Vampire The Requiem - SAS - Into The Void
Vampire The Requiem - SAS - Into The Void
Vampire The Requiem - SAS - Into The Void
An adventure for
Vampire: The Requiem
using the
Storytelling
Adventure System
SCENES
White Wolf Publishing, Inc.
2075 West Park Place
Blvd Suite G
Stone Mountain, GA 30087
MENTAL OOOOO
PHYSICAL OOOOO
SOCIAL OOOOO
XP LEVEL
100+
An adventure for
Vampire: The Requiem
using the
Storytelling
Adventure System
SCENES
MENTAL OOOOO
PHYSICAL OOOOO
SOCIAL OOOOO
XP LEVEL
100+
2011 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are registered
trademarks of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Hunter the Vigil, Storytelling System and Parlor Games are trademarks of CCP hf. All rights reserved. All characters, names,
places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings,
characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com
that cork will find that the shadows within are now the shadows
without. The Prince has been holding this city back from its own
baser instincts for decades now. Hasnt anyone noticed the relative
stability, the continuing Masquerade, the unbroken Elysium?
Do they think that all happens magically on its own? Nobodys
suggesting the Prince is a hero, but to suggest that he doesnt play
his role is tantamount to a childs illusion.
And now somebodys gone and fucked that all up.
In fact, the players own characters are the ones who screwed it
all up. They are the conspirators who bring the Prince down, not
realizing that what theyre doing isnt setting the city freebut
rather, setting the monsters free.
This product is about what happens when the city suffers a
major void of power, and about navigating the horrors that swiftly
move to fill that void.
Introduction
What's Inside
Introduction
This isnt the end of the war. This isnt the fall of the Third
Reich with Hitler painting the bunker walls with his fuckedup brainsnobodys going to cheer in the streets. Youre
not going to hear the Lollipop Guild doing its rendition of
Ding Dong The Witch Is Dead. What you did was kill
the jailer. Sure, the warden was an asshole. But he kept all
us monsters in check. You didnt think about that, did you?
Now hes gone, the cages are all open, and its time for the
monsters to run free once more. Were all bad, bad people
do you really want to see what kind of party we throw?
The Scenes of the story are the heart of the action. Because of the
way in which storytelling games can flow, these scenes are modular
and provide you with a framework upon which you can improvise,
rather than locking you into rigid patterns.
The Scene Cards at the end of the scenario are a quick-reference
resource for you to use as the Storyteller. If you dont have the option
of printing up the entirety of Into the Void, you can just print up the
scene cards instead and use those to get the overall gist of the story.
Treatment
The adventure begins with a bang: In the very first scene, the
characters off the Prince. It seems like a moment of triumph, but
the victory lap is short-lived.
Morning comes, and by the following evening, the truth has
been loosed upon the city: the Prince is deadreally, truly, finally
dead. The jailer is gone. The result? Chaos. Vampires feed wantonly.
Political maneuverings cast aside all pretense of subtletyyou cant
call it backstabbing if the stake goes in through the chest. The
clans and covenants all set to a boil: They want power, and they
want it now.
As the nights worsen, as the madness escalates, the Masquerade
strains at its stitches to contain it all. The human response is already
rising to the surface as the herd unknowingly seeks to countermand
the deepening shadow.
Somewhere it becomes clear: the Prince had a very tight grip on this
city. The response to any deposition of leadership is usually a period of
chaos, but this is fucking nuts. This Prince had something special going
onsome factor of control that went well beyond the norm. And so,
early on in the adventure the players learn the truth: the Prince had
orchestrated power and wrested control from the other vampires in
the city by holding their darkest secrets above their head. He went
well above and beyond the call of duty in learning the vulnerabilities
and discovering the closeted skeletons of the citys vampires, from the
lowliest neonate worm to the eldest sanguinary scion.
And now that hes gone, the puppet strings have been cut.
But those secrets remain; the Prince had them concealed
somewhere in the city. If the players hope to restore order to the
city and claim leadership for themselves, they damn well better try
to find the Princes box of secrets before someone else does.
Or before the city cannibalizes itself and is left a bloodless corpse.
