the complicated process, that they're not powerful enough to do so yet (but more blood might help), and that their Sire would know if they did and would come back and kill them. Some of their associates consider them elitist snobs and won't hang out with them any more; others stay for the promise of potential Embrace, or because they've become addicted to the Kiss. Name: Jonathan Brandeis Clan: Brujah Generation: 13 Nature: Deviant Demeanor: Show-Off Concept: Blood Doll Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 3, Manipulation 2, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Acting 1, Alertness 1, Athletics 1, Brawl 3, Dodge 2, Intimidation 2, Streetwise 3 Skills: Drive 2, Etiquete 1, Firearm 1, Melee 1, Music 2, Security 1, Stealth 1 Knowledges: Computer 2, Law 1, Occult 2, Science 1 Backgrounds: Allies 1, Herd 4, Resources 1 Disciplines: Celerity 1, Potence 1, Presence 1 Virtues: Conscience 1, Self-Control 2, Courage 3 Humanity 5, Willpower 6 Merits/Flaws: Persistent Parents, Derangement (Fear of Sire), Feeding Restriction (Cunctation), Unbondable, Acute Hearing, Light Sleeper Name: Melinda Gaines Clan: Brujah Generation: 13 Nature: Reveler Demeanor: Avant Garde Concept: Blood Doll Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 4, Manipulation 3, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 2 Talents: Acting 2, Alertness 1, Brawl 1, Dodge 3, Empathy 2, Streetwise 2, Subterfuge 2 Skills: Etiguette 1, Firearm 1, Music 2, Security 2, Stealth 2 Knowledges: Computer 1, Law 1, Occult 2, Science 2 Backgrounds: Allies 1, Herd 4, Resources 1 Disciplines: Celerity 1, Potence 1, Presence 1 Virtues: Conscience 2, Self-Control 2, Courage 2 Humanity 6, Willpower 5 Merits/Flaws: Persistent Parents, Derangement (Fear of Sire), Feeding Restriction (cunctation), Shortm Charmed Existence, Mystic Ability Malkavian Oscar Hewitt, 13th gen. Oscar, like so many other people, came to Nashville with a guitar and a dream. For every singer and songwriter who makes it big, though, a dozen are discarded like yesterday's newspaper. By the end of his second year in the city, Oscar had pawned the guitar and his dream lay in ruins, demolished by the vicious politics of the music industry. He took to drink and to the streets, a cheaper guitar and his songs his only way of making enough cash for the next bottle of Wild Irish Rose. Formerly tipping the scales at nearly 400 pounds, Oscar was down to 325, his clothes hanging on him like tent, when he came to the attention of the King. Oscar's music wasn't all that great, but it attracted the King's notice. Perhaps it was Oscar's style, somewhere between blues and honky-tonk, or his warbling delivery, or just the way he harassed any passerby who failed to drop some change into the open guitar case at his feet. Whatever the cause, and maybe there wasn't one at all, the King was struck by a whim, lured Oscar into an alley and Embraced him. Now, Oscar wasn't all that stable to begin with, and when the Curse of Malkav struck, it hit hard. Oscar is convinced that a massive conspiracy in the music industry plotted his downfall, and will explain the workings of the conspiracy in vast and highly lucid detail. He usually manages to keep people's attention from his explanation of the cliques of established singers, to the financial backers who manipulate the charts, through the political controls that determine what songs are played by the current trends in society, but tends to lose his audience when he explains how the flying saucer aliens and the KGB are jointly running the entire show. Beyond that, Oscar bears a tremendous grudge against anyone successful in the field. He frequently uses his Obfuscate to make people think he's some big name singer, then offends them in some inventively rude way. "Hi, I'm Garth Brooks. Can I sleep with your wife?" The music industry (and its Syndicate control) is aware that someone is trying to wreck the industry by impersonation, but does not take the threat seriously, especially as no documentation (video or film) has ever been produced, Obfuscate not affecting cameras. Oscar has the Brutal Feeder flaw, doing one level of aggravated damage for every two Blood Points drained. Tin Can Annie usually cleans up after him. The Cumberland River is right at hand to carry off the evidence, weighted down with a couple of food-service sized cans full of sand. Oscar hasn't breached the Masquerade severely yet with one of his victims, but it's really only a matter of time. Clan: Malkavian Generation: 13 Nature: Bon Vivant Demeanor: Deviant Concept: Street Musician Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 3, Manipulation 4, Appearance 1 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Acting 3, Alertness 1, Brawl 2, Dodge 2, Intimidation 1, Streetwise 3, Subterfuge 1 Skills: Etiquette 1, Firearm 1, Music 3, Security 1, Stealth 2, Survival 1 Knowledges: Bureaucracy 1, Investigation 1, Law 1, Politics 1 Backgrounds: Allies 1, Fame 1, Mentor 1 Disciplines: Auspex 1, Dominate 2, Obfuscate 3 Virtues: Conscience 1, Self-Control 1, Courage 4 Humanity 5, Willpower 6 Merits/Flaws: Brutal Feeder, Baby Face, Obsession (Conspiracy Theory) Tin Can Annie, 13th gen. Tin Can Annie was a bag lady long before her Embrace. Anne Kefler lost her job when Davidson Feed and Seed closed down in 1976. Her family was poor to begin with, and the loss of her income put them in a tense situation. Her husband, John, asked for more hours at the rail yard, hoping the overtime would cover their expenses. While it helped financially, the longer hours took their toll. Six months later, John fell asleep perched on the back of a vacant boxcar while taking a smoke break. The boxcar was coupled with an outbound train, and John was crushed between the couplings. Because he was on break and asleep at the time, the railroad denied his pension. Annie couldn't make the house payments. She had no children, no nearby living relatives, few friends, and the strain of losing her job, her husband and her home in such quick succession had broken her spirit. She packed the few things she could carry into an old canvas tote bag and wandered off into the city, to be swiftly forgotten by everyone who had previously known her. By winter, enough of a survival instinct had remained that Annie built a shack out of scrap wood down on the riverbank. She began collecting old cans, aluminum ones that she could sell for a few pennies a pound, and tin cans that she hammered flat with a rock and nailed to her shack for weatherproofing. Slowly, she settled into a routine, living on the street, sleeping in her shack. She made a few friends over the years, one of whom was Oscar Hewitt. A few nights after the King Embraced Oscar, Annie came across Oscar rising from the body of his latest victim in an alley off Second Avenue South, gore streaked down his chin and the front of his shirt, a few last trickles running down the cobblestones from the gaping wound in his victim's neck. Annie had seen too much to lose her calm. She sighed, got Oscar settled down, cleaned him up and helped him dispose of the body in a nearby sewer access. For the next few weeks, Annie kept an eye on Oscar, her maternal instincts stirred by a man who couldn't take care of himself properly. Then the King came back into town. Oscar introduced him to Annie as his Sire. Annie quietly chided the King for his irresponsibility, and was asked if she thought she could do any better. When she said yes, that she by golly could have handled the responsibility better, the King seized her and Embraced her on the spot. Annie's grasp of the world had been shaky for many years. There were nights when she knew that she was back in her bed at home, John asleep beside her, and mornings when she got up, dressed and went off to the Feed and Seed Company, to end up spending the day wandering bewildered through the parking lot where the building had been. The trauma of her Embrace disconnected her a little bit more. Annie lives partially in a reality of her own making, convinced sometimes that Oscar and she are married, other times that Oscar is John, and seeing the street and her shack as her former home or a fantasy constructed about herself and Oscar. She speaks frequently with people from her past or from her fantasies, to the confusion of passersby. Annie has been known to carefully sweep off an area of the sidewalk, and rant at pedestrians for tracking up her living room. There are times, usually right after feeding, or after Oscar has fed, when she's quite lucid, and able to deal with the common reality, but those come less and less often as time passes. Eventually, Annie may become a threat to the Masquerade, if a police officer decides to take her to the state mental hospital, or someone denies her vision of the world sufficiently to provoke a Frenzy in a public place. The Prince is aware of Annie, but has taken no action in regard to her. Clan: Malkavian Generation: 13 Nature: Martyr Demeanor: Caregiver Haven: Street Concept: Bag Lady Physical: Strength 4, Dexterity 2, Stamina 4 Social: Charisma 2, Manipulation 3, Appearance 1 Mental: Perception 3, Intelligence 3, Wits 2 Talents: Acting 1, Alertness 1, Brawl 1, Dodge 2, Empathy 3, Streetwise 4, Subterfuge 1 Skills: Etiquette 1, Firearm 1, Repair 1, Security 2, Stealth 2, Survival 2 Knowledges: Bureaucracy 1, Computer 1, Finance 1, Law 1, Medicine 1 Backgrounds: Allies 1, Mentor 1 Disciplines: Auspex 4, Dominate 1, Obfuscate 2 Virtues: Conscience 3, Self-Control 3, Courage 2 Humanity 6, Willpower 4 Merits/Flaws: Confused, Early Riser, Danger Sense, Cast No Reflection The King, 12th gen. Haven is the Peabody Hotel in Memphis, but he gets into Nashville every so often. Convinced that he's Elvis makes occasional public appearances, using Obfuscate to make himself appear more like Elvis at various stages in his career. Sire of Oscar and Annie. Sinclair granted him a boon to cover his progeny. Nosferatu The Reverend, 11th gen. Graduate schools demand a terrible price from their students. After four years of college, and finally achieving a degree, the work becomes more grueling, the demands grow harsher, and the regimen is tougher. The professors schedule their classes at odd hours of the early morning or late evening. They deliberately provide only enough time between classes for the students to run to the next lecture hall, and do their best to stress their students to the