With Wood's permission, and with a disclaimer, I'm going to list them below.
I'm placing the topic here, in this Project, in order to supplement Roma Naim's own exemplary work - also, because Roma expressed an interest in using them herself.
Disclaimer from Wood
"Please note that this stuff is by no means official, in case you were under any illusion it was; also note that the character stats here are just one way of creating the characters from SotUK, and that your own version is just as valid, especially if you can do versions that you like better and which better fit your chronicle.
It may one day be contradicted in future supplements, and certainly will never see print."
Elizabeth Sheridan, Lady of London
Elizabeth Sheridan, Lady of London, is the childe of one of the other four survivors of the Cull.
The Lady is terrified of what may happen and may act rashly if she feels threatened.
Although short, she is regal of bearing and gracious of language. Whether in an evening dress or a business suit, she is undisputedly the centre of any occasion. You'd never know she was once a streetwalker in Georgian London to whom a Ventrue hound once took a shine.
On the rare occasions she feels the urge to go hunting, she calls on a ghoul to bring her some of the men and women who she would have counted colleagues. They don't leave her mansion. She had a deal with the Gangrel Monty Church: he supplied her with provender, and she left his operation alone. Bernard Grice, a former agent of MI-5 and one of her most trusted ghouls, served as her intermediary in this.
Aside from Andrew Tanner, she is the oldest Kindred active in the city tonight.
Clan: Ventrue
Covenant: Invictus
Mental Attributes: Intelligence 2, Wits 4, Resolve 5
Physical Attributes: Strength 2, Dexterity 4, Stamina 2
Social Attributes: Presence 4, Manipulation 4, Composure 5
Mental Skills: Academics (History of London, 1770-present) 3, Investigation 3, Medicine (poisons) 2, Occult 3, Politics (British politics) 4
Physical Skills: Athletics 1, Brawl 1, Firearms (flintlock) 1, Larceny (pickpocket) 3, Stealth 4, Survival (streets) 1, Weaponry (dagger) 2
Social Skills: Animal Ken (dogs) 1, Empathy 3, Expression (oratory) 4, Intimidation 4, Persuasion 5, Socialise 3, Streetwise 2, Subterfuge 2
Merits: Allies 4, Contacts 5, Haven (size) 5/ (location) 5/ (security) 5, Herd 5, Languages (French, German), Resources 5, Retainers 5, Status (London) 5, Status (Invictus) 4
Willpower: 10
Humanity: 4 (megalomania, paranoia)
Virtue: Charity
Vice: Gluttony
Initiative: 9 (11 with Celerity)
Defence: 4 (6 with Celerity)
Speed: 11 (33 with Celerity)
Health: 7 (11 with Resilience)
Blood Potency: 5
Disciplines: Animalism 4, Celerity 2, Dominate 5, Majesty 3, Resilience 4
Vitae/per turn:14/2
Weapons/Attacks:
Dagger, Damage 1L, Dice Pool 6
Bernard Grice, the Lady's ghoul
Little to say about this chap. Middle-aged, severe of aspect, as any aging former MI5 spook should be.
Mental Attributes: Intelligence 3, Wits 2, Resolve 2
Physical Attributes: Strength 2, Dexterity 2, Stamina 5
Social Attributes: Presence 2, Manipulation 2, Composure 3
Mental Skills: Academics (London History) 4, Investigation 4, Occult 2, Politics (civil service) 2
Physical Skills: Athletics 2, Brawl 3, Firearms (revolver) 3, Larceny (burglary) 3, Stealth 3, Survival (streets) 1
Social Skills: Empathy 1, Intimidation 2, Persuasion (advice) 2, Streetwise 3, Subterfuge (flat-out lies) 4
Merits: Allies 2, Contacts 5, Resources 3, Retainers 2, Language (French, German, Italian, Latin) 4
Willpower: 10
Morality: 4 (megalomania, paranoia)
Virtue: Faith
Vice: Wrath
Initiative: 5
Defence: 2
Speed: 9
Health: 10 (12 with Resilience)
Disciplines: Resilience 2
Vitae/per turn: 5/1
Weapons/Attacks:
Type Damage Dice Pool
.38 Revolver 2L 8
Andrew Tanner
The Tanner is an enormous, monstrous beast of a man, seven feet tall, obese, horrifically muscled, bald, stinking of blood and sweat. He leaves decay in his wake wherever he goes. He speaks in archaic street cant.
