Loresheet WIP
These are Loresheets that need recontextualized
Jeanette/Therese Voerman (p.394)
Since its revival, Chicago’s Succubus Club has had only one rival for nightclub of the dead: The Asylum in Los Angeles. The Voerman sisters run the joint, or joints, as the Asylum franchise now appears in regnae across America, Asia, and Europe.
Famous for both their enterprising natures and combative personalities, the Voermans loathe each other despite their success. In L.A., to “do a Voerman” is to make a member of your own coterie a sworn enemy. Therese and Jeanette now run separate Asylums, one in Santa Monica, another in Hollywood. They never appear in the same club.
Only the Malkavians closest to the Voermans know that Therese and Jeanette are one vampire: two distinct personalities sharing the same body. Some say she bore this condition as a mortal, while others claim there were two sisters, but one killed the other. Other rumors whisper about another sister, who acts as an imprisoned thrall to the Malkavian. Highly volatile, the Voermans prove that Malkavians can be as inspired and prosperous as any Toreador or Ventrue, but many Anarchs anticipate the moment that Therese and Jeanette go to war with each other.
• Asylum Membership: You never need to wait in a queue for entry to the Asylum, you always have one of the best seats in the house, and as long as you don’t fuck up, you may hunt there once or twice per session (Difficulty 2) without any ruffled feathers. •• Performing Monkey: Jeanette and Therese know you as a reliable asset, and they frequently subject you to missions ranging from serious investigations to flights of insane fancy. Although dangerous, they are generous, and they repay any boons incurred. ••• Jeanette's Favorite: Jeanette Voerman, the wild child of the Voerman family, adores you, pets you, and flirts with you. Though she arguably is the less stable of the sisters, she’s also the more generous one. You may stay in the day chamber of any Asylum club if you require (if Jeanette is there, she insists you do), use the club to host your own parties, and ask for favors small and large from the Anarch Baron. Jeanette counts as a four-dot Mawla, but only for the purposes of Malkavian and Anarch dealings. •••• Therese's Favorite: Ther- ese Voerman, the upright, strict member of the Voerman family, respects and values you. Her business-oriented mind does not allow her to expend the Asylum’s resources on your luxury, but she speaks up for you in any regnum where an Asylum is present, and can school you in business and finance if you require it. She counts as a three-dot Mawla. ••••• Asylum Operator: Operator: Jeanette or Therese permit you to franchise an Asylum club in your domain. As long as the club remains open, you have four dots to spend on Haven, Herd, Re- sources, or the Chasse of your Domain; depending on your club’s focus, which may be changed over time. Whether the club is an Elysium is up to you.
Rudi (p.396)
A new player on the Kindred scene, Rudi commands an impressive following as an Anarch representative for the oppressed and repressed minorities in vampire society. Though his concerns extend to kine as well, his recent entry into Kindred existence has shown him that the fights mortals must undertake for equality are just as pressing for immortals.
Rudi’s nightly life hasn’t changed much since the Embrace. He still makes his haven in Copenhagen, still hangs with the same friends, and still attends the same clubs. He has only expanded his concerns; in addition to advocating for fellow mortal minorities, he now champions
Gangrel kept out of havens and feeding grounds by sprawl, stands up for female Kindred in cities run by traditionally misogynistic elders, and encourages the adoption of progressive norms over tradition wherever possible. Some might think Rudi’s combination of practicing Islam and unabashed queerness contradictory, but few challenge the “Bear Gangrel” with this notion.
Fast becoming the animale du jour, Rudi wins fellow discontented Kindred over with his targeted approach against elitists and Camarilla hardliners. Some European Princes fear he will lead a crusade in years to come, in an attempt to level the establishment.
• Newfound Rights: Flush with the success of the Gangrel clan’s independence from the Camarilla, like Rudi, you find this freedom energizing. Once per story, when striking out against or decrying the establishment, you can re-roll any one Skill test dice pool. •• Them and Theirs: When supporting the disenfranchised or persecuted, you are the resolute champion. Perhaps you believe vampires can only persist successfully when supporting each other, or you believe a pack is only as strong as its weakest member, but at great self-sacrifice, you defend others. When a Touchstone of any member of your coterie comes under threat, your ears prick up and your hair stands on end. ••• Gangrel Advocate: As Rudi does in Northern Europe, many believe that you stand for Gangrel rights in your local domains, for good or ill. Gangrel react well to you; add one die to Social tests involving them. Although this reputation means that you speak for many, it also means that some hold you responsible for the actions of many. You can organize convocations and discreet truce meetings between Gangrel and Camarilla representatives with a successful Charisma + Politics test (Difficulty set by the Storyteller). •••• The Bear Pack: You are, or were, a member of the Bear Pack: hardcore Rudista Kindred who double as howling orators and fierce combatants. (Consider your fellow Bear Pack a three-dot Mawla group that actually likes getting in fights.) Once per story, these modern revolutionaries, including yourself, gain one automatic success whenever attempting to rouse Anarchs and disenfranchised mortals against the establishment. Members of the Bear Pack are feared throughout Camarilla domains, which might be both bane and boon, depending on who you talk to, and if they recognize you. ••••• Rudi's Army: Rudi’s Army comprises outsiders of all clans, all mortal colors, and creeds. You hold sway over an arm of this “paramilitary” force. You can call them to act against mortal or immortal governments in many ways, from staging peaceful protests outside a governor’s home to organizing rallies against the leaders of oppressive groups. Large, unwieldy, and potentially dangerous, your brigade of the army gives you six dots to split among Allies, Influence, and Contacts, that can be directed – but never controlled.