breaking point, all in the name of weeding out the incompetent and the undeserving. Only the best and the toughest are supposed to be granted advanced degrees. Divinity school is particularly harsh, even among graduate schools. The students are not allowed to take anything on faith, even though the subject is their own religion. All of their beliefs are continuously challenged, their claims refuted and their proofs destroyed, supposedly to prepare them for the challenges of representing their faith to the world. Not all of them survive the process. Some lost their faith, but hold to the tenets of their religion out of intellectual conviction. While they may no longer believe, they are nevertheless able to argue with skill, and defend their positions deftly in the face of hostile confrontation. Others, however, lose their faith, and with it their ability to defend themselves. These students wash out, usually to drift through their remaining lives with no foundations left to build their view of reality upon. The man known only as The Reverend attended Vanderbilt's Divinity School from 1945 to 1948. In the fall term of '48, his world collapsed. His studies in the history and philosophy of Christianity led him to the inescapable conclusion that it was all a lie. The course of the Church had been deliberately plotted for political ends. The entire ecclesiastical heirarchy of Rome had no faith, and were going through the motions for their own personal gain. The Protestant Reformation had been for purely secular reasons, some of the leaders of the Church sensing the trends in society and taking advantage of them to split away from the parent organization, no longer small fish in a big pond, but leaders of their own heirarchy. Convinced of the truth of this, the Reverend retreated to his study cubicle in the basement of the Divinity School library to meditate, and try to sort out the future of his own life. Would he buy into the existing structure? Could he do anything else? For days, he sat in his cubicle, leaving only for food and the occasional trip to the bathroom. His professors noted his absence, and simply assumed that he was burning out, marked him absent, dropped his grades and went on with their lectures. His friends were few to begin with, and the two who did locate him were discouraged in their attempts to bring him out of his depression. He argued so fervently for his delusions that their faith was shaken, and they found it too uncomfortable to talk with him any further. And then late one night, after the library had closed, the young man was still in his cubicle, staring at the wall, not even thinking any more, just existing in a grey haze, when there came another knock at his door. When he didn't respond, his visitor opened the door of the tiny cubicle himself, and stood in the doorway, silently regarding its occupant. The student finally looked up at his visitor, and had his convictions shaken one more time. "Are you Satan?" he asked, his voice trembling, afraid to hear either a yes or a no. His visitor grinned, showing a mouthful of jagged teeth. "Am I?" he asked in a raspy voice. "What do you think?" The young student took in the decaying complexion, the pointed, asymmetrical ears, the clawlike hands and the remains of a once-elegant black suit, and shook his head. "No. If you were, you could appear as anything you liked, so why would you look like that?" The visitor laughed. "No offense intended, of course." "Of course." The situation was just too eerie. An odd calm had settled over the young man, and his mind cleared, began processing again after nearly a week's inactivity. "Also, if you were the Devil, appearing in such a guise could reaffirm my faith, and that would be the last thing you'd want." "Or I could be wanting you to regain your belief in God in order to regain your belief in me as well," the visitor countered, "for belief in one implies belief in the other." The two argued for the better part of an hour before coming around to the real reason for the visit. The visitor was Herman Foster, a Nosferatu of the 10th generation who had survived the Toreador Unification a few years previously. He had kept from creating Childer until the threat of another purge had passed. Now he felt that it was time for a resurgence of his clan. He had chosen the young man to approach, as he felt that the student would not be missed, and that a new existence as a Nosferatu would not only not be any worse than his current life, but would actually improve the young man's lot by adding meaning to his existence. The young man agreed, and accepted the Embrace. It couldn't possibly be any worse than life without faith, without direction. The graduate student who had lost his faith ceased to exist, and the Reverend was born. His Sire spent the next several years teaching him the ways of the Clan and the secrets of the city, before introducing his Childe to the Prince. At the time, the Lex Magna Mille was not under such strain, and as the only Nosferatu in the city at the time, Herman could claim a boon for his Childe. The Reverend found that, like most Nosferatu, he had little taste for the politics of the Camarilla, and spent most of his time in contemplation and study. Years passed. Nils Berengar arrived in the city. Other Kindred were Embraced, and the population rose to levels that began to drive the Prince insane from the pressure on the Lex. Hunters arose from the breathing population, and with the high levels of Kindred population, some were successful. Herman was staked in 1973. The Reverend grieved for his Sire, but knew that he had to carry on the work of the Clan. He eventually Sired a Childe of his own, and still makes his haven under the Divinity Library at Vanderbilt University, determined to create purpose for himself if he could not find it in the world. While solitary by nature, the Reverend can be counted on for support if one appeals to his conscience and the fragments of his religious beliefs. Clan: Nosferatu Generation: 11 Nature: Penitent Demeanor: Loner Haven: Vandy Div Library Concept: Failed Div Student Physical: Strength 3, Dexterity 3, Stamina 2 Social: Charisma 2, Manipulation 3, Appearance 1 Mental: Perception 3, Intelligence 4, Wits 3 Talents: Alertness 2, Brawl 2, Dodge 2, Intimidation 2, Streetwise 1, Subterfuge 1 Skills: Animal Ken 1, Etiquette 1, Firearm 1, Security 3, Stealth 2 Knowledges: Bureaucracy 1, City Secrets 3, Computer 1, Investigation 3, Law 1, Linguistics 3, Occult 2, Politics 1, Science 1, Spirit Lore 2, Theology 3 Backgrounds: Contacts 1, Generation 2, Resources 1 Disciplines: Animalism 2, Fortitude 2, Obfuscate 4, Potence 2 Virtues: Conscience 4, Self-Control 2, Courage 3 Humanity 8, Willpower 6 Merits/Flaws: Nightmares, Haunted, Territorial Former backup singer, had her throat slashed in a dispute involving organized crime and the musicians' union, has no voice. Sired by the Reverend. 12th gen. Toreador 6 Sinclair I I I 7 (Blair) Fuller I----------------I 8 Rosenthals Scroggins I I 9 (Scott) (Woodall) I I 10 Boswell (Kambouris) I 11 Cheryl Dubois I----------------I 12 Tom Destiny Jo Crockett I 13 Scourge Adam Boswell Music critic from the evening paper, pompous ass who puts down anything popular, and only likes the really avant-garde, pretentious stuff. 10th gen. Cheryl Dubois Country music artist of moderate renown, Embraced after her career turned sour due to mismanagement, and she tried to kill herself. 11th gen. Clan: Toreador Generation: 12 Nature: Caregiver Demeanor: Martyr Concept: Country Singer Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 4, Manipulation 3, Appearance 3 Mental: Perception 2, Intelligence 2, Wits 3 Talents: Acting 1, Brawl 2, Dodge 1, Empathy 1, Streetwise 1, Subterfuge 1 Skills: Drive 1, Etiquette 2, Firearms 2, Guitar 2, Music 2, Security 2, Singing 3, Stealth 1 Knowledges: Area Knowledge 2, Bureacracy 1, Finance 3, Investigation 2, Politics 1 Backgrounds: Allies 2, Fame 2, Generation 1, Herd 2, Resources 3, Status 1 Disciplines: Auspex 2, Celerity 2, Presence 3 Virtues: Conscience 2, Self-Control 3, Courage 3 Humanity 5, Willpower 7 Merits/Flaws: Nightclub, Media Ties, Underworld Ties, Repelled by Crosses, Can't Cross Running Water, Deep Sleeper Josephine "Jo" Crockett Snuff queen who hangs out at the livelier bars and dance clubs. 12th gen. Scourge, 13th gen. Formerly a professor of Fine Arts at David Lipscomb University, Scourge got sick of the politcs, the infighting, and the general atmosphere of teaching at a college. Very few of his students were really interested in developing their creativity. Most either wanted the right names to drop at social events, to be able to tell a Rembrandt from a Renoir, or were looking for easy courses so they could stay on the football team. Discouraged, depressed, he resigned his tenure, and retreated for six months. When he emerged, he'd grown his hair out shaggy, sold his suits and his Volvo and bought a black leather jacket and a Harley, and changed his tastes from French wines to American marijuana. He'd also produced a series of sculptures, exploring new variants of ancient techniques. His first show, Modern Egypt, received critical acclaim for innovations in bas relief. It also attracted attention from Jo Crockett. Trying to expand her horizons, now that she had plenty of time, she had taken to visiting art galleries and attending performances by non-country artists. Scourge attracted her, both because of his creativity and as a person. She bought two of his pieces. Over the next several months, as Scourge became known in the alternative night scene, Jo continued to monitor him, to attend his shows and buy the occasional piece. Eventually, she allowed him to invite her back to his studio. Once in bed, though, she Embraced him. Scourge adjusted well enough, having given up the day months ago when he left the University. The change in diet bothered him at first, but eventually he came to enjoy the hunt. Mortals now feel a little uneasy around him, subconsciously aware that there is a wolf among the flock. Early in his new existence, Scourge got into a strenuous debate with Simon (of the Brujah) over what??? "Never forget to boogie with the heat," he says. "If the police think of you as a person, it's harder for them to hassle you later on." Scourge has made buddies with several uniformed patrol officers, hanging out with them during their off-duty hours, and is a