The Set-Up
The story begins in the set-up. Its where youll provide the
narrative impulse to get the game moving. Backstory is important,
but dont focus on it. The springboard to action (and thus, player
interest) starts here.
Dark Secrets
for her in a big way, the idea becomes a lot more seductive. Note
that this could go either way: its possible that the character has
been put to the task by another individual. Destroy the Prince
and the Bishopric awaits you, or Cast him into Final Death and I
shall owe you the biggest favor you could imagine. Alternatively,
the character may believe that offing the Prince will yield status
and allies in much the same way that a knight slaying a dragon
might be viewed as a hero. Obliterating the Prince is surely the
way toward a bump in status, is it not?
Secrets. In general, the citys vampires dont know that the
Prince has a box of secretsand those that do dont necessarily
know he has something on everyone. It remains possible, however,
that one or all of the characters do know this. If one of them
thought to stand against the Prince (perhaps on a political issue),
then its likely that the Prince would have issued a warning that
hinted at his cache of dark secrets. As a result, its very possible
that the motivation to attack and destroy the Prince is to reclaim
and liberate those secrets for themselveseither to bury their own
dark secrets or to exploit the secrets of others.
Revenge. Any Prince makes enemies. You cant make a
city without breaking a few heads. As such, revenge represents a
perfectly viable motive behind his execution. If a character doesnt
like how the Prince done her wrong, well, revenge is a dish best
served with an axe to the neck.
Religion. Its nave to think that only humans kill one another
over religionvampires, already driven by their most basic instincts,
often view their religious beliefs with an almost reptilian sense of
protectiveness. Consider that the Prince (as hes shown here) is
an atheist capitalist whose only gods were blood and money. His
policies on the two ostensibly religious covenants within the city
kept them largely politically neutered. It makes sense, then, that
a religious vampire (or a character hired by just such a religious
character) would want him out of the picture. Alternately, if youre
using a Prince character of your own design, that Prince might very
well be a Crone or one of the Sanctified, earning his own brand of
enmity from the other side (think religious crusade).
Puppet. Blood is addictive, and a lot of vampires are
on the hook for it: many, in fact, end up in service to other
vampires. One of the characters may very well be acting at the
behest of a vampiric master: a mad elder, a crass Archbishop or
a callousHierophant.
they probably want to. That final scene, when the vampires discover
the box, is a turning point. Do they agree to burn the box? Throw
the secrets wide open? How can they negotiate one anothers
vulnerabilities? Its like a minefield.
Now, if youre not really into those games where treachery and
duplicity come into play at your own gaming table, we understand.
In that case, we recommend removing the characters from this
equation. Reframe the story so the reason the characters are the
ones to go after the Prince is because they have nothing to lose.
He never got secrets on any of them and so they remain protected.
Prince Donal
The Patron
The Cast
The Cast
Below is a cast you can use for Into the Void. Weve only statted
out a handful of characters, but below that you will find a list of other
vampires that can fill in the remainder of the citys hierarchy if
you dont have one ready to go. These vampires do not receive any
stats, but each get a paragraph or so of information to help you drop
them into a scene or two. (Obviously, should they become more
important, feel free to give them stats when appropriate.)
5
The Cast
Quotes: Hey, to hell with you. Im free, and unlife is short, and
now its every blood junkie for herself. (Politics)
I hold the keys to the kingdom. You didnt know that, do you?
(Subterfuge)
Donal, he loved me. He trusted me. He made me his. And so
he gave me the greatest secret in the city, and now Im going to use it
to keep my head attached to my shoulders. The bidding starts in one
hour. (Persuasion)
Virtue: Faith
Vice: Lust
Description: Amelie is a waifish pixie-girl with close-cropped dark
hair, wearing a black pinstripe suit just a bit too large for her. (This
was what Donal demanded she wear, and if the characters catch her
unawares, she might have dressed in a white
wife-beater and a pair of baggy cargo pants.)
Amelie has long been Donals
attachshe has served as advisor,
liaison, and lover for a pair of decades.