Ambrus Maropis (p.402)
Ambrus Maropis rarely leaves his opulent apartment in Cyprus to meet the public, yet his reputation as a trend-setter and Masquerade-protector spreads widely throughout Kindred society. The Toreador who know that Ambrus is a Nosferatu loathe the vampire’s popularity. His disciples, akin to superfans, act as go-betweens to Princes and Barons while he remains forever hidden.
Ambrus has a reputation as a vampire on the cutting edge of technology and culture. Embraced in his late teens, Ambrus is, at heart, an introverted fan of anime, gaming, and online roleplaying, with an elaborate online persona.
Ambrus uses this persona to sell software and information he hacks; advise on the best security methods stolen from governments and corporations for Kindred to utilize; inform Elysia about emerging musicians, entertainers, and trends; and make himself an invaluable resource to Camarilla and Anarchs who want to appear more human than human.
• True Believer: If Ambrus has taught you anything, it’s that the Camarilla is right and the Masquerade is essential. You follow his edicts on security and subterfuge religiously, granting you knowledge of the best shared Kindred hiding places in a city, providing a one-die bonus to tests to find such a place. You may not have access to this bonus if the domain is typically opposed to your political or philosophical view. •• Clandestine Information: You can use a digital dead drop to request a hack from Ambrus’ fan community. Once per story, you can get one piece of information stored online about most mortals within two to 20 hours. ••• Taught by the Best: As one of Ambrus’ disciples, you are provided with a ready supply of intel on topics from Second Inquisition operations to the fashion in Harajuku tomorrow night. Ambrus can also time-lock in- formation in the Dark Web or set you up with your own Ukrainian hacker at “friend prices.” Consider Ambrus a three-dot Mawla (•••). •••• Back Door Panopticon: Ambrus hooked you up with a back door into PRISM/NUCLEON surveillance software, tracking and sorting online communications (including cell phone calls) for keywords and names. Or perhaps you stole it from him or found it on a machine in a safe house an Ambrusite abandoned in a hurry. Either way, you can only login once per story for security’s sake, but it gets you two automatic successes on any Investigation test involving anyone’s cell activity or online presence. ••••• On Another Grid Entirely: Ambrus went all out with your false identity. You have two two-dot Mask (••) cover identities and have been Zeroed (p. 192). You get three extra dice to resist attempts to research you online or uncover your activities in the mortal world.
Fiorenza Savona (p.404)
When the Lasombra reasserted control over their old religious power centers, the Ventrue responded by expanding their influence in the new nobility: government and multinational corporations. With global political pull, Fiorenza Savona keeps the clan relevant and dangerous – at the center of global power.
Hard-nosed and unafraid to tell another vampire to take a running jump, Fiorenza worked hard as a mortal and continues to do so as a Kindred to ensure that wealthy and powerful vampires remain in their positions.
Moving up through NGOs and the UN, she knows everyone worth controlling in the Davos elite. Her sire targeted her for her contacts list and discovered her Machiavellian political and business acumen.
A fresh power player in the Camarilla, many elders and ancillae consider her a mere “new money” Ventrue. Their wiser clanmates know her actions sway councils, corporations, and individual mortals possessing real power. Where her predecessors focused on vampire politics, Fiorenza believes the key to Kindred longevity lies in the manipulation of the living.
• On Fiorenza’s List: Fiorenza knows who you are, which either means she thinks you’re an asset to the clan or a problem. Consequently, she has assigned a Gifted mortal (p. 185) Retainer – bodyguard, driver, butler, etc. – to you, though they remain in her employ. They make no secret of spying on you and reporting back to Fiorenza, and they never drift far, even if dismissed. If the mortal is harmed or killed, Fiorenza makes a note that you’re not to be trusted, but if your conduct is good, you move further into her good graces. •• Breakfast with Fiorenza: Despite her high-profile role, once per story Fiorenza will make a space in her busy schedule to meet with you. Maybe you have dirt on her or perhaps you are close friends. A meeting with Fiorenza can be lucrative and informative, if you ask her the right questions. ••• Friendly Benefits: Benefits: You were close to Fiorenza before she became "the next big thing" in Clan Ventrue, and this friendship pays dividends: she can smooth over ruffled Ventrue, provide you with insider trading tips, loan a Gulfstream equipped with polarized windows and pre-cleared flight plans, etc. If you overuse or misuse this connection, the equivalent of a three-dot Mawla (•••), she cuts you off without hesitation. •••• The Directorate: The shadowy Ventrue Directorate approached you. Concerned about Fiorenza’s meteoric rise, they chose you to approach her, suborn her, and break her to their will. If you accept, you submit to a Blood Bond and have your memories of the Directorate’s identities erased – but you receive six dots to select from among Contacts, Mawla, and Resources. Of course, you could approach Fiorenza and offer to work as her double agent. ••••• Government Motion: Fiorenza owes you a favor – once per chronicle, she agrees to influence a mortal political leader as you request. Her suggestions equal five dice to distribute as you like among any roll involving government action. If you create a major political disturbance or otherwise act to reinforce Fiorenza’s “suggestions,” the Storyteller may add other dice based on your plan and on how well you succeed at it.
Last updated
Was this helpful?