regular at a couple of police watering holes. He knows the schedule pretty well for his usual hunting zones, who's working what nights and when they usually pass through. As a result, he can hunt without fear of getting caught by the mortal authorities. Clan: Toreador Generation: 13 Nature: Lone Wolf Demeanor: Bon Vivant Concept: Sculptor/Biker Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 4, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 4, Wits 3 Talents: Alertness 2, Brawl 3, Dodge 2, Intimidation 2, Sculpting 3, Streetwise 2, Subterfuge 1 Skills: Drive 2, Firearms 2, Repair 2, Security 1, Stealth 3, Survival 2 Knowledges: Art History 3, Bureaucracy 1, Computer 1, Investigation 2, Law 1, Linguistics 1, Literature 2, Occult 1, Science 1 Backgrounds: Allies 1, Fame 1, Resources 2, Status 2 Disciplines: Auspex 2, Celerity 3, Presence 1 Virtues: Conscience 3, Self-Control 3, Courage 3 Humanity 7, Willpower 8 Merits/Flaws: Police Ties, Mark of the Predator, Clan Enmity, Common Sense Tom Destiny, 12th gen. People join the police force for several reasons. Some families have a tradition of police service. They become cops because it's expected of them. Other people feel a duty toward society; they simply want to help others. Then there are those who become cops because they get off from being behind the badge. The power trip excites them. These are the ones that give the entire force a bad name, who abuse their position for their own enjoyment. Tom was one of these. Tom began his career with the Metro Police Department in 1977, racking up an impressive twelve reprimands in his first year as a patrolman. Internal Affairs never brought charges against him, as not one was for corruption or overt misconduct. The Public Relations department, on the other hand, hated him with a passion, as most of his reprimands were for unnecessary violence, intimidating civilians, and general abuse of power. Over the next six years, one complaint after another was filed against him. He was denied the sergeants' exam four times for having too many citizen complaints on his record. When he transferred to the Davidson County Sheriff's Department in 1983, a general sigh of relief was heard through the Hall of Justice. Tom seemed to have found a home as a deputy sheriff. Playing to a captive audience, out of sight of civilian witnesses, Tom was responsible for more "accidental" injuries in the County Jail and the Workhouse than any other deputy. No complaints were filed by the inmates, knowing that they'd just be treated worse if they said anything. Tom was careful to stay out of the general graft that was rampant throughout the department at the time, keeping his misuse of inmates to using them as punching bags. When the Sheriff himself was indicted for using inmates to paint his house and serve at his annual barbecue, Tom was well in the clear. Then he met Cheryl. Now here, Tom thought, was the woman of his dreams. A former country singer who still knew a lot of people in the business, and she owned a club down on Printer's Alley. What more could a good ol'boy ask for? He set his sights on her, pursuing her with vigor, if not grace. Cheryl found him amusing, then useful, and decided that here was someone she'd be glad to make her own. One night, as the bar was closing, she finally said yes to Tom's advances. Back to his apartment she went, into his bed, and sank her fangs into him just as he was realizing that she wasn't responding to his attentions quite the way he expected. As the sun rose, Cheryl called him in sick, then showed Tom how to contrive a shelter out of blankets under the bed. For the next few days, Tom called in sick, then sent his gun and badge by registered courier to the Sheriff's office, along with a letter of resignation. Tom now works as the bouncer at Cheryl's nightclub. He occasionally has other work as her enforcer, putting the fear of God (or whatever) into people who refuse her requests. Slowly, the two of them are building a pocket empire on the Alley, with tentacles that reach into the music industry and the lucrative strip-club market. Mortal organized crime now considers Cheryl genuine competition, but has been unable to strike at her or Tom in any successful way. Once visited in person by her or Tom, people tend to stay loyal to her. A little Presence goes a long way. Standing six feet two inches tall and weighing about 250 pounds, Tom bears a striking resemblance to a walrus. While his hair is cut to law enforcement standards, his mustache is definitely beyond regulation, a massive, drooping shrub that nearly obscures his mouth. He prefers khaki shirts of the style worn by the Sheriff's Department, jeans, motorcycle boots and a dark blue nylon windbreaker. In the winter, he trades the windbreaker for a dark blue police-style jacket with a heavy quilted lining. Both the heavy jacket and the windbreaker have a layer of kevlar sewn into them. His boots have steel toes and steel ankle plates. He carries a Ruger .45 revolver on his hip, for which he has a license. He also carries a Colt military-issue .45 automatic hidden under his jacket in the back, loaded with silver-core wooden slugs. He has no permit for the Colt. Tom normally wears kevlar-lined black leather gloves, and enjoys using his fists. He prefers intimidation to straight conversation, fighting up close and personal to at a distance with guns, and finishing off his opponent to letting them walk away. Tom is definitely the sort who will kick someone when they're down, and enjoy it. He greatly enjoys his current position as Cheryl's enforcer, although he dreams of someday working his way up the ladder. He does not yet know of diablerie, but would not hesitate if he discovered it. Clan: Toreador Generation: 12 Nature: Alpha Demeanor: Bravo Concept: Former Sheriff Physical: Strength 4, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 3, Appearance 1 Mental: Perception 3, Intelligence 2, Wits 3 Talents: Athletics 2, Brawl 4, Dodge 3, Intimidation 3, Streetwise 3 Skills: Drive 2, Firearms 4, Melee 2, Security 3, Stealth 2 Knowledges: Bureaucracy 1, Investigation 3, Law 3, Medicine 1, Politics 1, Science 2 Backgrounds: Allies 1, Contacts 2, Fame 1, Generation 1, Mentor 2, Resources 2 Disciplines: Auspex 1, Celerity 3, Presence 3 Virtues: Conscience 1, Self-Control 2, Courage 5 Humanity 4, Willpower 6 Merits/Flaws: Overconfident, Territorial, Prey Exclusion (cops), Short Fuse, Police Ties, Light Sleeper, Early Riser Tremere Maintain a low profile at the wish of the Chantry head, who dislikes politics Chantry leader: Malcolm Fraser, Canadian (Toronto), 9th gen, over 100 years old, happy in a backwater post where he can keep a quiet house and pursue his studies. Malcolm Fraser, 9th gen. Malcolm Fraser was born in Newfoundland in the early 1800s. His family had made their fortune in shipping, and hired the best tutors available for him. Young Malcolm was not very outgoing, disliking the vapid and shallow discourse of his peers. He found social life stultifying. Only with his tutors and among the budding academic community was he truly comfortable, able to converse with people who understood him, who were well-read, who considered books more than something one collected to fill shelves. Malcolm went on to the University at eighteen. His father was concerned about Malcolm's capability to handle the family business, but decided that higher education could do no harm. Malcolm might even learn something that could give Fraser Shipping an advantage over its competition. Malcolm learned something, but not what his parents expected. He delved deeply into ancient knowledge, discovering first a whisper, then more and more evidence that an ancient order of mages was still in existence. Magic would be an advantage over everyone, and the lure of secret lore preserved for centuries enflamed his mind. He had to know, to learn all that he could. His quest brought him to the attention of the Tremere. At the age of 25, Malcolm was Embraced and brought into the Order. His father was told that Malcolm had died in a boating accident, a tale that was never quite believed, as Malcolm was not an outdoorsman. Fraser Shipping went to a cousin, Jacob, who twenty years later put the company into receivership. Over the years that followed, Malcolm distinguished himself as a scholar. He did his best to avoid clan politics, plotting a neutral course through most of the storms. He rose within his Chantry, and finally came to the attention of Vienna. A man clever enough to not become embroiled in the constant intraclan strife was probably clever enough to administrate fairly. Having no strong ties to the power factions, he would, at least in theory, not be easily swayed. In 1939, Malcolm was sent to Toronto, there to assist the Chantry head. For thirty years, he performed capably if unimaginatively, making certain that everything ran smoothly. As long as there were no problems, he could continue his arcane research uninterrupted. Then, in 1969, the Council in Vienna sent him to Nashville to re-found the Chantry. After the Unification, the Tremere had won concessions from the Toreador in the Council of the Camarilla. The Toreador had to allow Malcolm three progeny as part of the settlement after the purge. In 1974, he Sired Charlotte Givens, a student much like himself, who came seeking arcane knowledge, and found that there was a price. In 1986, Cedric Kiel arrived, having beeen relocated to Nashville by the Council after the unfortunate events in California. In 1992, Malcolm had Tom Shaughnessy Embraced by Charlotte. Tom was totally ruthless in his quest for power, gladly submitting to the Embrace in return for the power it granted, and Malcolm feared that he would act too quickly on his ambitions if Sired at a higher generation. Currently, Malcolm is under some pressure to Embrace a third Childe, to complete the quota. Vienna has been willing to let him take his time and choose carefully, but the situation in Nashville is destabilizing again. If the Ventrue seize power, the agreement with the Toreador will be rendered void. Malcolm has had it made clear to him that losing the opportunity for a Childe who must be allowed by the local Prince would be unacceptable. As much as Malcolm dislikes coming to the attention of those in high places, and prefers things to run smoothly, his third choice will be made quite soon. Malcolm stands five feet ten inches