Up Brujah Gangrel Giovanni Lasombra Malkavian Nosferatu Toreador Tremere Tzimisce Ventrue Clanless


As is often the case, the Clan Ventrue is ascendant in the city; given their role in taking Baltimore, few would begrudge them.

James Musgrave, Prince of Baltimore

Sire: William of Lancaster
Clan: Ventrue
Nature/Demeanor: Cavalier/Traditionalist
Generation: 7th
Embrace: 1703
Apparent Age: 36
Physical: Strength 3, Dexterity 3, Stamina 3
Social: Charisma 4, Manipulation 4, Appearance 2
Mental: Perception 4, Intelligence 4, Wits 3
Talents: Acting 1, Alertness 3, Athletics 2, Brawl 3, Carousing 1, Diplomacy 3, Dodge 2, Empathy 3, Interrogation 1, Intimidation 3, Leadership 3, Masquerade 2, Seduction 1, Sense Deception 1, Streetwise 1, Style 1, Subterfuge 3
Skills: Animal Ken 1, Dancing 1, Drive 1, Etiquette 3, Falconry 1, Firearms 2, First Aid 1, Gambling 2, Gameplaying 3, Hunting 1, Melee 3, Music 2, Riding 2, Speed Reading 1, Stealth 2, Survival 1
Knowledges: Bureaucracy 3, Camarilla Lore 2, Clan Knowledge 1, Computer 1, Economics 2, Finance 3, History 1, Investigation 1, Kindred Lore 2, Law 1, Linguistics 3, Lupine Lore 1, Medicine 1, Military Science 1, Occult 1, Politics 3, Sabbat Lore 2, Science 2, Technology 1
Disciplines: Auspex 2, Celerity 3, Dominate 3, Fortitude 3, Potence 1, Presence 5, Protean 3, Thaumaturgy 2 (Ritual: Wake with Evening's Freshness)
Backgrounds: Allies 2, Clan Prestige 6, Contacts 4, Elder Status 1, Generation 6, Influence 3, <Mentor 4>, Retainers 2, Resources (Shipping influence)6, Status 5
Merits: Calm Heart, Code of Honor, Eat Food, Prestigious Sire, Unbondable
Flaws: Enemy
Virtues: Conscience 4, Self-Control 5, Courage 5
Humanity: 6
Willpower: 10
Blood Pool/Max per Turn: 20/5
Image: 6', black hair to the shoulders, strong, angular features, blue eyes, medium build. Proud noble bearing but no arrogant swagger.
Roleplaying Hints: You keep a calm, inscrutable demeanor; therefore, a raised eyebrow can be as forceful as a rage in others. You seldom use your power because you seldom have to.
Background: Lord James Musgrave, Baron Rivenhall, was born in 1671. A true aristocrat, he excelled in the pursuits of nobility, save perhaps for intrigue. As a member of the House of Lords, he was regarded as a troublemaker, although in reality he was merely standing against repression of the lower classes. Though by no means a democrat, he believed in his duty to protect and defend his lessers. It was during this time that he met a man he knew only as William. This enigmatic man had fascinating insights on the political situation, though James had never seen him in Parliament.

James was a good man, but not as cunning or ruthless as many. In his efforts to further his aims, he fell into a political trap. His political clout and then his fortune drained away as he fell into disfavor. Standing in the darkness outside Parliament, he was approached by William of Lancaster, who made an incredible offer: "I have watched your struggle, and a good one has it been. I can give you the strength to carry on your fight. . ." James was Embraced that night, November 3, 1703. Over the next decade, he won back his fortune and his lands, breaking those who had plotted against him. Over the next century, he became Prince William’s right hand man, with all the status that implies. Yet he was evenhanded, and never abused his Prince’s trust.