Clan: Gangrel
Bloodline: Tanner
Covenant: Unaligned
Mental Attributes: Intelligence 2, Wits 2, Resolve 5
Physical Attributes: Strength 5 (9 with Vigour), Dexterity 5, Stamina 5
Social Attributes: Presence 1, Manipulation 2, Composure 3
Mental Skills: Crafts (Leather working) 4, Investigation 2, Medicine 2, Occult 2
Physical Skills: Athletics 5, Brawl 5, Larceny 2, Stealth 4, Survival 5, Weaponry (meat hook, carving knife) 5
Social Skills: Animal Ken (dogs, pigeons) 4, Expression (swearing) 3, Intimidation 5, Socialise 1, Streetwise 2, Subterfuge 2
Merits: Haven (location) 2/ (size) 2/ (security 4), Giant
Willpower: 8
Humanity: 3 (Sanguinary Animism, Narcissism)
Virtue: Fortitude
Vice: Lust
Initiative: 8
Defence: 2
Speed: 15 (19 with Vigour)
Health: 11 (16 with Resilience)
Blood Potency: 4
Disciplines: Animalism 4, Protean 4 (can meld into earth, and finished stone, and can transform into a huge black dog or a pigeon), Resilience 5, Vigour 4
Vitae/per turn: 13/2
Weapons/Attacks:
Type Damage Dice Pool
Meat Hook 2L 13/17
Carver 1L 12/16
Claws 1A 10/14
Armor: Leather apron 1/0
Celia Carroll
Celia is Alistair Niall's most trusted Constable. She is a paragon of perfect, inhuman beauty, so inhuman, so plastic and mannequin-like that she is actually very creepy. Her personality reflects her appearance. She hides her emotions; she is businesslike and cold. In life, she was a fashion model. She was Embraced in 1982. Sometimes, people still recognise her, assuming her artificial appearance is the result of heavy use of Botox.
Celia has shoulder-length dark hair and is impossibly thin. Her eyes are pale grey.
Clan: Nosferatu
Covenant: Invictus
Mental Attributes: Intelligence 3, Wits 2, Resolve 3
Physical Attributes: Strength 1 (4 with Vigour), Dexterity 3, Stamina 2
Social Attributes: Presence 4, Manipulation 2, Composure 4
Mental Skills: Crafts (maquillage) 2, Investigation 3, Medicine 1, Politics 3
Physical Skills: Athletics 1, Drive (sports cars) 2, Firearms 1, Larceny 1, Stealth 2, Weaponry 1 (stiletto)
Social Skills: Expression 1, Intimidation 3, Persuasion 1, Socialize 1, Streetwise (West End, fashion scene) 3, Subterfuge (flattery) 3
Merits: Striking Looks 4, Status (London) 3, Herd 2, Haven (size) 1/ (location) 5/ (security) 1, Fame 1, Contacts 3, Allies 3, Resources 3, Retainers 2.
Willpower: 7
Humanity: 5
Virtue: Prudence
Vice: Sloth
Initiative: 7
Defence: 2
Speed: 9 (12 with Vigour)
Health: 7
Blood Potency: 2
Disciplines: Nightmare 1, Obfuscate 3, Vigour 3
Vitae/per turn: 11/1
Weapons/Attacks:
Type Damage Dice pool
Stiletto 1L 4/6
9mm Pistol 2L 6
Elaine Ogilvy
Voluptuous of figure and Embraced in the Edwardian Era, Elaine is one of the leading Harpies of London. She grew obsessed in the 1920s with Caroline, a young woman of outstanding beauty and grace, daughter of a shipping magnate. They became lovers, but Elaine Embraced Caroline too quickly and, as the first rush of love wore off and the horror of her condition began to become plain, they began to fight. Unable to let her childe go, Elaine began to use her powers on her. Seventy years of Domination later, and Caroline has been Conditioned and bound so thoroughly that she has no mind to speak of. Elaine treats her like a beloved pet, and would go mad if anything happened to her.