tall, and appears to be in his late twenties or early thirties. His hair and moustache are dark brown, styled in late 1800's fashion. His features are broad and rounded, distinctive of Canadian Hebridean ancestry. He prefers dark suits and quiet ties, of good make but sensible pricing. He normally wears a derby when leaving the Chantry. Besides his magical accoutrements, carried in pockets of his suit, he also carries a derringer in each sleeve, one loaded with lead bullets and the other with silver-jacketed wood. He has not drawn these weapons since his arrival in Nashville, only Cedric and Charlotte knowing of their existence. Clan: Tremere Generation: 9 Nature: Scholar Demeanor: Traditionalist Haven: Tremere Chantry Concept: Retiring Academic Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 2, Manipulation 3, Appearance 2 Mental: Perception 4, Intelligence 5, Wits 4 Talents: Alertness 3, Brawl 1, Dodge 2, Intimidation 1, Leadership 2, Subterfuge 3 Skills: Etiquette 1, Firearms 3, Security 3, Stealth 2, Survival 2 Knowledges: Bureaucracy 2, Computer 2, Finanace 1, Investigation 3, Law 2, Linguistics 4, Medicine 3, Occult 4, Politics 3, Science 3 Backgrounds: Contacts 2, Generation 4, Mentor 3, Resources 5, Status 3 Disciplines: Auspex 5, Dominate 4, Fortitude 2, Obfuscate 2, Thaumaturgy 5 Paths: Conjuring 4, Lure of Flames 5, Movement of the Mind 4, Spirit Thaumaturgy 3, Weather Control 4 Virtues: Conscience 2, Self-Control 4, Courage 2 Humanity 4, Willpower 6 Tom Shaughnessy, 11th gen. Tom was researching blood magic. He found the fast way to the power he sought. Tom's parents were both lawyers. They had planned for their younger son to inherit the family practice, and sent him to Vanderbilt with the intent that he would graduate and go on to law school at the same institution. As a pre-law student, Tom majored in Philosophy. This is not unusual. A good knowledge of logic and dialectic methods is useful for a lawyer. The study of views of reality intrigued Tom. He had been experimenting with the occult previously. Deeper mysteries were hinted at in his studies, ways in which great power could be obtained. He linked up briefly with a couple of different NeoPagan groups, but neither satisfied his quest for power. Blood magic had brought him some measure of what he sought. There had to be more to it than the rituals he was able to find or devise on his own. He very nearly drifted into the Verbena, through a coven he worked with, but then came the revelation he had sought. Centuries ago, a school of mages known as the Tremere had sought power within the blood. The fragments remaining from that time were vague, but suggested that they had found their goal. Tom dug deeper, seeking more obscure sources of knowledge. After months of painstakng research, he finally uncovered his target -- or rather, it found him. Malcolm had been alerted to Tom's research some time ago. Intrigued, he laid a careful trail, clues that would require a clever, driven mind to resolve. When Tom at last laid his hand on a manuscript that contained actual material from the Book of the Tremere, Malcolm was standing within arm's reach of him. The startled young occultist found himself compelled to accompany Malcolm to the Chantry, where he was Embraced. Tom is Charlotte's Childe rather than Malcolm's partially to restrict his power. Malcolm preferred that Tom be created at the lowest generation available. Even so, Tom has vigorously sought ways to rise within the organization, or to free himself of it altogether, to become his own master. Malcolm has carefully removed all references to the Ritual of the Bitter Rose from the Chantry's main library, and is considering blood-bonding Tom to further control him. Tom is in league with a Marauder, in a plan that will culminate in his taking over the Chantry and the Marauder having Tom's aid to gain control of the Warner Node. Cedric has suspicions about this, but has kept them to himself. After all, if Malcolm falls, Cedric is the eldest in the city, and the obvious choice for Chantry leader. True, Vienna would attempt to replace him with one of their own, but possession is nine-tenths of the law. Once in place, Cedric would be difficult to dislodge. Tom stands five-seven, and is built stocky. He was about fifty pounds overweight when Embraced. His hair is dark brown and wavy, cut short but too unruly to otake the proper lawyer's style. He wears round-lensed glasses with silver frames, and is clean shaven. He prefers white dress shirts, jeans and sneakers, but will dress appropriately for the occasion. He kills without compunction, seeking the deepest secrets of death and the power of blood. Clan: Tremere Generation: 11 Nature: Connivor Demeanor: Gallant Haven: Chantry Concept: Aspiring Occultist Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 3, Manipulation 4, Appearance 3 Mental: Perception 3, Intelligence 4, Wits 3 Talents: Alertness 3, Brawl 2, Dodge 2, Intimidation 3, Leadership 1, Streetwise 3, Subterfuge 4 Skill: Drive 2, Etiquette 3, Firearm 1, Melee 1, Music 2, Security 3, Stealth 1, Survival 1 Knowledges: Bureaucracy 2, Computer 1, Finance 3, Investigation 4, Law 3, Linguistics 2, Occult 3, Politics 2, Science 3 Backgrounds: Allies 1, Contacts 2, Generation 2, Mentor 2, Resources 3, Retainers 2 Disciplines: Auspex 2, Dominate 2, Obfuscate 2, Thaumaturgy 3 Paths: Lure of Flames 3, Movement of the Mind 2, Spirit Thaumaturgy 3 Virtues: Conscience 1, Self-Control 5, Courage 3 Humanity 4, Willpower 8 Charlotte Givens, 10th gen. An occultist from Knoxville,who was following up legends, Charlotte stumbled across the Chantry and was Embraced to preserve the Masquerade. Charlotte was born just a little too late for the 60's, not turning 18 until after Woodstock. The experimental atmosphere of the times, however, left its mark. Charlotte found herself most attracted by the mystical/ philosophical aspects of the counterculture. They had been on the edge of something really powerful, she thought. If only she could have been there. The college library at Middle Tennessee State University was quickly exhausted. Their selection of occult materials was admittedly limited, between the low demand and the concerns of the administration over making such material available. Vanderbilt proved to be a bit more useful. Charlotte's frequent trips to Nashville attracted Malcolm's interest. He approached her one night as she was struggling through a medieval Germanic text in one of the study cubicles down in the Divinity stacks. While her vapid exterior put him off at first, after a few minutes of discussion he realized that her hippie attitudes were largely a defense mechanism. She had a sharp mind and a keen interest in learning the true secrets of magic. Malcolm gave the matter considerable thought. The Tremere had been recruiting females for some time now. He had to Embrace a Childe soon or risk the attention of Vienna. Why not, he thought, surely he could do worse? Thus it was that Charlotte found herself undergoing what she was told was an initiation ceremony into an ancient and powerful order of occultists. Charlotte and Malcolm get along quite well with each other. Neither is terribly interested in politics. Both are more drawn to ancient and obscure texts than to social gatherings. While her affected 60's mannerisms ocasionally grate on his nerves, and while he occasionally seems a bit too pedantic and Old World for her comfort, they have worked together to their mutual satisfaction since her Embrace. Tom has attempted to drive a wedge between the two without avail. Charlotte stands five-six in her bare feet, but usually wears platform sandals with two-inch soles. She prefers floral or tie-dyed shirts, bell bottom jeans with paisley extensions, and an embroidered denim vest. Her hair is medium brown, ironed flat and down to her waist. Her eyes are brown, set in an oval face normally devoid of makeup. She speaks with a great deal of 60's slang thrown in, and has done her best to lose her Southern accent in favor of a broadcast-news neutral inflection. She prefers to be called Charlie, but has given up attempting to get Malcolm to address her as anything but Charlotte. In a tight spot, she tries to take a nonviolent approach whenever possible. She usually feeds by the cauchemar or casanova methods, and does not kill. Clan: Tremere Generation: 10 Haven: Chantry Concept: Inquisitive Scholar Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 2, Manipulation 3, Appearance 4 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 2, Brawl 1, Dodge 1, Empathy 2, Streetwise 1, Subterfuge 1 Skills: Etiquette 2, Firearm 1, Music 2, Security 2, Stealth 1, Survival 1 Knowledges: Computer 2, Investigation 2, Law 1, Linguistics 3, Occult 3, Science 2 Backgrounds: Generation 3 Disciplines: Auspex 1, Dominate 2, Thaumaturgy 3 Virtues: Conscience 3, Self-Control 3, Courage 2 Humanity 7, Willpower 6 Cedric Kiel, disgraced 10th gen from San Francisco who is hiding from the Sabbat, and from a Blood Hunt called by a Prince that Sinclair does not like. The Justicars ruled it a local matter and will not command enforcement of the Hunt. Ventrue Renee Archer, real estate agent, 11th gen, with a high-level corporation, who takes care of housing needs etc. for the Kindred (Lura Bainbridge) Ranulf, 6th gen. Ranulf was a commander in the forces of William the Conqueror, gaining the Norman leader's attention initially through personal bravery and skill at directing his troops in the front lines at Pevensey. Later, he rose to a high position as a sheriff under William II. Thus it was he came to the attention of the Ventrue Elder of Britain, and was Embraced in 1095. Ranulf is an empire builder. He goes into cities that the Ventrue do not control, studies the situation and plans a campaign. When the Prince is toppled and the city passes into Ventrue hands, Ranulf is given rights to enter and feed without presenting himself. He then moves on to another city and begins a new campaign. For the past nine hundred years, this has been the sum of his existence, an endless war against the other clans, and this is how he likes it. The conquest is all. Ranulf has been offered the throne of a dozen cities, but has refused them every one. Once the battle is won, he loses interest and seeks new territory. Ranulf is a cold, calculating man, with a depth of vision that looks ahead decades. He never makes a move without