His fortunes went south in 1812, when his ship to the former American colonies sank in a pirate attack. He and several young companions were lost to the world until 1996, when a Smithsonian expedition excavated the heavy lead coffins. The Kindred contacts in the Institution revived James and the neonates. After acclimating himself to the new age and situation, he began plotting for power. Within a year, he had reestablished contacts across the ocean, and discovered his adopted childe in a most interesting position: deep cover in the local Sabbat. He also made a contact with Dominique, an unenthusiastic Sabbat leader. Using inside intelligence, tactical support and manpower from others eager to claim new territory, and a good deal of luck, he stormed the enemy’s headquarters and crushed all resistance, losing only a few of his own forces. During the attack, he struck down a powerful Malkavian but not before she cursed him with an obsession for the one who betrayed the Sabbat, Dominique. The curse was only mildly effective, but it proves an annoyance to James.

Haven: The prince's main haven is a large, very secure Georgian-style mansion.
Influence: James is very powerful in the regional shipping sector, and is expanding his influence worldwide.
City Secrets: A

Karel Hugo, Ventrue Primogen

Sire: Pieter Zutphen
Clan: Ventrue
Nature/Demeanor: Director/Competitor
Generation: 9th
Embrace: 1899
Apparent Age: 38
Physical: Strength 2, Dexterity 2, Stamina 3
Social: Charisma 3, Manipulation 4, Appearance 3
Mental: Perception 3, Intelligence 3, Wits 3
Talents: Alertness 2, Brawl 2, Empathy 2, Intimidation 2, Leadership 2, Masquerade 1, Style 1, Subterfuge 3
Skills: Drive 2, Etiquette 3, Firearms 2, Game Playing 2, Melee 2, Repair 2, Security 3, Stealth 1,
Knowledges: Chemistry 4, Computer 3, Economics 2, Finance 4, Investigation 4, Law 3, Linguistics 5, Medicine 3, KS: Pharmaceuticals 5, Sabbat Lore 1, Toxicology 2
Disciplines: Auspex 2, Celerity 1, Dominate 4, Fortitude 4, Presence 3
Backgrounds: Allies 1, Clan Prestige 4, Contacts 3, Herd 3, Influence 3, Resources (Pharmaceutical influence) 6, Retainers 3, Status 3
Merits/Flaws: Corporate Ties
Virtues: Conscience 2, Self-Control 4, Courage 5
Humanity: 6
Willpower: 8
Blood Pool/Max per Turn: 14/2
Image: 5'9", medium build, short black hair with a touch of gray, gray eyes.
Roleplaying Hints: Matters pertaining to the Ventrue and your status as clan head get your full attention; otherwise, you tend to ignore things which don't relate to your business interests.
Background: Karel proved himself adept at adapting to the changing and expanding field of drug research and development; still, he was always under his sire. Baltimore was a opportunity to expand into the North America market, staking his claim in a city rich in research and production potential. His ties with Europe, and certain arrangements with his prince, allow him to ship in experimental and unregistered drugs to US markets.
Influence: Pharmaceutical industry.
Haven: Large townhouse.