Elaine has short black hair and wears long dresses; she became involved in the S&M scene some time ago: her ball gowns are extravagantly corseted, made of rubber or leather, and ornamented with spikes, posture collars, barbed wire and the like. Caroline is usually more demurely dressed, often as Elaine's silent chauffeuse, although she is sometimes gagged or tied, or led by Elaine by a lead and collar. Caroline rarely speaks; when she sings, her voice is angelic.
Clan: Ventrue
Covenant: Invictus
Mental Attributes: Intelligence 3, Wits 3, Resolve 4
Physical Attributes: Strength 2, Dexterity 3, Stamina 1
Social Attributes: Presence 3, Manipulation 4, Composure 3
Mental Skills: Academics 2, Crafts (needlework) 2, Medicine 1
Physical Skills: Brawl (S&M) 1, Larceny 2, Stealth 3, Weaponry (dagger, whip) 2
Social Skills: Empathy 1, Expression (song, piano) 3, Subterfuge 4, Intimidation (put downs) 4, Persuasion 2
Merits: Haven (size) 2/ (location) 4/ (security) 1, Herd 3, Language (Latin, French) 1, Resources 5, Status (Invictus) 1, Status (London) 2
Willpower: 7
Humanity: 3 (narcissism, fixation, bulimia)
Virtue: Temperance
Vice: Lust
Initiative: 6
Defence: 3
Speed: 10
Health: 6 (7 with Resilience)
Blood Potency: 3
Disciplines: Dominate 4, Resilience 1
Vitae/per turn:12/1
Weapons/Attacks:
Type Damage Dice Pool
Dagger 1L 6
Caroline Bellingham
Clan: Ventrue
Covenant: Invictus
Mental Attributes: Intelligence 1, Wits 2, Resolve 1
Physical Attributes: Strength 2, Dexterity 3, Stamina 4
Social Attributes: Presence 4, Manipulation 1, Composure 1
Mental Skills: Academics (history) 2, Crafts (needlework) 2, Medicine 2, Occult (Tarot) 2
Physical Skills: Brawl 1, Drive (limousine) 2, Stealth 3, Weaponry 2
Social Skills: Expression (song, piano, violin) 4
Merits: Haven (size) 2/ (location) 4/ (security) 1, Language (Latin) 1, Striking Looks 2
Willpower: 2
Humanity: 4 (power fetish obsession: Elaine)
Virtue: Temperance
Vice: Sloth
Initiative: 4
Defence: 2
Speed: 10
Health: 9 (13 with Resilience)
Blood Potency: 2
Disciplines: Resilience 4
Vitae/per turn:12/1
Weapons/Attacks:
Type Damage Dice Pool
Dagger 1L 5
Alistair Niall
Alistair Niall is the Lady of London's Hound. He's charming, keeps his cards close to his chest. Niall has dark hair that falls into his eyes and a heavy moustache. He appears to be in his mid-thirties. He wears evening wear at court, and slightly opulent lounge suits when abroad. He was Embraced in 1818, and still affects the manners of a Victorian. He's well-connected and is one of the few Kindred in London who still has any connection with the British Government.