carefully considering the short and long term consequences. He is patient, willing to wear down his enemies through endurance if confrontation is not feasible. Through the centuries, he has learned how to minimize both his own losses and the collateral damage, so that he can present the city intact to his clan. Sun Tzu and Machiavelli have nothing to teach him; he learned all their lessons long ago. He stands five feet four, moderately tall for his era, with reddish- blond hair to his collar in a trendy but conservative style. He wears a bushy mustache that droops down over his mouth, making it difficult to read his lips. His clothing is always in the current style for business, well tailored but never ostentatious, and always conceals the best body armor available. Ranulf has survived for nine centuries partially by always having a steel plate over his heart, even when asleep. His Haven is guarded by Ghouls, both human and animal, both of which are old enough to be dependent on his blood for their continued existence. While preferring to work through intermediaries, Ranulf is not above leading his troops from the front lines. Nashville is doomed. Estes Lauder, 11th gen, former Senatorial aide, former lobbyist, now political power behind the scenes. The mayor is his ghoul. Haven is the Capitol Hill Club. Estes is resentful of the Elder, seeing him as some damn Yankee who's muscling in on his turf. 12th gen, influence in the restaurant business. Possible conflict with the Giovanni. Sabbat Nashville is held by the Camarilla, and has been nearly since its inception. The Sabbat has been investigating the possibility of taking the city, but has suffered setbacks, most notably the Toreador Unification of 1935. All Sabbat present in the city at the time died the Final Death, with only one exception, a Pander on the Path of Honorable Accord who decided that informing the Sabbat of the event was more important than standing with his pack, and ran early in the Hunt. The Sabbat has recently sent a scout pack to Nashville to see what the current situation is, and report on the viability of an increased Sabbat presence and possible siege. The initial reports have been very positive. The Prince is lost in a fog, his Primogen are mucking about not doing much, the Ventrue are destabilizing the government for their own ends and there are a few Anarchs who could be recruited for the cause. The strain on the Lex Magna Mille could cause trouble if the Sabbat imports troops or recruits on the spot, though. Enough strain on the Lex could snap the Prince back into reality and result in another Unification. For now, the Sabbat will wait and watch. If the Ventrue make their move on the Prince, the Sabbat will strike in the midst of the confusion, do their best to remove any Camarilla elders who seem to be in control, and take advantage of the resultant confusion to seize the city. Gareth, the pack leader, is a patient man who puts the goals of the Sabbat ahead of his personal gain. The pack priest, Sarah, was also chosen for her conservative views, although her being a Tremere antitribu caused some concern among the prisci. Together, these two keep a careful rein on their pack, especially Sam and Amelita, both of whom favor a much more direct approach. Counseling these over-eager combatants to wait until the victory is a sure thing has worked thus far, but they can only be restrained for so long before deciding to go traffic bowling. Gareth (pack leader), Lasombra, 10th gen. Calm, quiet for the most part, Gareth is a master of making his feelings known without having to raise his voice. When angry, he leans in close and becomes more intense, rather than standing back and shouting. Thus far, it's proven an effective tactic. Gareth is very much aware of his clan's standing within the Sabbat, and his potential to rise in the organization. If he leads his pack well on the scout mission, his chances for advancement will increase substantially. Gareth intends to rise to the prisci eventually. Why rush things, though? He's Kindred. He has plenty of time. Better to rise slowly and stabilize each new position than to rise quickly and risk a long fall. Of average height, Gareth frequently uses his Obtenebration abilities to wrap shadows around himself, making him appear larger. His build is slender, spare, but not skinny. His hair is black, his eyes green and his skin olive. He has Greek features with a Roman nose. Gareth prefers conservative modern garb, turtlenecks and jeans or wrap-front shirts and slacks, with black running shoes and a leather bomber jacket. Even without Disciplines, he can disappear into a crowd with relative ease. Gareth is frustrated with Amelita and Sam, and would like to see them meet with an accident that would not make him look bad as a leader. They're fractious, defiant of authority and generally troublesome. While excellent fighters, this mission does not in Gareth's opinion need front-line soldiers. It needs stealth, subterfuge, a quiet approach. Sarah tells him to think of the two as a test of his leadership capabilities, a learning experience. He'd rather not have them, but admits that the experience could be valuable. Nikita is another problem entirely. While it is useful to have foreknowledge of the future, Nikita cannot control his visions, and does not control himself. At least keeping a watch on him gives Amelita and Sam something to keep them occupied. Clan: Lasombra Generation: 10 Nature: Plotter Demeanor: Director Concept: Rising Politician Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 4, Manipulation 4, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Brawl 2, Dodge 2, Empathy 1, Intimidation 2, Leadership 3, Streetwise 1, Subterfuge 2 Skills: Etiquette 1, Firearms 2, Security 2, Stealth 2, Survival 1 Knowledges: Bureaucracy 2, Computer 1, Finance 2, Investigation 3, Law 1, Linguistics 1, Occult 3, Politics 3, Rituals (Sabbat) 2, Science 1 Backgrounds: Allies 3, Generation 3, Mentor 3, Resources 3, Status 2 Disciplines: Dominate 2, Obtenebration 3, Potence 1 Virtues: Callousness 3, Instincts 3, Morale 3 Path of Power and Inner Voice 5, Willpower 6 Merits/Flaws: Pack Distinction, Higher Purpose, Eidetic Memory, Natural Leader, Prestigious Sire, Slow Healing, Foe From The Past, Intolerance, Mark of the Predator Sarah (priest), Tremere Antitribu, 10th gen. Sarah did not transform easily. The Embrace took a harsh toll on her already fragile frame. Her skin is ghostly pale, and her eyes highly sensitive to light. She wears mirrored sunglasses at all times. Her usual clothing consists of a black shirt with clerical collar, tweed jacket and dark slacks with flat-soled shoes. Her hair is jet black, providing a stark contrast with her skin, and worn in a braid down to mid-back. Sarah has a self-esteem problem. Her clan is distrusted by the Sabbat. She herself is odd, due to her appearance. As well, her position as a Sabbat priest has left her with a peculiar aura that disturbs mortals. She knows that her presence bothers people, whether breathers or Kindred. This leaves her with a lot to prove. What would suffice for anyone else is not enough for her. This led her to her current position as pack priest. For a Tremere Antitribu to achieve such a role, the keeper of the traditions, does a lot to heal the distrust of her clan, and this makes Sarah feel better about herself. Only by performing her duties with rigorous attention and precision can she redeem her clan and feel contented with herself. Some of her pack find her a bit too insistent on maintaining the Sabbat traditions, but she argues persuasively when people will listen. The traditions of the Sabbat are part of what make it what it is. There is a solid reason for every ritual, every stricture, every action she takes in her office as priest. Without adherence to the traditions, the Sabbat will not be able to fulfill its ultimate purpose. Clan: Tremere Antitribu Generation: 10 Nature: Visionary Demeanor: Conformist Concept: Cautious Priest Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 2, Manipulation 3, Appearance 3 Mental: Perception 4, Intelligence 4, Wits 4 Talents: Alertness 3, Brawl 2, Dodge 2, Empathy 2, Intimidation 1, Leadership 2, Subterfuge 3 Skills: Etiquette 2, Firearms 1, Security 1, Stealth 1 Knowledges: Bureacrary 1, Investigation 2, Linguistics 2, Medicine 1, Occult 3, Politics 2, Rituals (Sabbat) 3 Backgrounds: Allies 3, Generation 3, Mentor 2, Resources 2, Status 2 Disciplines: Auspex 2, Dominate 2, Thaumaturgy 4 Paths: Corruption 3, Flames 3, Morpheus 1, Movement 3 Virtues: Callousness 2, Instincts 3, Morale 3 Path of Honorable Accord 7, Willpower 5 Merits/Flaws: Danger Sense, Iron Will, Higher Purpose, Early Riser, Light Sensitive, Eerie Presence Nikita, Malkavian Antitribu, 12th gen. An all too typical example of the Malkavian antitribu, Nikita is manic, deranged, trouble looking for a place to happen. The son of Russian immigrants, Nikita grew up in Charleston, South Carolina, drifting into the local Blood Dolls in high school. The Sabbat spotted him and marked him for recruitment. When the prisci decided to begin expansion into the Tennessee region, Nikita was Embraced. He crawled from the earth laughing maniacally, staring at something nobody else could see. The Curse of Malkav had sunk its talons deep into his mind. Nikita quickly discovered traffic bowling and other jolly Sabbat pursuits, and reveled in the violence and gore. He has an uncontrollable oracular ability that manifests without warning, sending him into violent convulsions during which he makes startlingly accurate observations about the past, present and future. This ability is all that has kept him from being staked by his own pack as a danger to the Sabbat, for he remains completely beyond control except by those to whom he has strong vinculi. Gareth watches him closely, wary of his explosive sense of humor and his love of guns and incendiary devices. Nikita's prophetic abilities have made him valuable enough that Gareth is willing to take the risk of having him along on the mission, but his tendency toward random, maniacal behavior may soon outweigh the advantage of having him in the pack. Clan: Malkavian Antitribu Generation: 12 Nature: Deviant Demeanor: Reveler Concept: Manic Sociopath Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 4, Manipulation 4, Appearance 2 Mental: Perception 2, Intelligence 2, Wits 2 Talents: Acting 1, Alertness 1, Athletics 1, Brawl 2, Dodge 2, Empathy 1, Intimidation 1, Streetwise 2, Subterfuge 2 Skills: Animal Ken 1, Drive 1, Firearms 1, Melee 1, Repair 1, Security 1, Stealth 2, Survival 1 Knowledges: Computer 2, Occult 1, Politics 1, Science 1 Backgrounds: Allies 3, Generation 1 Disciplines: Auspex 1, Dementation 2, Obfuscate 1 Virtues: Callousness 3, Instincts 2, Morale 3 Path of Delirium 6, Willpower 5 Merits/Flaws: Oracular Ability, Magic Sensitivity, Silence, Magic Resistance, Dark Fate, Lunacy Kally, City Gangrel, 12th gen. Formerly a secretary at an electronics firm in Marietta, Georgia, Kally was on her way home after working late one night when the pack jumped her. Instead of being the panic-stricken victim they'd expected, though, Kally fought back viciously. Sarah intervened, ruling that someone with such spirit deserved better than death - she deserved the Embrace. They hauled the still-struggling Kally out to a nearby graveyard, drained her, fed her a few drops of Vitae and buried her in the usual Sabbat fashion. Scant minutes later, Kally rose up out of her grave and very nearly disembowelled Sam with her claws. It took considerable effort by Gareth and Sarah to get her calmed down and resigned to her new existence. Kally remains angry about what was done to her, furious at having her previous existence stolen away. While the other pack members have vinculi to her, she feels nothing for them. She follows Gareth's orders for now, but may soon take advantage of her lack of blood bonds to leave the pack. Kally has seen LeRoy and recognized him for what he is. She has not told Gareth. The thought of turning LeRoy in to the Sabbat revolts her. She is considering approaching him about forming their own, Anarch, pack. Slender, tall, graceful, Kally has dark hair cut raggedly short and wears no makeup. Her clothes are normally stolen from military surplus stores, stained with mud and grass, and sporting a few rips and tears. She keeps to herself, cold and aloof from the rest of the pack whenever possible. While resenting Gareth, she follows his orders without protest to keep him from discovering her lack of bonding. She frenzies easily, especially when reminded abruptly of her vampiric nature. Clan: City Gangrel Antitribu Generation: 12 Nature: Lone Wolf Demeanor: Curmudgeon Concept: Unwilling Kindred Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 4, Wits 3 Talents: Acting 2, Alertness 3, Brawl 1, Dodge 1, Empathy 2, Streetwise 2, Subterfuge 2 Skills: Etiquette 1, Firearms 2, Security 1, Stealth 2 Knowledges: Computer 2, Investigation 3, Occult 2, Politics 1, Rituals (Sabbat) 1 Backgrounds: Allies 3, Generation 1, Status 1 Disciplines: Celerity 2, Obfuscate 4, Protean 3 Virtues: Callousness 2, Instincts 5, Morale 2 Path of Death and the Soul 3, Willpower 7 Merits/Flaws: Charmed Existence, Unbondable, Low Self Image, Short Fuse, Intolerance (Vampiric State) Amelita, Pander,13th gen. Just under six feet tall, Amelita moves with the restrained grace of a stalking panther, ready to burst into motion. Her ice-blue eyes are cold and hard, usually narrowed, and set above high cheekbones. Her lips and nose are both thin, a bit sketchy. She wears no makeup other than a touch of kohl, to emphasize her eyes. Clan: Pander Generation: 13 Nature: Predator Demeanor: Competitor Concept: Predatory Bitch Physical: Strength 3, Dexterity 4, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 4, Intelligence 2, Wits 4 Talents: Acting 1, Alertness 2, Athletics 2, Brawl (Savate) 4, Dodge (Akido) 4 Skills: Drive 1, Firearms 2, Melee 2, Security 2, Stealth 1, Survival 2 Knowledges: Computer 1, Investigation 1, Occult 1, Rituals (Sabbat) 1, Science 1 Backgrounds: Allies 3, Status 1 Disciplines: Celerity 3, Fortitude 1, Potence 2 Virtues: Callousness 4, Instincts 4, Morale 3 Path of Power and Inner Voice 3, Willpower 7 Merits/Flaws: Catlike Balance, Danger Sense, Ambidextrous, Acute Vision, Lack of Scent, Cast No Reflection, Pack Mentality, Haunted Sam, Brujah Antitribu, 11th gen. A former middleweight boxer, Sam was recruited specifically for his fighting capabilities. He's frustrated over being taken out of the ring, especially considering the boost his vampiric abilities give him. Gareth has stopped him once already from sneaking off to a gym and beating the crap out of anyone stupid enough to face him. If this were a Sabbat city, that would not be a problem. This is a Camarilla city, however, and the pack is on a scouting mission in enemy territory. Attracting attention like that could severely damage the mission. Sam has been taking his anger out on anyone that Gareth authorizes him to beat up. So far, he's killed seventeen mortals and put two Kindred (an Anarch and a Toreador fledgling) to the Final Death. Once in a fight, Sam holds nothing back, attacking savagely and pounding his opponent into the ground. There is nothing graceful or elegant in his style, either while fighting or in social situations. His approach is short, brutal and nasty, designed to get the job done in the quickest way and get on to the next thing. Sam stands a bit over six feet tall and is massively built, with large, heavily scarred hands and a Roman nose that has been broken a couple of times. His eyes are brown and his hair dyed black and cut in a shag at the tops of his ears. He prefers plain black t-shirts jeans, biker boots and a biker-style black leather jacket. In anything fancier, he looks uncomfortable, and hates wearing a tie. Clan: Brujah Antitribu Generation: 11 Nature: Jobsworth Demeanor: Bravo Concept: Soldier Physical: Strength 4, Dexterity 3. Stamina 3 Social: Charisma 2, Manipulation 3, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 1, Athletics 2, Brawl 4, Dodge 4, Intimidation 2, Streetwise 2 Skills: Drive1, Firearms 2, Melee 3, Repair 1, Security 2, Stealth 1 Knowledges: Bureaucracy 1, Caine Lore 1, Investigation 1, Law 1, Occult 1, Rituals (Sabbat) 1 Backgrounds: Allies 3, Generation 2 Disciplines: Auspex 2, Celerity 2, Presence 1 Virtues: Callousness 2, Instincts 3, Morale 3 Path of Caine 3, Willpower 5 Merits/Flaws: Berserker, Daredevil, Can't Cross Running Water, Repelled by Holy Symbols Durant, Ventrue Antitribu, 12th gen. Felicia Durant was born to be a social rebel. Her parents were wealthy and shallow. Felicia was bright, inventive and cruel. She was also clever enough that she was rarely caught, less so as she grew up. In fourth grade, she began an extortion and blackmail scheme that netted her a tidy profit, and left half the class under her control. When the end of sixth grade came, and she was sent out of state to an expensive boarding school, many of her classmates breathed a sigh of relief. The higher grades offered a new challenge. Knowing that she would be a small fish in a big pond, Felicia bided her time. She avoided becoming entangled in relationships, avoided becoming entrapped by the older students. By the end of the year, she had built a loyal cadre of seventh graders based on the idea of empowerment. All underclassmen seek power; Felicia offered them a shortcut -- Black Masses. Taking her information from bad movies and an ancient book by a couple of German monks she found in the Theology section of the library (and promptly stole), Felicia organized a dark coven. Once having participated in one of her rites, the students were trapped. If they had second thoughts about continued participation, or following Felicia's orders outside the ritual, first peer pressure and then outright blackmail were applied. The others will deal harshly with a traitor, she would inform the reluctant one. If their treatment doesn't convince you, then maybe these pictures will. Felicia had long since mastered the art of concealing cameras. As the next year began, Felicia began taking her slow, methodical revenge against the upperclassmen who had caused her embarassment or frustration. Occasionally, she made sure to include in her plans students who had offended other members of her coven, to assure her followers that their magick worked -- but only when Felicia herself led the rituals. A senior who had taken a diary and passed around photocopies died when the steering on her Ferrari failed on a curve. Another who consistently belittled anyone who developed a pimple came down with a horrible degenerative skin condition, and left the school for extensive plastic surgery to try and remove the scars. By the time an investigation was opened, the bottle of foundation laced with mild acid had been removed from her dressing table. And so it went through the years, Felicia being careful to remain a power behind the scenes, spurning any office that would bring her out into the public view. When she graduated, many students saw her go with a sigh of relief, but others followed her, anxious to stay with their leader, to keep the power that she handed out to them. Felicia debated about her next course. College would be interesting, and would provide new venues for exercise of control. But which one? She finally settled on Stratford, an exclusive women's college in New Hampshire. Several of her coven from high school followed her there. Before the first term was out, she'd established her power base. The rituals, however, had begun to pall. While it was amusing to lead others to corruption, to hold control through blackmail and knowledge of dark secrets, she'd been playing the game for too long. Felicia was becoming jaded. She needed new challenges. Research led her to a startling revelation. It was possible, she discovered, to make her magic actually work. All it would take was a human life. Her coven, by then growing jaded and bored also with the rituals, went along with her plan. One of their classmates, a social misfit with an annoying giggle, was kidnaped from her dorm room one chilly evening, taken to an abandoned barn out in the countryside, and sacrificed. The girl's blood was passed around the coven, and Felicia felt a new, deep thrill pass through her. Life and death, this was real power. This, however, brought her to the attention of the Sabbat. An unnoticed observer at that ritual was a Ventrue antitribu, who reported to Holden Keller, a member of the prisci. The coven's next sacrifice had Holden's personal attention. He found Durant fascinating, and a good candidate for the Embrace. Keller had a dark secret of his own: he was a follower of the Path of Evil Relations. Slowly and