City Secrets: B+

Mortimer Cathcart

Sire: James Musgrave
Clan: Ventrue
Nature/Demeanor: Bravo/Judge
Generation: 8th
Embrace: 1997
Apparent Age: 30
Physical: Strength 2, Dexterity 2, Stamina 3
Social: Charisma 4, Manipulation 3, Appearance 3
Mental: Perception 3, Intelligence 3, Wits 4
Talents: Acting 1, Alertness 2, Athletics 1, Brawl 2, Empathy 2, Expression 4, Intimidation 3, Leadership 3, Masquerade 2, Public Speaking 2, Sense Deception 3, Streetwise 3, Subterfuge 2,
Skills: Drive 2, Etiquette 3, Firearms 3, Melee 2, Police Procedure 4, Repair 1, Security 3, Stealth 2
Knowledges: Computer 2, Criminology 3, Finance 2, Investigation 4, Kindred Lore 1, Law 4, Linguistics 2, Politics 3, Sabbat Lore 1, Science 2
Disciplines: Auspex 2, Dominate 3, Fortitude 1, Presence 2
Backgrounds: Allies 3, Clan Prestige 3, Contacts 4, Herd 2, Influence 4, Mentor 4, Resources 3, Retainers 4
Merits/Flaws: Prestigious Sire, Judicial Ties, Police Ties
Virtues: Conscience 3, Self-Control 4, Courage 4
Humanity: 7
Willpower: 7
Blood Pool/Max per Turn: 15/3
Image: 5'10", short dark brown hair, green eyes, medium build, small scar on right cheek (broken glass), attitude glasses.
Roleplaying Hints: Always the District Attorney – defending the weak is your life. In other’s actions always look for ulterior motives and opportunities to make connections.
Background: A member of a politically powerful family, Mortimer saw law as a tool, and city government as a stepping stone to Washington. After putting some time in, he discovered that he actually cared about his work. When he became district attorney in 1992, he was determined to turn the judicial system around, to keep criminals off the streets. Years of backbreaking effort showed only nominal success. During an all-nighter, a man came to his office, offering him the strength to make a difference. In spite of himself, he was intrigued. After hearing more, he agreed, and soon came down with an "untreatable vitamin D allergy" which forced him to change his diet and stay out of the sunlight. If some among the citizenry doubted the lie, they didn't make a fuss – the DA's conviction rate has increased dramatically.
Haven: Mortimer has a house in a secluded end of a pricey subdivision. A ghouled security guard is on the premises at all times, as are two ghouled guard German Shepherds.
Influence: Mortimer has a great deal of pull in the justice and police departments, and is strengthening connections in the Mayor's office.
City Secrets: A-

Kathleen O'Donnell

Sire: James Musgrave
Clan: Ventrue
Nature/Demeanor: Cavalier/Caregiver
Generation: 8th
Embrace: 1997
Apparent Age: 38
Physical: Strength 2, Dexterity 3, Stamina 2
Social: Charisma 4, Manipulation 2, Appearance 3
Mental: Perception 3, Intelligence 4, Wits 4
Talents: Acting 1, Alertness 2, Athletics 2, Brawl 1, Empathy 2, Leadership 1, Masquerade 3, Subterfuge 2

Skills: Drive 2, Etiquette 2, Firearms 2, Melee 1, Research 3
Knowledges: Bureaucracy 2, Computer 2, Finance 1, Forensics 3, Linguistics 2, Medicine 4, Politics 1, Sabbat Lore 1, Science 2
Disciplines: Auspex 2, Dominate 1, Presence 2
Backgrounds: Clan Prestige 2, Contacts 2, Mentor 5, Resources 3, Status 1
Merits/Flaws: Prestigious Sire, Ward
Virtues: Conscience 4, Self-Control 5, Courage 4
Humanity: 8
Willpower: 7
Blood Pool/Max per Turn: 15/3
Image: 5’8", 135 lbs. Shoulder-length dark brown hair, greenish blue eyes and big glasses. Simple clothes, neat and tidy appearance. <Based on the actress Mary O’Connell>
Roleplaying Hints: A compassionate person, you possess good judgement and levelheadedness except when truly frightened (such as when your child is kidnapped). Then you lose rationality.
Background: Kathleen is a very intelligent, compassionate, and dedicated individual. She excelled as a doctor at Johns Hopkins. It was this sterling record that brought her to the attention of the new prince of Baltimore. James, ever the gentleman, offered her the Embrace rather than forcing it upon her, but she rejected him. For her, the price was too high, in terms of her career and her relationship with Judith, her daughter. James might have accepted her choice, but a Sabbat pack chose that moment to attack. Kathleen was caught in the crossfire, and died in James’ arms. With a whispered apology, he brought her to unlife.

