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The Tremere of York learned some hard lessons about alienating potential allies, and so have been a little more open in their dealings with other Clans. Vicki follows that tradition, and so far it's worked; despite her clan's reputation, some vampires almost forget she's Tremere. Almost. As a result, the Warlocks learn more than they would otherwise.

Vicki Trasker, Regent of the third circle.

Sire: Margaret Percy
Nature/Demeanor: Director/Perfectionist
Generation: 7th
Embrace: 1980
Apparent Age: 25
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 3, Appearance 3
Mental: Perception 3, Intelligence 4, Wits 3
Talents: Alertness 2, Brawl 1, Empathy 3, Intimidation 1, Leadership 2, Streetwise 3, Subterfuge 1
Skills: Drive 2, Etiquette 1, Firearms 2, Melee 1, Music 1, Security 1
Knowledges: Area Knowledge 2, Bureaucracy 2, Computer 2, Finance 2, Investigation 2, Linguistics 3, Occult 3,
Politics 1, Science 1, Tremere Lore 2, Wyrm Lore 1
Disciplines: Auspex 2, Dominate 1, Thaumaturgy 3 (Lure of the Flames 3, Weather Control 3), Fortitude 2
Rituals: Defense of the Sacred Haven, Wake with Evening's Freshness, Communication with Kindred Sire, BloodWalk, Ward vs. Ghouls, The Open Passage
Clan Status 3, Contacts 2, Herd 2, Mentor 4, Retainers 2, Resources 4, Status 4
Virtues: Conscience 3, Self-Control 4, Courage 4
Merits/Flaws: Occult Library, Prestigious Sire
Humanity: 7
Willpower: 8
Blood Pool/Max per Turn: 15/4
Image: 5'6", 130 lbs., black braided hair, brown eyes, black skin, English accent and a voice like treacle.
Roleplaying Hints: You are amazingly upbeat and unpretentious for a Tremere. You know that in these times, playing the wet fish won't get you far.
Background: A student of the occult in the 70's, Vicki searched for the truth in every hint of fantasy. She lookedfor lay lines, fae, druidism, demons, angels, you name it, with just enough success to keep her interest. Together with a like-minded group of friends, she quested for the magic across the length and breadth of the British Isles.

Deep in the hidden catacombs beneath York, her cabal stumbled on something not meant for mortal eyes. While her friends either died or went insane, Vicki managed to elude the tentacled horror with her sanity intact. Her level-headedness and occult knowledge impressed one who also spent much time beneath the city -- the Tremere Prince of York. Vicki adapted quickly, and learned well. Less than two decades later, she was chosen to assist James in the invasion. For this, he granted the Tremere a chantry. It was completely unheard of for a mere neonate to become clan head in such a large city. Her skill and knowledge, while promising, were not nearly enough to warrant the elevation. The opportunity came from none other than Meerlinda, member of the Inner Council and Vicki's great grandsire. Vicki herself doesn't know why she was chosen, but she knows the move made her a great many enemies. That's why she's more determined than ever to see the city -- and her Chantry -- prosper.

She knows that James is a key to retaining her own position; therefore, she is more open and cooperative than would be deemed proper by her others of her clan. Recently, the Prince mentioned that a Tremere would be a valuable asset to the Order of the Crimson Lion, hinting that he might allow her to create the Childe herself. While tempted, Vicki has not yet mentioned the offer to her superiors. She knows they would not allow a Tremere to be in thrall to lessers, or bound to the Prince; she fears they would certainly attempt to subvert the Prince to further the clan's goals.

Haven: Large French Eclectic mansion (the chantry)
Influence: Vicki has connections with the occult community of Baltimore, but little useful control as yet. She is also sending very tentative tendrils into the religious community, hoping to keep the pulpit's attention focused on something other than the evils of witchcraft, black magic, and so on.
City Secrets: B +


Miranda Lassiter, Apprentice of the Third Circle.