It was not her choice; her sire
(long dead) made the first of many
grievous errors and as a result was
forced to give his childe to the
Prince as restitution. The Prince
bound her to him and came to love
her. She, too, came to love him but
only because of the bondnow
that Donal is gone, she feels free,
unburdened by her fetters.
As a character, Amelie remains
in an interesting place should you
6
care to use her beyond this adventure. She could really go either
way now that shes free. She will certainly seek to find herself, but
does this mean she drags herself out of Donals long, dark shadow,
or does it mean she only becomes more of a monster in turn?
Storytelling Hints: Amelie is finding her feet, so to speakshe
is equal parts brash and cowardly. Its as if she wants to spit in the
eye of the Danse Macabre so bad, her bravura keeps pushing past
her fear and rising to the surface.
The Cast
The Cast
The Cast
Scenes
Scene Flowchart
Pandora's Box
Fire It Up!
Fire It Up!
Pick a Side,
Any Side
Gonzo: An Army of
Inquisitors
Plotting
Hanging Posse
SWAT Got You
Surrounded, Son
Gonzo: Masquerade,
Shattered
Gonzo:
Portal to Hell
Gonzo: The
Terrorism Tango
Gonzo: Dragged
Into The Dark
First Night
Second Night
"Party Down"
"Party Down"
Third Night
"Agitation"
Fourth Night
"Boilover"
Fifth Night
"Apocalypse"
10
Scenes
Scenes
11
the scene built to this point, but its purely for narrative expression.
In this mode, theres no need to roll dice.
Storytelling Goals
Overview
Description
Its early in the morning. The sun will be up in the next hour.
Already the sky has that purple tinge bleeding along the horizons
edge. Donal kneels before you, grinning, eyes flashing. On
the surface he seems defiant, but as you press him, the faade
trembles and the cracks begin to show. He sees the writing on the
wall. Nothing to be done, nowor is there? He begins to beg
like any creature at the end of its life, he struggles to make sense
of it and bargain his way out. Whatever you want, hell offer it.
As if that matters.
Character Goals
Actions
Below are some of the actions that may impel the scene toward
its conclusion. Note that these are all focused on the Prince. If
Donal feels he has an advantage, hell try to engage in combat in
an effort to hinder the characters. If he feels overwhelmed, hell
run for it. And, when hes finally left with no other option, hell
try to talk his way out.
Combat Attacks
The Chase
Consequences
13
Overview
Character Goals
Description
The rumors are true: the Prince has more than just his drunken
charm and casual intimidation to keep the citys blood-hungry
monsters in line. He was the keeper of a cache of secrets, secrets
that, if unearthed, would kick over the hive. No vampire wants
his dirty, gore-caked laundry hung out for all to see. Thats how
the Prince kept order.
Actions
Storytelling Goals
but now his suspicious side has been triggered into full-blown
paranoia: He and any lackeys he has with him will move against
the charactersif not now, then when he has an advantage.
Failure: The characters fail to impress Kale. He wants nothing
to do with them; he has enough on his plate.
Success: The characters get Kale to open up. Hes ready to make
a deal in order to keep this city under lock and key. Of course, the
deal Kale wants is the one that puts him in charge of the whole
city, as Prince. If the characters can convince him that this is their
aim, too (and hey, who knows, maybe it is), then hell help them
procure the box of secrets and purge their own dark secrets from the
box. He tells them the truth: he procured the secrets, but Amelie
was the one who administrated them. He tried time and again to
discover the location but was never successful.
Exceptional Success: An exceptional success gives Kale
pausehe will now consider making a deal that allows him to
serve not as Prince but as Primogen or Seneschal provided he
helps pick the next Prince from the group of characters. Further,
Kale will give up some of the secrets contained in the boxafter
all, he is the one that obtained them. They only have so much
value, however, because they are at present without any kind of
evidence. That said, the characters could conceivably bluff and
use the secrets against some of their targets to sway them (for
instance, getting a vampire to back off his attacks or to redirect
his vitriol elsewhere).