While still uneasy about her new state, things aren’t as bad as she feared. A transfer from Emergency to the Coroner’s office raised few eyebrows, and Judith seemed to accept her mother’s story that Mr. Musgrave is a British spy, and that she was given a drug that makes her sleep during the daytime. <for those who recognize the name, it’s the same character, different universe>

Influence: Kathleen has substantial influence over Johns Hopkins, and is slowly gaining ground in other medical facilities. She has set up a semi-secret private lab facility for disease research without so much red tape. Furthermore, she works with the Tremere to maintain a blood bank for the Kindred. Her value to the Kindred community was demonstrated when she took care of an injured and near-starved neonate brought in from a car accident.
Haven: Townhouse

City Secrets: A-

Denys Leconte, Commander of the Order

Sire: Henri de la Mans
Clan: Ventrue
Nature/Demeanor: Cavalier/Director
Generation: 10
Embrace: 1943 (Ghouled 1809)
Apparent Age: 30
Physical: Strength 4, Dexterity 3, Stamina 5
Social: Charisma 5, Manipulation 2, Appearance 4
Mental: Perception 3, Intelligence 2, Wits 4
Talents: Acting 2, Alertness 3, Athletics 2, Brawl 3, Empathy 1, Intimidation 2, Leadership 3, Masquerade 2, Scrounging 3
Skills: Demolitions 2, Drive 1, Etiquette 2, Firearms 4, Gambling 2, Gunsmithing 1,Melee 2, Repair 1, Security 2, Stealth 3, Traps 1
Knowledges: Bureaucracy 1, Cryptography 2, Finance 1, Linguistics 3, Medicine 1, Military Science (Small Group Tactics) 4, Politics 2
Disciplines: Auspex 2, Celerity 2, Dominate 3, Fortitude 2, Potence 2, Presence 3
Backgrounds: Contacts 2, Resources 4, Retainers 2
Merits/Flaws: Only drink from commoners, Higher Purpose
Virtues: Conscience 3, Self-Control 5, Courage 5
Humanity: 6
Willpower: 7
Blood Pool/Max per Turn: 13/1
Image: 6'2". muscular but not overly broad, angular features, smouldering blue eyes, 2" scar on right cheek, other scars (blade and bullet) all over body.
Roleplaying Hints: You are a monarchist. The need for a cause to believe in has made you throw yourself into the Order. Your pride of place may be off-putting to some, but your convictions are solid.
Background: Leconte was born between 1787 and 1789, somewhere in southern France. In 1800 he joined the military, eventually becoming a member of the Old Guard. He claims to be ghouled by Henri de la Mans (childe of Thomas de Warenne, a knight of Ranulf de Calais) in 1808, along with several others of the Guard. He marched on the ill-fated Russian campaign; the other ghouls were killed during the retreat from Moscow. He was gravely wounded at Waterloo, but recovered and spent the next two decades in the Bordeaux region. There is no record of his activities in the intervening time until 1911, when he became an officer. In 1916 he became an aide of General Lamarque (it can be assumed his domitor was attempting to build influence in the military). During a tour of the Front, he and his guide were trapped during a German attack, single-handedly rallying a section of trench to halt the enemy assault. A month later he was grievously wounded in a munitions accident, and was sent to the rear to convalesce. He returned to duty a month before the Armistice.

He did not join the army during the next war, for unknown reasons. Instead, he joined the Maquis, becoming a cell leader in 1940. He claimed that German Ventrue tracked down his sire, who Embraced him just before fleeing, and Leconte assumes his sire was destroyed (Tremere records indicate this was the case). He worked his way to Bordeaux, where he joined the coalition there under Prince Delacroix. It is likely Leconte continued to assist the Maquis throughout the war.

Leconte spent much of his time in the Bordeaux region for the next decade, building a financial base. In the late 1950’s he strengthened his connections with Paris and infiltrated the military and, in the late 1960’s, gained some control over the French secret service. He became a security advisor to the prince of Paris. An apparent disagreement with the prince (regarding Sabbat activity) ultimately led him to return to Bordeaux in 1994.

Leconte took great interest in the capture of Baltimore and the founding of the quasi-military Order of the Crimson Lion. He compare sit to the knighthoods of old, including the legendary Round Table.

An avowed monarchist, Laconte stands very strongly with his prince, even if he doesn’t agree with his policies. He is ambitious but loyal, and long-running battles against the Sabbat and anarchs seem to back his claims of staunch Camarilla support. A romantic streak could be responsible for his attraction to serving "higher ideals"; this notion runs strongly through his bloodline. A commander of the Order of the Crimson Lion, he coordinates most of the organization's operations; he oversees supply and training when the prince is off on other duties.