carefully, he was recruiting others to his Path. Eventually, he intended to take control of the northeastern Sabbat. Durant's third sacrifice ritual ended a bit differently than she expected. As she left the barn, to relieve the sexual tension she always felt at the end of a rite, and allow her followers to clean up the mess, Holden swept down on her, and carried her off to a ritual of his own: her Creation rite. Felicia tore her way out of the earth in record time, and took as her first victim one of her own coven. Since then, she has worked directly for Keller, although with ambitions of her own. Not satisfied with a subordinate position, Durant intends eventually to take his place, perhaps to rise even further. For now, though, she will follow his orders, and bide her time, learning the structure of the Sabbat, the existing power heirarchies and factions. After all, she has plenty of time to prepare for her move. Durant has no vinculi to the pack. Sarah suspects this, but has been unable to find fault with her. Gareth is watching her closely, but begins to suspect that Sarah may just be paranoid. After all, Durant takes part in all pack rituals with no hesitation or missteps. She seems like such an excellent Sabbat member - cold, ruthless, cunning, a vicious predator in all respects without being reckless or stupid. Little by slow, however, Durant is working to convince others to her Path, carefully, so as not to reveal the secret until her victim is too thoroughly enmeshed to betray her without betraying himself as well. Clan: Ventrue Antitribu Generation: 12 Nature: Visionary Demeanor: Conniver Concept: Corrupt Heiress Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 3, Manipulation 4, Appearance 3 Mental: Perception 2, Intelligence 3, Wits 3 Talents: Acting 3, Alertness 2, Brawl 2, Dodge 2, Intimidation 2, Leadership 1, Streetwise 1, Subterfuge 3 Skills: Etiquette 2, Firearms 1, Security 1, Stealth 2, Survival 1 Knowledges: Bureaucracy 1, Caine Lore 2, Investigation 2, Linguistics 1, Occult 3, Politics 3, Rituals (Demonic) 2, Rituals (Sabbat) 1 Backgrounds: Allies 3, Generation 1, Mentor 4, Resources 3 Disciplines: Auspex 4, Dominate 4, Fortitude 1, Thaumaturgy 4 Paths: Conjuring 4, Corruption 4, Spirit Thaumaturgy 3 Virtues: Callousness 5, Instincts 3, Morale 3 Path of Evil Relations 4 (Covered as Path of Caine), Willpower 8 Merits/Flaws: Unbondable, Light Sleeper, Magic Resistance, Mark of the Predator, Eerie Presence, Driving Goal Anarchs and Independents Tim Demonbreun, Gangrel, 6th gen. Tim is one of the most famous people in Nashville's history, an itinerant fur trader who settled in a cave on the banks of the Cumberland in the early days of the city. Later, he opened a trading post in the downtown area, and became one of the more prominent citizens. He never quite lost his wilderness ways, however, and eventually attracted the attention of a Gangrel Elder. Following his Embrace, Tim dropped out of sight and left Nashville, wandering the countryside for many years as he came to terms with his nature. Eventually, for lack of anything better to do, he returned to Nashville, taking up residence once again in a cave on the banks of the Cumberland. Technically, Tim should be included under Anarchs and Independents. He has not achieved Golconda, nor is he a member of the Inconnu. However, his age and power, coupled with his standing as a major historical figure in the region, allows him a latitude of action not normally enjoyed by Anarchs, hence his inclusion under the Inconnu. Tim is currently passing himself off as Martin Keller, a Caitiff of uncertain but low generation. He has presented himself to Sinclair as such, to generate a bona fides in his assumed identity. While the Primogen are not certain why Sinclair granted feeding privileges to a drifter when there are already too many Kindred in Nashville, Tim has led such a self-effacing existence, avoiding Kindred politics like the sun, that no one is really concerned about him. The resulting quiet anonymity is exactly what Tim has been seeking, a sort of retirement where he can work out what exactly he wants to do with his existence. City Gangrel Monica and Miranda, 12th gen. The twins were born in Bull's Gap, a town barely large enough to be shown on the map. Much ado was made over their birth, as there hadn't been twins born to anyone in the county in over fifty years. Many people felt that these girls were special, and destined for something truly spectacular. No sign of anything like that showed up for the next twelve years, however, and the girls lived quietly, getting into the usual scrapes that girls get into, going through the trials and tribulations of growing up a little bit different in a small town. The only notable thing about them was their rapport with each other. Instead of the expected sibling rivalry, the twins bonded tightly, backing each other up in confrontations, confusing authorities when something went wrong, and generally acting more like one person than two. Then came the Big Event that everyone had been waiting for -- but not what anyone had expected. On the way to school one morning, the twins vanished. One lunchbox and a hair ribbon were all that were ever found. The sheriff's office, the TBI and the National Center for Missing Children all exhausted every possible avenue of investigation. The girls were simply gone. Their parents grieved for many years, but never saw their daughters again. What had happened? Quite simply, they had been kidnapped, taken right off the street and carried away to Nashville. There, the girls were introduced first to drugs, and then to prostitution. Their kidnapper was a recruiter for a pimp with a very exclusive client list, a clientele that included a number of pedophiles. For the next year, the twins alternated between servicing older men (and the occasional woman) with a taste for little girls, servicing their pimp, whom they lived with, and spending their off-time in a haze of illegal drugs. Their pimp had informed them that the drugs were highly addictive, very expensive, and would not be provided by the authorities if the girls ran away from him. They felt trapped -- when they felt anything at all. Then LeRoy spotted them, and tracked them back to their pimp's house. His outrage at the mistreatment of the children drove him into Frenzy, and he mauled the pimp badly. The pimp, desperate to preserve his own life, told LeRoy about the drugs he'd hooked the girls on, and the realization that the withdrawal would probably kill them chilled LeRoy's anger. He made a snap decision. Yes, they would remain addicted, but he could change what they were addicted to. He Embraced the girls on the spot, and their first meal after Embrace was their former pimp. The girls couldn't go home, and really didn't want to. They'd been changed by their year of prostitution, and would not fit in back in the rural environment. LeRoy taught them a few basics, but the two took to life on the streets in Nashville as if born to the existence. At this point, they're making their way in the trade they were taught, feeding on their clientele, stealing some of what they need, and living in an abandoned house that they've fixed up a bit, adding an alarm system and a secure bunker in the basement to sleep in during the day. Both have Protean rat forms, and are very cunning and manipulative. They can appear absolutely adorable when they want to, but make no mistake: these are feral children. Name: Monica/Miranda Clan: City Gangrel Generation: 12 Nature: Survivor Demeanor: Conniving Concept: Street Kids Physical: Strength 2, Dexterity 4, Stamina 3 Social: Charisma 3, Manipulation 4, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Acting 2, Alertness 2, Athletics 3, Brawl 3, Dodge 3, Streetwise 4, Subterfuge 2 Skills: Animal Ken 1, Firearm 1, Melee 2, Repair 1, Security 3, Stealth 3, Survival 2 Knowledges: Bureaucracy 1, Computer 1, Investigation 2, Law 1, Medicine 1, Science 2 Backgrounds: Allies 1, Contacts 1, Generation 1, Herd 2, Mentor 2, Resources 1 Disciplines: Celerity 2, Obfuscate 3, Protean 4 Virtues: Conscience 0, Self-Control 3, Courage 2 Humanity 4, Willpower 6 Merits/Flaws: Child, Dark Fate, Unbondable, Telepathy (exclusive, each other) LeRoy Duvall, 11th gen. Born in the Lafayette Projects, LeRoy's mother made certain her son had a strong moral code to see him through what she knew would be a rough life. She took him to church every Sunday morning and Wednesday evening, and encouraged him to get involved in church youth activities. LeRoy grew up not knowing his biological father, who had left early in the pregnancy, but with a strong concept of God as his heavenly Father, a close, personal relationship bolstered by frequent prayer and feedback from a strong conscience, that left him feeling good when he stuck by his ethics and nearly physically ill over any transgression. While occasionally harassed for being such a straight arrow, there's some measure of respect accorded to believers in Christianity in the Projects. Even the most hardened drug dealer feels uncomfortable dissing someone for their faith. LeRoy was able to avoid being recruited into a street gang because he already belonged to the equivalent, the church youth group. Thus, he avoided the consequences of getting involved with gangs, drugs and the like. Some of his friends didn't. By the age of fifteen, LeRoy had attended the funerals of seven of his peers. Gunshots, overdoses, street fights, suicides, LeRoy had seen it all. His faith insisted that nothing happened that was not part of God's plan, but LeRoy had heaaw the platitude repeated one time too many. It ceased to have meaning. What was God's plan? The preacher told him that people weren't meant to know. This wasn't sufficient. It didn't supply the answers he was looking for. LeRoy had a crisis of faith. He came to the conclusion that there was no God, that the church was something invented by somebody clever to get people to follow the rules, but that the rules it taught were good ones. While secretly an atheist, he stayed with the church, especially the youth group, until he graduated from high school, as a way to stay out of the gangs and keep his mother happy. He took a job with a moving company a month after graduation, and stayed with them for the next seven years. The money wasn't bad, and the constant hard physical labor built him up to where nobody wanted