Finding Amelie
No matter what happens, she wont tell the characters that the
box of secrets:
a) is contained in a heavy gun safe with a keypad combination, and
b) actually has a smaller duplicate out in the open that is both fake
and a trap (explodes with white phosphorus, burning any who are
attempting to get into it)
Its important to note that Amelie responds well to the characters
if she discovers that they are the ones who killed the Princeyes, she
was his lover, but that was a role she was forced into and is frankly
pleased that her old master has gone the way of the dodo.
Roll Results
Dramatic Failure: The characters arouse suspicionsnow other
vampires are wondering whats so important about the Princes exlover and seneschal. Other bloodsuckers begin following her trail.
Failure: Characters meet one dead end after another.
Success: The characters track down Amelieshe has been in
hiding, moving night after night. One night shes hiding in a tenement.
The next shes hunkered down in some artists studio apartment. The
third shes at some CEOs penthousean old ally of the Prince. Shell
hop from place to placehomeless shelter to abandoned asylum to
house in the suburbsrelying on the kindness of humans with whom
shes cultivated relationships over the years. She does not contact any
Kindred during this time; she hides only among her human herd.
Exceptional Success: An exceptional success grants the
characters the ability to also note if theyve been followed; it remains
possible that other vampires remain in their peripheryKale, for
instance, is likely to cling to the shadows to see where they go.
Consequences
Pandora's Box
Overview
Description
Pandoras Box
17
Options include:
Utilize the trap in the morgue.
Have the characters get attacked before they manage to get a hold
of the box of secrets: a mortal gang attacks, a neonate mob tracks
them here, or one of any major vampire characters (Hierophant,
Cardinal, Sheriff) decides its high time to clean up the mess and
secure the box for themselves.
Consider the possibility that the basement area is guarded by
monsters put in place by the Prince. For an easy challenge, use
a pack of Hell Hounds (p. 225, Vampire: The Requiem). For
something a little more difficult, imagine that the Fort Knox
gun safe is trapped in the embrace of a cranky Gargoyle (p. 226,
Vampire: The Requiem).
Amelie may betray them. If she believes that she herself will
be betrayed or she recognizes that the characters have been
intimidating her this whole time, she will lead them to the trap, she
will attempt to run, and she may even attempt to lock the characters
in the basement while she sets other vampires on the trail.
Fire bad. Imagine finding the box of secrets just as a fire breaks
out? First, nobody wants the box of secrets to burn up. Second,
vampires + fire = frenzy. Who set the fire? Amelie, perhaps. A
throng of neonates. Or maybe its one final trap set on the Fort
Knox safecracking into the safe may set it off.
And at the end of it all? When the smoke clears and the bodies are
on the floor? Confirm the moral dilemma at hand: the box of secrets
contains information on all the characters. Do they really want their
dark secrets exposed to one another? Further, only one character can
be Prince. Are they really willing to let one of their own take the helm
while the others step back? Can a deal be arranged where one becomes
Prince and the others Primogen? Could they all agree to back a different
vampire for Prince, or is it possible that their goal is to either destroy
the box or be the ones to put it up on the auction block and share
whatever (likely significant) profits come rolling in?
You pull out the warped metal body drawer, the human-sized
tray rattling and screeching as it rolls a bit before sticking
halfway out. At the far back of the empty drawer you see it:
a little green blinking light. You want to get in there? You want
to get to the box of secrets and unlock the keypad? Then youre
going to have to crawl into that dark drawer on your back or on
your bellyonly one of you can get in there to open the box.
Pandoras Box
Character Goals
Storytelling Goals
One assumes that the characters goal is to get the box of secrets
at any costthe question is, why do they want it? To gain power? To
destroy it? Sell it?
How will they use it?
Must they betray one another to gain advantage from it?
Actions
Combat
Our opinion is that this scene should not occur without some
manner of combat. The box of secrets is a powder keg of possibility,
and a whole herd of vampires would love nothing more to exploit or
destroy it (the characters chief amongst them). Hence, this hospital
basement needs to be a chokepoint of agitation and violence.
The question is, who is doing the attacking? Do the characters
happen upon someone already trying to bust open the safe? Or are
they ambushed themselves?
