By Patrick K. Aiex (paiex@indiana.edu) with contributions by Sean Hardesty
The truth, however, is far worse than any rumor. This bloodline is a bizarre mixture of Malkavian antitribu and Samedi blood. The culprit in their creation is the same as that of the Samedi themselves: the Giovanni.
An upstart Giovanni -- whose name has been lost, and very likely was either diablerized or made into fodder for a Blood Feast -- had studied the efforts of his predecessors in understanding the process of death. This unknown Giovanni centered his research on the Samedi, long considered a thorn in the side (and failing) of the Giovanni histories. The Giovanni thought he could expand on prior research, and in the process, make the resulting bloodline more controllable. What led him to select the Malkavians -- especially a Malkavian antitribu as the "stabilizing" factor -- is still a mystery that will likely remain unsolved.
The exact mechanics involved in the creation of the 5150s are still hidden in secrecy. Just like with the Samedi, the Giovanni profess innocence. A leading Tremere scientist, in conjunction with a Euthanatos mage, has put together a plausible theory, however. It is believed that the Giovanni captured a young Samedi and then infused its blood into a captive Malkavian antitribu. Analysis of 5150 blood also indicates a high level of hallucinogenic drugs were used in the creation process. The reasons for this are more concrete; it is a known fact that prior to the illegalization of LSD in the 1960s, there were a number of pharmaceutical corporations experimenting with the use of hallucinogens in controlling individuals with serious psychiatric disorders.
The chief hallucinogen is a 'designer' type, never before seen. It has been nicknamed '5150' for the bloodline it pervades. Fiendish in its molecular structure, it has resisted all efforts to synthesize or duplicate it. One of its apparently intended effects was to render the users more pliable to suggestion (or Dominate). The innate insanity of the Malkavian blood was enough to override any hypnotic effect the drug may have had.
As with the Samedi, the original 5150 was held in captivity and studied, until it saw its opportunity for escape. Overpowering its pair of ghoul guards, it fled the Giovanni compound into the wilderness. Contrary to what one might expect, this 5150 -- whom all just call 'the Master' -- did not attempt to join vampire society. This is somewhat logical, as it feared recapture by the Giovanni. The Master did observe, however -- using his inherent ability of Obfuscate -- both the Camarilla and the Sabbat. As the years passed, the Master grew more confident in his powers of Dementation and Thanatosis. The Master discovered that there were fewer Giovanni in the Sabbat, and that they were generally not well liked. The Master joined a Sabbat pack in Montreal, where it is said he still resides. It is simply tradition that any Embraced as a 5150 will join the Sabbat. No 5150 has ever successfully defected to the Camarilla -- their fellow 5150s hunt them down as ruthlessly as any Black Hand assassin. In the short history of the bloodline, only two attempts were made by 5150s to defect; both attempts failed miserably. It should be noted that the 5150s are rare -- despite having approximately 20 years in which to produce progeny, there are less than 100 in existence today.
Most are tall, and thin to the point of emaciation.. Their Samedi heritage is apparent; while their flesh is not perpetually rotting, it is tight and drawn over the skeleton, and is typically dry and leathery in texture. The eyes are sunken into the skull, and the sclera (whites) are yellowish and bloodshot. They do radiate the charnel smell of their Samedi brethren, but not to the same extent.
5150s suffer from two Derangements (player's choice) as a consequence of their Malkavian blood -- the reason for two is that all known members of the bloodline are in the Sabbat. Even if a 5150 survived defection to the Camarilla (and the resulting Wild Hunt that would ensue) and was able to produce a childe (who would in turn sire others), it is likely that the two Derangements would prove to be a hereditary as well as an environmental trait.
Because of the relative youth of the bloodline, there are no 5150s of older than 10th generation. The Generation Background may be bought with Freebie Points, but to a limit of three dots.
Lasombra: These guys are eaten by darkness. Scarier than hell. They're the Ventrue of the Sabbat, but don't tell 'em that to their face. Anyhoo, they're less stuck-up than the Ventrue.
Tzimisce: Ooooo. Vicissitude. What a toy these guys have. I like to imagine what we could do with it. You might not like that thought, though. It can get pretty nasty.