He knows about Andrew Tanner's awakening, although he erroneously thinks that Tanner is the cause of the Cull
Clan: Mekhet
Covenant: Lancea Sanctum
Mental Attributes: Intelligence 4, Wits 4, Resolve 4
Physical Attributes: Strength 2, Dexterity 3, Stamina 2
Social Attributes: Presence 3, Manipulation 4, Composure 5
Mental Skills: Academics 4, Investigation 3, Medicine 2, Occult 4, Politics (Whitehall) 4, Science (pre-Victorian) 2
Physical Skills: Brawl 1, Firearms (black powder weapons) 1, Larceny 2, Stealth 2, Weaponry (rapier, sword cane) 2
Social Skills: Empathy 3, Expression 3, Intimidation (veiled threats) 4, Persuasion 3, Socialise 2, Subterfuge 4
Merits: Allies (Government) 3, Contacts 5, Haven (size) 2/ (location) 5/ (security) 4, Herd 4, Language (French, Hindi) 2, Resources 5, Status (London) 4, Status (Lancea Sanctum) 2
Willpower: 9
Humanity: 5
Virtue: Prudence
Vice: Pride
Initiative: 8
Defence: 3
Speed: 10
Health: 7
Blood Potency: 3
Disciplines: Auspex 4, Celerity 4, Dominate 1, Obfuscate 5, Protean 1. Theban Sorcery 2
Rituals: Vitae Reliquary, Curse of Babel, Liar's Plague
Vitae/per turn:12/1
Weapons/Attacks:
Type Damage Dice Pool
Sword Cane 2L/AP1 7
William Laing
Laing, the Lady's Seneschal, is aquiline and somewhat birdlike in appearance. He is always smartly dressed and keeps his hair oiled and swept back in a widow's peak. He's one of the Architects of the Monolith, and controls a coterie of Architects. A man of 43 at the time of his Embrace in the 1930s, he was a follower of Crowley's Thelemic Magick.
Laing wants to find a way to make the Cull work for him. He's deluded, of course.
Clan: Ventrue
Bloodline: Architects of the Monolith
Covenant: Ordo Dracul
Mental Attributes: Intelligence 5, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 3, Stamina 2
Social Attributes: Presence 4, Manipulation 4, Composure 5
Mental Skills: Academics (London's architecture) 3, Crafts (cartographer) 3, Investigation 4, Medicine 3, Occult (Thelemic magic, London esoterica) 4, Politics 5
Physical Skills: Brawl 1, Firearms (revolver) 3, Larceny 5, Stealth 4, Weaponry (athame) 3
Social Skills: Expression (mystical ranting) 2, Intimidation 4, Persuasion 3, Socialise 1, Subterfuge 4
Merits: Allies (Office of the Mayor of London, coterie of Architects) 3, Contacts 3, Haven (size) 5/ (location) 5/ (security) 4, Herd 3, Language (French) 1, Resources 3, Status (London) 4, Status (Ordo Dracul) 1, Status (Bloodline) 4
Willpower: 8
Humanity: 4 (megalomania, phobia/agoraphobia)
Virtue: Faith
Vice: Envy
Initiative: 7
Defence: 3
Speed: 10
Health: 7
Blood Potency: 3
Disciplines: Auspex 3, Gilded Cage (all rituals) 4, Dominate 4, majesty 1
Vitae/per turn:12/1
Weapons/Attacks:
Type Damage Dice Pool
Dagger 1L 7
.38 Revolver 2L 9
Kaushal Kumar Singh
Blue-skinned, tusked, besuited, and always on the lookout for the main chance, Kaushal is bankrolling Damien and Sylvia's Sanctuary plan. He's racist and venal, primarily, and although honourable in his dealings with the Kindred, he'll try to get the best side of a deal.