Through the course of the first two scenes and the intermingled
Encounter Scenarios, the characters will likely have earned some
enemies. (This is doubly true if youre using this adventure as a
continuation of your chronicle. Its very unlikely that these vampire
characters do not have some kind of enemy that you could use
that this point). Obviously, the more personal you can make their
antagonists, the better.
Still, if you dont find that such an option is available to you,
consider using one of the following five options:
Sheriff Kale converges on the hospital basement at the
same time as the characters. Hes brought with him a host of
lackeysjust enough to outnumber the characters by one or
two. Fortunately, these lackeys arent high-caliber vampires (use
the stats of Lidia Kendall on p. 293 of Vampire: The Requiem
for at least one or two of his companions). What begins is a
good old-fashioned standoff: can the characters convince Kale
to back off or share the prize? Or is the only result a bloodsoaked ballet of violence?
Pandoras Box
Die Roll
1-2
3-4
7-8
9-10
Pandoras Box
5-6
Effect
Consequences
Encounter Scenarios
On the streets, its madness. The human herd can smell the ash
and char on the wind and acts up accordingly, clogging the streets
with looters and rioters. At first its just gang members, but after
that? Anybody and everybody joins in the fray.
The characters may come upon a scene of such chaos. They
may find a truck thats been overturned, and the driver has been
dragged out and is being beaten and threatened by rioters. A mob
has grown upmost have makeshift weapons (signposts, kitchen
knives, hunks of brick), but a few have real weapons (machetes,
shotguns, a Tec-9). Something is probably on fire.
The characters have to make it through the insanity. They
find that backtracking just wont do: the mob has enclosed
themunwittingly.
Do the characters decide to help the innocent? Maybe not
after all, vampires arent superheroes. But maybe they smell the
opportunity to save a man and, as a result, own him body and soul.
Or maybe they just dont give a rats ass and decide to push through.
Pushing through seems easy, but isnt. The mob turns on them.
They can smell something is different: its like a herd of wildebeest
realizing that a crocodile walks among them. They can sense the
predatory nature of the characters.
And so the characters become the target. How do they deal
with it? How can they move forward? Acting out with Kindred
powers is a breach of the Masqueradebut the citys in flames, so
who really cares?
Encounter Scenarios
Below are a series of encounters you can drop into the game
at nearly any point. These are story-based scenarios of conflict
meant to illustrate a city sliding into chaos and further meant to
serve as dangerous roadblocks preventing easy access to the box
of secrets. You will find ten possible scenariosthe first five are a
little milder, and fairly well in-theme with what you normally
get out of Vampire: The Requiem. The latter five, however, are
more gonzothey contain scenarios that are, succinctly put, way
more fucked up.
It would not be unusual to use at least five of these (one for
each night of Into the Void). The more gonzo selections, should
you choose to use them, are perhaps better reserved for the latter
twonights.
Hanging Posse
Encounter Scenarios
to test loyalty, and they need to earn supporters for any presumptive
bid for Praxis. Every vampire is going to attempt to secure support
in a different way. A monster like Greta will attempt to show her
power and create worship. Someone like the Cardinal will use
shame, guilt, and the threat of God-chosen violence. One vampire
will use honey, another will use vinegar.
The characters will get dragged into thisif youd like, more
than once. They may first be invited to a meeting, which is really
a social ambush by either one powerful vampire or by a whole
covenants worth of vampires standing together (for now). Or they
might be abducted or even attacked.
The end result is that theyre stuck in a rooma board room,
the back room at a strip-club or the belly of a yacht floating out in
the harborwhere someone is trying to sway or even force their
hand to offer support. The only way out of that room might be to
lieor kill.
The police will send a stronger response next time. Orthe FBI
will get involved. Or, if this happens later in the adventure, the
military will come calling. Do the characters really want that kind
ofattention?
Encounter Scenarios
The city has eyes, you know: Closed circuit TV cameras. Traffic
light cameras. Helicopters filming. All of it is amped up as the chaos
ramps: the vampires come out to drink and laugh and fuck and kill,
and the city sees.