His tastes run towards "common blood," of middle or lower-class individuals who hold neither office nor title.

Todd Matthews

Sire: Allan Hall
Clan: Ventrue
Nature/Demeanor: Critic/Plotter
Generation: 10th
Embrace: 1985
Apparent Age: 40
Physical: Strength 3, Dexterity 3, Stamina 3
Social: Charisma 3, Manipulation 2, Appearance 2
Mental: Perception 4, Intelligence 3, Wits 5
Talents: Alertness 4, Athletics 2, Brawl 3, Empathy 1, Leadership 2, Masquerade 2, Scan 5, Search 4, Streetwise 3, Subterfuge 2
Skills: Camouflage 3, Demolitions 5, Disguise 4, Drive 2, Etiquette 2, Firearms 4, Gunsmithing 2, Lockpicking 4, Melee 3, Repair 3, Security 5, Stealth 3, Survival 2, Traps 3

Knowledges: Computer 2, Criminology 2, Finance 2, Forensics 2, Investigation 4, Law 3, Linguistics 2, Politics 1, Science 3,
Disciplines: Auspex 3, Celerity 2, Dominate 3, Fortitude 3, Obfuscate 2, Presence 2
Backgrounds: Clan Prestige 3, Contacts 2, Herd 2, Influence 1, Resources 4, Retainers 2, Status 2
Conscience 3, Self-Control 4, Courage 5
Humanity: 6
Willpower: 7
Blood Pool/Max per Turn: 13/1
Image: 5'11", short blonde hair, light build, dark eyes.
Roleplaying Hints: Very professional while on duty, but listen to sports when you can get away with it.
Background: Todd Matthews was a security consultant, one of the best in the east. Diplomats, movie stars CEOs and tycoons used his services. One of his clients was so impressed he bought the company. . .
Influence: Todd threw in with James, and never regretted the decision. He oversees the security of the Prince's estates as well as the havens of several prominent Kindred in the city. His company also guards government and business offices around the city, not to mention the mansions of the elite. He's also maneuvering to gain control of several football and baseball teams in the eastern US (through several layers of partnerships and corporations, of course).
Haven: A fortress-like Prairie style house.
City Secrets: B+

Benjamin Mace

Sire: Gerald Lester
Clan: Ventrue
Nature/Demeanor: Traditionalist/Autocrat
Generation: 11th
Embrace: 1957
Apparent Age: 40
Physical: Strength 2, Dexterity 2, Stamina 3
Social: Charisma 3, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 4
Talents: Acting 2, Alertness 2, Brawl 2, Intimidation 3, Leadership 1, Masquerade 3, Scan 3, Streetwise 3, Style 1, Subterfuge 4
Skills: Drive 3, Etiquette 2, Firearms 3, Melee 1, Police Procedure 3, Repair 2, Security 3
Knowledges: AK: Baltimore 2, Computer 3, Finance 2, Forensics 3, Investigation 2, Politics 3, Science 3
Disciplines: Auspex 2, Celerity 2, Dominate 3, Fortitude 4
Backgrounds: Clan Prestige 3, Contacts 4, Herd 2, Resources 4, Retainers 3, Status 2
Merits/Flaws: Underworld Ties
Virtues: Conscience 2, Self-Control 5, Courage 5
Humanity: 5
Willpower: 6
Blood Pool/Max per Turn: 12/1
Image: 5'5", short, receding black hair, dark eyes. Wears nice, expensive suits, and speaks with a Brooklyn accent. Roleplaying Hints: Courteous when treated likewise, you can be ruthless when not given proper respect. You aren't the least bit politically correct, and creative swearing and racial epithets abound when not in polite company.
Background: Ben Mace, known by everyone simply as "Mr. Mace," is a "cleaner." When a Brujah frenzies all over some mortals, or when the Sabbat make a hit, Mace comes in to hide the evidence, or at least evidence of supernatural involvement. He has three ghouls: a fixer, a cleaner (for day jobs) and a bodyguard.