Clan: Nosferatu
Covenant: Rakshasa
Covenant: Rajput
Mental Attributes: Intelligence 3, Wits 3, Resolve 2
Physical Attributes: Strength 3 (4 with Vigour), Dexterity 3, Stamina 4
Social Attributes: Presence 2, Manipulation 3, Composure 3
Mental Skills: Crafts (carpentry) 1, Investigation 2, Medicine 1, Occult (Indian) 3, Politics (Indian Kindred) 2
Physical Skills: Athletics 2, Brawl 3, Firearms 1, Larceny 2, Stealth 1, Survival 3, Weaponry (Kris knife) 3
Social Skills: Expression 2, Intimidation 4, Persuasion 2, Socialise 3, Subterfuge 2
Merits: Contacts 3, Haven (size) 2/ (security) 4, Herd 2, Language (English, Urdu) 2, Resources 5, Retainers 5, Status (Indian Kindred) 3
Willpower: 5
Humanity: 5
Virtue: Charity
Vice: Greed
Initiative: 6
Defence: 3
Speed: 11 (12 with Vigour)
Health: 9
Blood Potency: 2
Disciplines: Nightmare 1, Obfuscate 1, Protean 2, Vigour 1
Vitae/per turn: 11/1
Weapons/Attacks:
Type Damage Dice Pool
Kris 1L 8/9
Damian Newton, Daeva Priscus
A dashing officer in Queen Victoria's colonial army, Captain Damian Newton met the end of his life not at the end of a Hindu sword, but by the fangs of Miss Cassandra Cage, whose disappearance causes him no end of pain. He's still blood bound to her, although no one knows this. Newton is part of Sylvia Brand's faction. He's youthful, still bearing the moustache and sideburns of a Victorian gentleman, and a master with the sabre. For a hundred years, he's been the proud owner of a ghoul horse, named Henbane, now, apart from his vanished sire, the only thing Damian cares for.
Clan: Mekhet
Covenant: Invictus
Mental Attributes: Intelligence 3, Wits 3, Resolve 3
Physical Attributes: Strength 3 (6 with Vigour), Dexterity 3, Stamina 3
Social Attributes: Presence 3, Manipulation 3, Composure 5
Mental Skills: Academics 1, Crafts (care of weapons) 1, Investigation 1, Medicine (first aid) 1, Occult 1, Politics (British politics) 3
Physical Skills: Athletics 4, Brawl 3, Firearms (revolver) 4, Stealth 1, Survival 3, Weaponry (sabre) 5
Social Skills: Animal Ken (horses) 4, Empathy 1, Expression (oratory, leadership) 2, Intimidation 3, Persuasion 2, Socialise 2, Subterfuge 1
Merits: Allies 4, Disarm, Haven (size) 5, Herd 2, Inspiring, Language (French, Latin, Hindi) 3, Resources 4, Retainers 4/4/2/1/1, Status (London) 3, Status (Invictus) 3
Willpower: 8
Humanity: 4
Virtue: Fortitude
Vice: Envy
Initiative: 8 (11 with Celerity)
Defence: 3 (6 with Celerity)
Speed: 11 (14 with Vigour, 44 with Celerity, 56 with both)
Health: 8
Blood Potency: 4
Disciplines: Celerity 3, Majesty 5, Vigour 3
Vitae/per turn: 13/2
Weapons/Attacks:
Type Damage Dice Pool
Sabre 3L 12/15
Henbane, ghoul horse
Mental Attributes: Intelligence 1, Wits 3, Resolve 3
Physical Attributes: Strength 4 (6 with Vigour), Dexterity 3, Stamina 5
Social Attributes: Presence 3, Manipulation 1, Composure 3
Physical Skills: Athletics 4, Brawl 1, Survival 2
Willpower: 5
Initiative: 6 (8 with Celerity)
Defence: 3 (6 with Celerity)
Speed: 19 (21 with Vigour, 76 with Celerity, 84 with both)
Health: 12
Disciplines: Celerity 3, Vigour 2
Vitae/per turn: 5/1
Weapons/Attacks:
Type Damage Dice Pool
Bite 1B 6/8
Hoof 3B 8/10
Sylvia Brand, Mekhet Priscus
Business- like, bespectacled, appearing to be in her early forties, dressed in uncontroversial clothes, Sylvia's mind is razor-sharp. Her opinions are valued, but she's far from a faithful follower of the Lady. Sylvia is an opportunist, first and foremost. She has ambitions of becoming the next Lady of London herself.
She and Damian Newton have decided to attempt an escape from the next Cull, and have obtained a warehouse, which will be secured, and supplied with blood courtesy of Ethel Bennett...