Everything is connected. Savvy usershumanscan tap into
traffic feeds, listen to cop radios and baby monitors and even use
their own equipment to capture the goings-on of the city. With only
the push of a button and a few clicks on the keyboard, a person
could upload feeds and videos and audio clips not just to a friend but
to the entire worldtorrents and UseNet and email and blogs and
Twitter and well, the list goes on and on. That means vampires
have to be extra careful, because one slip-up and a Masquerade
breach ends up on Facebook.
The problem is, the vampires of this city are doing everything
but being careful. Kindred are woefully anachronistic, and while
Encounter Scenarios
The floodgates are open. Its a field day for monsters. Which
means that the crazy, cranky pockets of Belials Brood vampires can
come out of hiding with reasonable certainty that nobodys paying
attention to what they do right now.
What theyre going to do is perform stupid rituals from old
books they found in prominent occult placesgraveyards, critical
geomantic street intersections, old haunted buildings. These are
places that once were watched over by the vampires of the Ordo
Dracul, werewolves, or even monster hunters. But the anarchy
going on all around has left these places unprotected, and the Brood
assholes are moving in.
The Brood vampires were talking about arent a sinister cabal
of demon-savvy monstersfor the most part, theyre one step
24
Aftermath
Aftermath
25
What happens if the characters destroy the box and with it,
all of those secrets? The city will continue on in chaos for a couple
more nights until enough vampires get put out of their misery to
balance the scales toward one side or another. Eventually someone
will find their way to the Princes seat and saner minds will win
outbut it takes a number of fiery, uncertain nights to get to that
point. In the grand scheme of vampiric politics, this is just a drop
in the bucket. But its a major flashpoint just the same: over the
course of 5-10 nights, the landscape of the Danse Macabre changes.
Experience
Aftermath
Playing out Into The Void should take between one and five
chapters, but can go on indefinitely if you continue to interject new
adventures and plot hooks throughout. At the conclusion of each
session, players should be rewarded an experience point for their
participation in the adventure. See p. 216 of the World of Darkness
Rulebook for other in-game reasons that may warrant the reward
of experience points.
When the adventure is complete, you may consider giving more
experience based on the following levels of participation and success:
+1 Political Savvy. While the city is cast into chaoschaos
that manifests through very real violencethe true violence of
the Kindred is always in the socio-political sphere. Characters can
emerge triumphant from this story based not on their ability to throw
a Vigor-juiced punch but on their ability to negotiate the turbulent
churning waters of the Danse Macabre. Doing so is a perfectly fine
reason to gain an experience point.
+1 Survival. The city presents an unholy host of unpleasant
challenges to the characters navigating the void after offing the
Prince, and just making it through with all your fingers and toes
intact is a big deal. If the character survived, that might be worth
a point of experience all on its own.
+1 Favorable Outcome. The presumed goal of the characters
through this story is to come out on top. One assumes thats exactly
what they hoped to do in the opening scene, what with the act of
offing the Prince, but it didnt happen. Furthermore, the city presents
a constant array of pitfalls wherein the character may decide its
less about coming out on top and more about just coming out at
all. As such, characters who make it through this story to the end
and having completed their goals (or achieving some equivalent
favorable outcome) should earn a point of additional experience.
26
SCENE:
mental
physical
HINDRANCES
social
HELP
SCENE:
12
OTHER
mental
physical
14
social
HINDRANCES
HELP
OTHER
None
Prince can fighthe has
poisoned (-3)
flees (-3)
(+1 to +5 depending on
potency)
sequence in order to
escalate tension
STs
Set up a false climax scenestart off with a bang, but it only escalates from here
STs
Each new bit of information the characters find should give them more
reason to be afraid. Use the crowded streets of the city to further this paranoia.
PCs
PCs
Find out what happened to Jonas Craft and what it might mean for the characters.