to mess with him. He met his Sire at a bar near the Projects, where he still lived (albeit in his own apartment), one night when he stopped off for his usual post-work beer. Saletta had been Embraced into the Sabbat, but had come up with weak Vinculi for her pack. The Gangrel loner nature and wanderlust finally overcame her and she left the pack. She was impressed with LeRoy's physical presence, let him buy her a beer (which he failed to notice she didn't actually drink), and got to know him a little better. His nature seemed so compatible with hers, and with the Gangrel attitudes, that she decided against just feeding from him and moving on. When they retired to his place, she gave him the Kiss but was careful not to draw much from him. She left before dawn, but told him she would meet him at the same bar the next night. This went on for four nights, by which time LeRoy was showing some ill effects from the Kiss. Saletta decided that this would have to be the night, and Embraced him. LeRoy went through some serious mental and emotional havoc dealing with what had been done, but finally accepted his situation. Saletta stayed a few more nights, but departed before a week had passed from LeRoy's Embrace, leaving a note telling him to be careful of anyone who might come looking for her. She never mentioned the words Sabbat or Camarilla to him, and LeRoy does not know of the existence of the two organizations. He also does not know about being antitribu. Saletta told him about the Gangrel, but did not tell him about the split during the Anarch Rebellion. LeRoy has not presented himself to the Prince, and is considered to be an Anarch, even though he has no formal ties with the Anarch community in Nashville. LeRoy's ethics forced him into a street justice role. He believes that he cannot take from society without giving something back, and that having his vampiric abilities and feeding habits requires him to clean up the streets in payment. LeRoy feeds primarily on dope dealers and other small time criminals. After a few bad experiences, he learned how to tell if someone was on drugs by the taste of their blood, and so stops after the initial bite to check. Because of his preferred Vessels, the Progenitors want LeRoy dusted. He's interfering with the Pharmacopeists. "Ain't nobody goes messin' round in my 'hood. You gots to answer to LeRoy." Clan: City Gangrel Generation: 11 Nature: Judge Demeanor: Bravo Concept: Crime Fighter Physical: Strength 4, Dexterity 4, Stamina 4 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 2, Athletics 3, Brawl 4, Dodge 4, Intimidation 3, Streetwise 4, Subterfuge 1 Skills: Animal Ken 2, Drive 2, Firearm 3, Melee 4, Repair 2, Security 3, Stealth 3, Survival 2 Knowledges: Area Knowledge 3, Bureaucracy 1, Computer 2, Finance 1, Investigation 4, Law 2, Medicine 1, Politics 1 Backgrounds: Allies 1, Contacts 3, Generation 2, Resources 2 Disciplines: Auspex 1, Celerity 4, Dominate 1, Fortitude 1, Obfuscate 2, Potence 1, Protean 4 Virtues: Conscience 3, Self-Control 2, Courage 4 Humanity 5, Willpower 8 Merits/Flaws: Driving Goal Hunters One side effect of the high Kindred population is a higher chance of breaches of the Masquerade. This results in Hunters emerging from the mortal population. Nashville has had its share of kooks and loons, as far as the tabloids are concerned, but some of these people are deadly serious. A far greater threat are the silent ones, the Hunters who don't talk about what they've discovered and what they're doing about it. A few individuals and one group bear mention. Eddie Kravitz is dangerous because he won't keep quiet about the situation, and may eventually be able to produce physical evidence. Two more are ruthless, efficient stalkers of Kindred, having already staked a few. Then there's the Back Table Crowd, a group thrown together by chance who've been steadily working at mapping out the Havens of every Kindred in Nashville. This last is probably the most dangerous, as they have good resources, strong determination and a decent understanding of the power structures in town. Most Hunters don't even know the term "Camarilla". The Back Table Crowd actually knows the clan structure, what powers to expect from particular clans, and their relationships in Nashville. Eddy Kravitz Eddy is the sort of person who keeps the tabloids in business. He buys every issue of every title, preferring the ones that disregard the foibles of the rich and famous in favor of MOM COOKS DOG, SERVES TO FAMILY. Over the years, Eddy has compiled a library of clippings, cross-indexed and carefully researched, which led him to the inescapable conclusion that not only was there some serious weirdness going on in the world, but that there was an active campaign to discredit reports of it. Further investigation on his own nearly cost Eddy his life when he walked into the haven of Scourge, one of the Toreador. The artist was just arising for the evening, and both he and Eddy were momentarily too startled to act. The only thing that saved Eddy was his dropping the stake and stammering so badly as to be unintelligible. Scourge found this amusing. The two of them spoke at some length, once Eddy was calm again. Eddy is now kept on a short leash by Scourge. He reports all of his findings to his master, out of fear of reprisal. Scourge, who has changed havens since the incident, keeps Eddy around as a potentially useful tool. He has convinced his Sire that Eddy's rantings actually further the Masquerade. Nobody will take Eddy seriously, and thus any information that Eddy reveals will be considered inaccurate by the general populace. The Back Table Crowd History: Thrown together by sheer chance, the members of what would become the Back Table Crowd first met in a parking garage on Third Avenue North one rainy Friday night. Charisse had been working late, finishing up a series of transcriptions. She had just locked up the office and was on her way to pick up her daughter from a friend's house and take her out to a fast food place for a late supper. Somehow, a cheeseburger and fries always seemed to smooth things over when she'd had to leave Shawonda until late. Hank and Tricia were on their way to the Wild Horse, anxious to see what the new nightspot was like. They'd parked a few blocks away, partially due to the lack of parking spaces anywhere near the club itself, and partially because the garage they used was unmonitored after 6PM and thus free. Wendy was taking a break, putting a new string on her fiddle after her high string broke in the middle of a peformance. Her luck was about to get a lot worse. Al and Amalia were on their way to Al's truck, having been doing research over at the courthouse on property ownership. Al usually parked in the courthouse lot, but tonight he had a feeling. He and Amalia were arguing quietly about their having to walk several blocks on the basis of a hunch. All of these people ended up in the garage at the same time, Charisse walking in the back way from the alley as Al and Amalia came in through the main entrance. Wendy was sitting on her car's bumper, changing her string, as Hank and Tricia got out of their car one level below, when a scream echoed through the concrete structure from the top level. Al and Hank immediately charged up the stairs, their companions following under protest. Wendy drew a switchblade and fell in behind them, and Charisse brought up the rear. Hank was in the lead at the top, and upon seeing a man crouched on the floor, bending over a woman lying crumpled before him, decided to kick ass first and ask questions later. He charged, and swung a boot at the back of the man's head. It failed to connect. The Kindred whose meal he'd interrupted spun around, fangs out and hissing, grabbed Hank and flipped him like a coin, sending him over a Ford Escort and hard to the deck. Al stepped aside, sensing reinforcements behind him, pulled a flare gun and took aim, chanting softly in Latin as he wove a fireball rote. Tricia took one look at the blood dripping down the man's chin and went for the pearl-handled .32 automatic in her purse, as Wendy slid around her and went in low. Her first pass with the switchblade left the vampire's right leg useless, the tendons below the knee severed. Charisse froze at the top of the steps, shocked by the sight into immobility. My God, she prayed, this couldn't be real, could it? Catching himself against the Escort, the vampire blurred into motion, slapping the knife out of Wendy's hand and barely missing a grab at her throat. Desperate for the blood that would allow him to heal his wound, the Kindred attempted to pursue Wendy as she backed away -- only to fall hard as Hank seized his ankle from under the car and yanked. Al finished his incantation and fired. The ball of flame that erupted from his flaregun engulfed the Kindred, scorched Hank's hand and arm, and set Wendy's jacket ablaze. Swearing, Hank rolled away. Wendy dropped, rolling, trying to put out the fire. Finally jolted into action, Charisse whipped off her jacket, running over to Wendy and helping smother the flames. The entire group beat a hasty retreat back down the stairs, as the Kindred went up, shrieking in agony, too far gone into rotschreck to save himself. A hasty discussion as to whether or not to call the police ended with the group adjourning to Denny's. The situation was just a little too strange, and nobody really wanted to tell the cops that they'd fought a vampire. There was also the question of Al's flaregun, and why he was carrying it. Current Activities: The Back Table Crowd has been steadily working on mapping out the Havens of every Kindred in Nashville. This makes them the most dangerous of the Hunters, as they have good resources, strong determination and a decent understanding of the power structures in town. Most Hunters don't even know the term "Camarilla". The Back Table Crowd actually knows the clan structure, what powers to expect from particular clans, and their relationships in Nashville. While most of the members are not Awakened, they do not count as Sleepers for vulgar magick. Their worldview includes the existence of vampires, werewolves, magick, and stranger things. Members: Charisse Eby, legal secretary Hank and Tricia, two-steppers, construction worker and dental receptionist Wendy Reece, street musician Amalia Constantino, assistant librarian at the State Capitol Alton Louis, Trenchcoater Mage