Clan: Mekhet
Covenant: Invictus
Mental Attributes: Intelligence 4, Wits 4, Resolve 4
Physical Attributes: Strength 2, Dexterity 3, Stamina 2
Social Attributes: Presence 2, Manipulation 3, Composure 4
Mental Skills: Academics (history, religion) 5, Investigation 3, Medicine 1, Occult 1, Politics (deal-brokering) 5
Physical Skills: Drive 2, Larceny 1, Stealth 3, Weaponry 1
Social Skills: Empathy 2, Expression (presentation of data) 3, Intimidation 2, Persuasion 4, Socialise 1, Streetwise 1, Subterfuge (half-truths) 5
Merits: Contacts 5, Haven (size) 1/ (location) 3, Herd 3, Language (French) 1, Resources 3, Retainers 4/4/4, Status (London) 4, Status (Invictus) 3
Willpower: 8
Humanity: 4
Virtue: Prudence
Vice: Envy
Initiative: 7 (8 with Celerity)
Defence: 3 (4 with Celerity)
Speed: 10 (20 with Celerity)
Health: 7
Blood Potency: 4
Disciplines: Auspex 3, Celerity 1, Majesty 1, Obfuscate 5
Vitae/per turn:12/1
Malcolm Callan, Nosferatu Priscus
A former biological scientist and staunch materialist, Malcolm found God after being Embraced in 1954. He's still awkward and looks unnaturally thin, like he's been stretched out. He's a follower of the Shadow Archbishop of Canterbury, and will, although appearing to be the dependable servant of the Lady of London, do everything he can to aid the archbishop's agent.
Clan: Nosferatu
Covenant: Lancea Sanctum
Mental Attributes: Intelligence 5, Wits 4, Resolve 4
Physical Attributes: Strength 2 (4 with Vigour), Dexterity 4, Stamina 2
Social Attributes: Presence 2, Manipulation 2, Composure 3
Mental Skills: Academics 4, Computer 1, Crafts 2, Investigation 1, Medicine 3, Occult 2, Politics (London Kindred) 3, Science (biology) 4
Physical Skills: Brawl 1, Drive 3, Larceny 3, Stealth 4
Social Skills: Expression (lectures) 2, Intimidation 1, Persuasion 2, Subterfuge 2
Merits: Contacts (scientific, academic) 5, Haven (size) 1/ (security) 3, Herd 2, Language (German ) 1, Resources 3, Retainer 3, Status (London) 3, Status (Lancea Sanctum) 2
Willpower: 7
Humanity: 5 (power fetish obsession - pocketwatch)
Virtue: Faith
Vice: Lust
Initiative: 7
Defence: 4
Speed: 11 (13 with Vigour)
Health: 7
Blood Potency: 3
Disciplines: Auspex 1, Nightmare 4, Obfuscate 3, Theban Sorcery 3
Rituals: (level 1) Vitae Reliquary, (level 2) Liar's Plague, (level 3) Blandishment of Sin
Vitae/per turn:12/1
Marvin McCoy, Wayne's Right-Hand Man
With the deaths of Dexter and Winston, Marvin's beginning to wish he'd never been born. But he's bound to Wayne now and there's no way out.
Clan: Ventrue
Covenant: Unbound
Mental Attributes: Intelligence 2, Wits 2,
Resolve 2
Physical Attributes: Strength 3, Dexterity 3, Stamina 3
Social Attributes: Presence 2, Manipulation 2, Composure 3
Mental Skills: Computer (internet porn) 1, Crafts (cultivating weed)1, Investigation 1, Medicine (drugs) 1
Physical Skills: Athletics 2, Brawl 3, Drive 2, Firearms 1, Larceny (burglary) 2, Stealth 1, Weaponry 1
Social Skills: Intimidation 2, Streetwise 3,Socialise 2, Subterfuge (flat-out lies) 1
Merits: Contacts (criminal) 3, Danger Sense, Mentor (Wayne) 2
Willpower: 5
Morality: 5
Virtue: Charity
Vice: Lust
Initiative: 6
Defence: 2
Speed: 11
Health: 8
Weapons/Attacks:
Type Damage Dice Pool
Knife 1L 5
Shooter 2L 6
Blood Potency: 1
Disciplines: Resilience 2, Dominate 1
Vitae/per turn: 10/1
Ethel Bennett,
Night Matron at Aspen Children's Home
Night Matron at Aspen Children's Home
Ethel always ran the Aspen Children's Home. What she said always went. She decided who beat the children. She decided who ate and who starved. She decided how the bodies would be hidden. And in 1955, this strange woman, her face gaunt and tight and puckered like she's sucking limes, her eyes impossibly small, became the power here forever. The current manager, Martine Norman, came here with the hope of changing things, of turning the face down. But Miss Norman is now in the thrall of the Night Matron, too, sad and confused and unable to do anything about it.