SCENE:
mental
physical
HINDRANCES
HELP
Pandoras Box
social
OTHER
SCENE:
17
mental
HINDRANCES
None
Darkness (-3)
STs
PCs
Follow threads to their conclusion and organically include awesome threats and
escalation (see scene description for handful of ideas)
Find the box, crack it open, access the box of secrets
and deal with the consequences
STs
PCs
physical
HELP
social
OTHER
Virtue: Prudence
Vice: Sloth
Clan: Ventrue
Covenant :
Clan: Mekhet
Covenant :
Intelligence
ooooo
Strength
ooooo Presence
ooooo
Intelligence
ooooo
Strength
ooooo Presence
ooooo
Wits
ooooo
Dexterity
ooooo Manipulation
ooooo
Wits
ooooo
Dexterity
ooooo Manipulation
ooooo
Resolve
ooooo
Stamina
ooooo Composure
ooooo
Resolve
ooooo
Stamina
ooooo Composure
ooooo
Skills
Academics
Compter
Investigation
Occult
Politics
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry
Animal Ken
Empathy
Expression
Intimidation
Persuasian
Socialize
Streetwise
Subterfuge
Notes
Attacks:
Type
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
o
Damage
Size
Merits
Allies
ooooo oooooooooooo
Barfly
ooooo
Fighting Style: ooooo
Boxing
Security
Resources
Status
ooooo
ooooo
ooooo
ooooo
ooooo
Disciplines
Animalism
Dominate
Majesty
Resilience
Vigor
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
Willpower
oooooooooo
Vitae
Vitae per Turn: 7
Blood Potency
oooooooooo
Flaws
Special
ooooo
Fresh Start
ooooo
Herd
ooooo
Haven Location ooooo
Size
n/a
Skills
Health
Humanity
Size
Dice Pool
Speed 13
12
Defense 4
Initiative Mod 8
Armor
Computer
Crafts
Investigation
Medicine
Occult
Politics
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Suvival
Weaponry
Empathy
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
Merits
Health
Allies
ooooo oooooooooooo
Contacts
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
Disarm
Fast Reflexes
Resources
Status
Haven Location
Size
Security
Disciplines
Auspex
Celerity
Obfuscate
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
Notes
Attacks:
Type
Damage
Size
Special
Dice Pool
11
Willpower
oooooooooo
Vitae
Vitae per Turn: 2
Blood Potency
oooooooooo
Flaws
Humanity 5
Size
Speed 13
Defense 3
Initiative Mod 9
Armor
Virtue: Faith
Vice: Lust
Name:
Concept :
Clan: Daeva
Covenant :
Virtue:
Vice:
Clan:
Covenant :
Intelligence
ooooo
Strength
ooooo Presence
ooooo
Intelligence
ooooo
Strength
ooooo Presence
ooooo
Wits
ooooo
Dexterity
ooooo Manipulation
ooooo
Wits
ooooo
Dexterity
ooooo Manipulation
ooooo
Resolve
ooooo
Stamina
ooooo Composure
ooooo
Resolve
ooooo
Stamina
ooooo Composure
ooooo
Skills
Academics
Compter
Craft
Investigation
Occult
Politics
Athletics
Brawl
Drive
Larceny
Stealth
Weaponry
Empathy
Expression
Intimidation
Persuasion
Socialize
Subterfuge
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
Merits
Danger Sense
Fleet of Foot
Herd
Status
ooooo oooooooooooo
ooooo
ooooo
Willpower
ooooo
ooooo oooooooooo
ooooo
ooooo
ooooo
Vitae
ooooo
ooooo
ooooo
ooooo Vitae per Turn: 1
Blood Potency
Disciplines
Auspex
Celerity
Dominate
Majesty
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
oooooooooo
Flaws
Notes
Attacks:
Type
Damage
Straight Razor
1(L)
Size
na
Skills
Health
Special
Dice Pool
na
Humanity
Size
Speed 15
Defense 3
Initiative Mod 8
Armor
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
Merits
Health
ooooo oooooooooooo
ooooo
ooooo
Willpower
ooooo
ooooo oooooooooo
ooooo
ooooo
ooooo
Vitae
ooooo
ooooo
ooooo Vitae per Turn: ____
ooooo
Disciplines
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
Notes
Attacks:
Type
Damage
Size
Special
Dice Pool
Blood Potency
oooooooooo
Flaws
Humanity
Size
Speed
Defense
Initiative Mod
Armor