Mr. Mace is content to handle the organized crime of Baltimore in peace. In return for the prince's "understanding," he keeps the mob quiet, and does occasional "cleaning" jobs. <Note: Mace was inspired by Mr. Wolf from Pulp Fiction>

Influence: Mace has substantial influence in the Baltimore underworld; he essentially controls the local Mafia operations (although he has to compete with the Giovanni).
Haven: Italianate style mansion.
City Secrets: B-


Sire: Titus
Clan: Ventrue
Nature/Demeanor: Visionary/Deviant
Generation: 6
Embrace: 1400's
Apparent Age: 27
Physical: Strength 3, Dexterity 3, Stamina 3
Social: Charisma 5, Manipulation 4, Appearance 4
Mental: Perception 4, Intelligence 5, Wits 4
Talents: Acting 3, Alertness 3, Brawl 2, Empathy 4, Expression 5, Intimidation 3, Leadership 2, Masquerade 4, Public Speaking 5, Streetwise 3, Subterfuge 3
Skills: Debate 5, Drive 2, Debate 5, Etiquette 4, Firearms 2, Melee 2, Music 3, Security 2, Stealth 2, Survival 2
Knowledges: Academics 5, Camarilla Lore 2, Computer 2, Economics 4, Finance 5, Kindred Lore 3, Investigation 2, Linguistics 5, Literature 4, Medicine 2, Occult 2, Politics 3, Philosophy 4, Psychology 3, Sabbat Lore 4, Science 2, Ventrue Lore 2
Disciplines: Auspex 6, Celerity 3, Dominate 2, Fortitude 3, Obfuscate 2, Obtenebration 3, Potence 2, Presence 6
Backgrounds: Allies 2, Clan Influence 3, Herd 2, Influence 3, Resources 6, Retainer 1(Unbondable), Elder Status 1, Status 3
Merits/Flaws: Iron Will, Notorious
Virtues: Conscience 5, Self-Control 5, Courage 5
Path of Honorable Accord: 9
Willpower: 9
Blood Pool/Max per Turn: 30/6
Image: 5’7", curly blonde hair to shoulder length, dark blue eyes, medium build.
Roleplaying Hints: You believe in the right for everyone to make their own choice. What sets you apart from your fellows is that you also believe that everyone accept the consequences for their choices. You will talk philosophy 'til the sun comes up, given the chance.
Background: For Dominique’s pre-Baltimore history, see Children of the Inquisition. She grew disenchanted with the excesses of the Sabbat, which she saw as no less constraining than the Camarilla (to borrow a phrase: "in the Camarilla, Kindred exploits Kindred. In the Sabbat, the reverse is true."). In the end, she had no real loyalty to her sect. When James Musgrave came to her, she offered information on the condition that when he was prince he wouldn't attempt to rule her as a subject. Because he saw in her a strong personal code of ethics which would not allow abuse of this freedom, he agreed (this is a closely-guarded secret). Now she spends her time in elysiums and university halls. She also is carefully cultivating an independent young mind which she hopes one time to take as a Childe (this is what kept her in Baltimore after she got disgusted with the Sabbat). While she formally renounced the Sabbat, she has not officially joined the Camarilla, either. Only James is fully aware of this. She doesn't follow the Traditions per se, but instead follows her own personal code of ethics, which can ultimately be boiled down to two points: Freedom (to do as you will) and Responsibility (to take the consequences of your actions). Thus far, her actions have not come into serious conflict with the Traditions. She has already made it clear to the prince that she feels no need to ask permission to create progeny, for example, but it is assumed that she will hold herself accountable for any problems the childe brings.
Haven: A Tudor house on parkland just outside town
Influence: For a Ventrue of her age, Dominique wields surprisingly little direct political or economic influence in the mortal world. Education and organizations for free speech and free thinking benefit considerably from her contributions, however.
City Secrets: A