Clan: Nosferatu
Bloodline: Morotrophian
Covenant: Lancea Sanctum
Mental Attributes: Intelligence 4, Wits 4, Resolve 3
Physical Attributes: Strength 3 (5 with Vigour), Dexterity 2, Stamina 2
Social Attributes: Presence 2, Manipulation 3, Composure 2
Mental Skills: Academics (law) 3, Crafts (cookery) 2, Investigation 3, Medicine 3, Politics (medical) 3
Physical Skills: Brawl 1, Larceny 4, Stealth 4, Weaponry 1
Social Skills: , Expression 2, Intimidation 4, Persuasion 4, Subterfuge 5
Merits: Contacts (government, care professions) 3, Haven (size) 5/ (location) 2/ (security) 3, Herd 4, Resources 2, Status (Lancea Sanctum) 2
Willpower: 5
Humanity: 3 (paranoia)
Virtue: Prudence
Vice: Envy
Initiative: 4
Defence: 4
Speed: 10 (12 with Vigour)
Health: 7
Blood Potency: 2
Disciplines: Dominate 3, Institutionalise 4, Nightmare 2, Obfuscate 2, Vigour 2
Vitae/per turn: 11/1
Weapons/Attacks:
Type Damage Dice Pool
Knife 1L 5/7
Abigail Stringer
Embraced in 1801, Abigail Stringer is one of Francis Rose's most trusted (and blood bound) ambassadors. Rose remembers the Cull first time round. Sister Abigail doesn't, but has absorbed her master's knowledge. She was once a Franciscan Sister, but believes utterly in her mission as part of God's curse on humanity. Although once beautiful, her flesh is held together by stitches, cables, wires and pipes. Rings and metal splinters mortify her flesh. She hides most of her horrific body under a nun's habit; only her dead-white face can usually be seen.
Clan: Nosferatu
Covenant: Lancea Sanctum
Mental Attributes: Intelligence 3, Wits 3, Resolve 5
Physical Attributes: Strength 2 (3 with Vigour), Dexterity 2, Stamina 4
Social Attributes: Presence 2, Manipulation 2, Composure 4
Mental Skills: Academics (religion, Bible) 3, Investigation 4, Occult (demonology) 3, Politics (religious) 4
Physical Skills: Brawl 2, Stealth 4, Weaponry 1
Social Skills: Empathy 1, Expression (sermons) 3, Intimidation 3, Persuasion 3, Subterfuge 2
Merits: Allies 5, Mentor 4, Contacts 3, Language (Latin, French) 2, Resources 2, Retainers 2, Status (Lancea Sanctum) 2
Willpower: 9
Humanity: 3 (obsessive compulsion, suspicion)
Virtue: Justice
Vice: Lust
Initiative: 9
Defence: 4
Speed: 11 (12 with Vigour)
Health: 7
Blood Potency: 4
Disciplines: Nightmare 3, Obfuscate 2, Theban Sorcery 3, Vigour 1
Rituals: (level 1) Blood Scourge, (level 2) Curse of Babel, Liar's Plague, (level 3) Malediction of Despair
Vitae/per turn:13/2
Weapons/Attacks:
Type Damage Dice Pool
Knife 1L 4/5
Blood Scourge 3L (costs 3V) 6/7
Francis Rose,
Shadow Archbishop of Canterbury
Shadow Archbishop of Canterbury
Embraced at the height of the Elizabethan era, Francis Rose ascended through the ranks to become the single most prestigious Archbishop of the Lancea Sanctum in Britain (and possibly Britain's most powerful vampire). He was only a teenager when he was embraced, the catamite of a long-dead bishop. He appears as a beautiful youth. He often wears little more than a loincloth in his precincts, although sometimes he will affect a crown of thorns or a huge ornamental cross. He has the look of a slightly depraved Saint Sebastian to him.