Sire: Joshua Bradstreet
Clan: Tremere
Nature/Demeanor: Architect/Child
Generation: 12th
Embrace: 1984
Apparent Age: 14
Physical: Strength 1, Dexterity 3, Stamina 2
Social: Charisma 3, Manipulation 3, Appearance 3
Mental: Perception 4, Intelligence 3, Wits 3
Talents: Alertness 2, Athletics 1, Brawl 1, Dodge 2, Empathy 3, Subterfuge 1
Skills: Animal Ken 2, Etiquette 2, Music 2, Security 1, Stealth 2, Survival 1
Knowledges: Computer 3, Horror Media 4, Investigation 3, Linguistics 2, Lupine Lore 1, Occult 3, Science 1, Spirit Lore 1, Wyrm Lore 1
Disciplines: Animalism 1, Auspex 3, Dominate 1, Obtenebration 1, Thaumaturgy (Path of Blood 2, Path of the Spirit 2, Weather Control 1)
Rituals: Communicate with Kindred Sire, Wake with Morning's Freshness, Donning the Mask of Shadows,
Backgrounds: Clan Status 1, Fame 1, Mentor 3, Resources 1, Retainers 2, Status 1
Virtues: Conscience 4, Self-Control 3, Courage 2
Merits/Flaws: Inoffensive to Animals, Medium, Occult Library, Calm Heart, Shy
Humanity: 9
Willpower: 7
Blood Pool/Max per Turn: 11/1
Image: 5'3", waif build, shoulder-length straight black hair.
Stuff: Ghoul Cat (Edgar), lots of horror books and videos.
Roleplaying Hints: You are quiet, watchful, but rarely speak. If someone expresses an interest in Poe or anything in the Horror genre, however, you will go on at length.
Background: Miranda was a spooky child; she devoured Horror. She would hang out in graveyards and old houses, looking for ghosts. Occasionally, she would find them. Her Sire watched her for two years before approaching her.
After several meetings, she offered, and Miranda accepted. When she heard that a chantry had been opened in Baltimore, Poe's home, she used every favor and every bit of subterfuge and manipulation she knew to get transferred there.
Haven: the chantry
Influence: Miranda is active among several literary guilds, and is well-known among Poe aficionados. She also has connections in the (mortal) occult community of Baltimore.
City Secrets: C+

Sid Belmont, Apprentice of the Sixth Circle

Sire: John Bancroft
Nature/Demeanor: Rebel/Cavalier
Generation: 10
Embrace: 1890
Apparent Age: 25
Physical: Strength 2, Dexterity 2, Stamina 3
Social: Charisma 2, Manipulation 4, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 4
Talents: Acting 1, Alertness 2, Empathy 2, Masquerade 1, Style 1
Skills: Drive 2, Etiquette 3, Firearms 2, Music 2, Stealth 2, Survival 3
Knowledges: Area Knowledge Baltimore: 1, Computer 2, Finance 3, Kindred
Lore 3, Investigation 2, Linguistics 4,
Mage Lore 2, Occult 3, Politics 2, Science 1, Tremere Lore 2
Disciplines: Auspex 3, Celerity 2, Dominate 3, Fortitude 2, Thaumaturgy (Path of Blood 4, Lure of Flames 3, Elemental Mastery 2, Weather Control 3)
Rituals: (1) Defense of the Sacred Haven, Wake with Evening's Freshness, Communication with Kindred Sire, (2) Blood Walk, Ward vs. Ghouls, The Open Passage
Contacts 2, Herd 2, Resources 5, Retainers 1, Status 2
Virtues: Conscience 3, Self-Control 2, Courage 3
Merits/Flaws: Luck, Occult Library
Humanity: 5
Willpower: 7
Blood Pool/Max per Turn: 13/1
Image: 5'11", slender, short black hair. Gray eyes, angular face. Wears mostly black.
Roleplaying Hints: Be just (barely) as reserved as ettiquite demands, but when not facing superiors, you are daring and a bit rakish.
Background: Sid was a wizard-in-training, an Apprentice of the Second Degree in the Order of Hermes. Not content to be bottle-fed the knowledge he craved, Sidney explored on his own, and discovered a lost house of Hermes, the infamous Tremere. The discovery would cost him - over the course of a year, his sire maneuvered him into a position where he had to chose between his chantry's destruction and his own damnation. The choice wounded a soul on the verge of Awakening, but he soon grew accustomed to his new existence.

Sid was a great value to his chantry, ferreting out lore about the willworkers of the modern world. Sid was never as much of a team player as his Regent would have liked, but breaking rules brought success and favors to his clan. Many felt that he was destined to lead a chantry before the turn of the millenium.

But Sid screwed up. A quest for some texts went awry, and two Tremere were burned to ash. Worse still, the chantry was compromised and had to be moved. For many Tremere, a mistake of this magnitude would earn a "visit to Vienna." As it was, Sid was brought before Meerlinda herself. His knowledge of the Mages was valuable, and she allowed him to live -- albeit as a blood-bound Thrall. Because of reports of potential magical trouble in Baltimore, Meerlinda decided to send the errant Apprentice there.

He now acts as a dutiful member of the Chantry. Of course, his loyalty lies with Meerlinda, and he sends secret reports to her. No one else knows for sure, but Vicki suspects her new chantrymate has tasted the Councilor's vitae.

Haven: Beaux Arts style townhouse.
: None as yet.
City Secrets: C