He would make London his own, and it suits him that the Cull happens. He can only feed from the Damned, and will soon be forced to enter Torpor for a very long time.
Clan: Daeva
Covenant: Lancea Sanctum
Mental Attributes: Intelligence 5, Wits 4, Resolve 5
Physical Attributes: Strength 3 (8 with Vigour), Dexterity 5, Stamina 3
Social Attributes: Presence 7, Manipulation 4, Composure 6
Mental Skills: Academics (religion) 5, Crafts 3, Investigation 2, Medicine 3, Occult (demonology) 5, Politics (London Kindred, British Covenants) 5
Physical Skills: Athletics 2, Brawl 1, Larceny 4, Stealth 3, Survival 2, Weaponry 3
Social Skills: Animal Ken (birds, dogs, horses, cats) 4, Empathy 2, Expression (sermons) 5, Intimidation 4, Persuasion 4, Subterfuge 5
Merits: Eidetic Memory, Fast Reflexes 2, Haven (size) 5/ (location) 5/ (security) 4, Herd 6, Language (Latin, French, Italian, Spanish) 4, Resources 5, Retainers (at least 10, all at levels 3-5, including one Mage), Status (London) 3, Status (Canterbury) 5, Status (Lancea Sanctum) 5, Striking Looks 4
Willpower: 11
Humanity: 2 (narcissism, megalomania, paranoia)
Virtue: Temperance
Vice: Pride
Initiative: 13 (20 with Celerity)
Defence: 4 (11 with Celerity)
Speed: 11 (13 with Vigour, 88 with Celerity, 104 with both))
Health: 7 (9 with Resilience)
Blood Potency: 7
Disciplines: Auspex 3, Celerity 7, Dominate 1, Majesty 6, Nightmare 2, Theban Sorcery 5, Vigour 6
Francis' sixth dot in Majesty allows him to cause a victim to truly, honestly, deeply love him: Francis rolls Presence + Empathy + Majesty and spends 1W and 1V. The victim can resist with Resolve + Blood Potency. If Rose succeeds, the victim behaves as if Blood Bound to him for the rest of the night.
Rituals: All
Vitae/per turn: 20/5
Obligatory loose cannon vampire hunter:
Rev. George Forrester
He's a good priest, in his late forties, but thin and exhausted and strung out with tending to the needs of his inner-city parish. He's nervy, but driven. If he can be convinced that vampires exist (which he might suspect), he could be a terrible foe.
Mental Attributes: Intelligence 3, Wits 3, Resolve 4
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 2, Manipulation 2, Composure 3
Mental Skills: Academics (religion) 3, Crafts (woodwork)1, Investigation 3, Medicine 2, Occult 1, Politics (ecclesiastical) 1, Science 1
Physical Skills: Brawl (boxing) 2, Athletics (running) 2, Drive 2
Social Skills: Animal Ken 1, Empathy 3, Expression (sermons) 3, Intimidation 1, Persuasion (oratory) 4, Streetwise 2,Socialise 1, Subterfuge 1
Merits: Contacts (ecclesiastical) 1, Language (Latin, German) 2, Status (Church of England) 1, Unseen Sense (vampires, only he doesn't know it yet)
Willpower: 7
Morality: 9
Virtue: Charity
Vice: Envy
Initiative: 5
Defence: 2
Speed: 9
Health: 7