Assamite antitribu: These guys really know how to kick ass. One minute they're spouting philosophy about Hassam and Caine, the next thing you know, they're splitting some poor kine's head open with a high kick. Phew. They scare me, but it's a good kind of scared, y'know?
Brujah antitribu: "Bullies. They like picking on us too much. We're their whipping boys for now, but if we have our way, one day, they'll get theirs.
Gangrel antitribu: They fight well, but they make me nervous.. If I wanna be around a person with big nasty claws and fur, I'll find me a Garou. But you can't beat 'em for Halloween, though. They blend right in.
Malkavian antitribu: Our brothers. Or sisters. Whatever. They're where half of our strength comes from. And these guys know how to play the coolest pranks ...
Nosferatu antitribu: Ugly li'l suckers, these guys are. But no better information brokers I've ever found. They respect us, and it ain't out of pity. But you gotta wonder who does their clothes ... it sure as hell ain't Armani.
Panders: They wanna be weird, but they still have to reach down and touch the madness within. Then they might be something.
Samedi: The Master originally hails from this bunch of freaks, and they're way cool. What's not to like about a guy who can cause a person's skin to shrink right off his body?
Serpents of the Light: [spitting noise] Don't trust 'em. Don't like 'em. Why? I don't like snakes, pal.
Toreador antitribu: The ones that fancy themselves to be artists of pain are okay. They make a person feel outside the way we do inside. Not to mention after they get done with someone, that poor bastard looks more like us, too.
Ventrue antitribu: Former rulers who still have tactical know-how. Not a lot of people like 'em, but we help 'em when everyone else's backs are turned.
Black Hand: Run by our favorite guys, the Assamites, pretty much. We have yet to be really invited in, but they know if they ask us to do something, it'll get done. No ifs, ands, or buts about it.
Camarilla: [censored]!
Sabbat: Without doubt the only sect to be a member of. They prize individualism and only the strong survive. When Gehenna comes, we and the Sabbat will survive -- the Cams are gonna collapse like a house of cards.
Inconnu: These guys creep me out. Old as the hills, they are, and they make no bones about wishing that our brothers the Samedi had never been created. Like they had a choice in the matter.
Giovanni: Kill every last stinkin' one of these fraggin' bastards. Kill them slowly. Painfully. Don't diablerize 'em, though. Their blood is poison. Anyone who was sick enough to create us, we don't want that in our bloodstream. [This is followed by an extremely inventive but nonetheless censored stream of invective that speculates as to the lineage of Clan Giovanni. If the 5150s are to be believed, it involved a particularly ugly bullfrog, a slug, and a really dumb kine, all performing anatomically impossible and obscene acts.]
Tremere (antitribu or otherwise): They seek to control the patterns of magick and occult knowledge. But their reliance on deception as the basis for all patterns they create will one day blow up in their faces. And that should be pretty entertaining to watch, don't you think?
Talents: Brawl 2, Dodge 1, Intimidation 2 Skills: Drive 2, Firearms 4, Melee 1, Stealth 5, Survival 1
Knowledge: Computer 3, Investigation 3, Linguistics 1, Medicine 3, Occult 3, Kindred Lore 2
Disciplines: Dementation 2, Obfuscate 1, Thanatosis 2
Backgrounds: Generation 3
Virtues: Callousness 2, Instincts 3, Morale 3
Path of Quantum Death: 5
Willpower: 4
Blood Pool: 8
Merits and Flaws: Hatred (Giovanni (3 psych flaw), Vengeance (Giovanni) (2 psych flaw), Taint of Corruption (1 super flaw), Eerie Presence (2 super flaw)
Derangements: Obsession (with quantum theory), Fantasy (thinks she's a brave knight)
Weapons: Crossbow, dagger, katana
Prelude: Born in a poor ethnic neighborhood in Brooklyn, Eileen learned how to fight at a young age. A bright girl, she showed high levels of aptitude for medicine-related courses. All throughout her life, she studied the occult on her own, garnering a respectable amount of knowledge of different religions, belief systems, and schools of magick. Upon graduating from high school, she promptly enlisted in the Army, putting her medical talents to use as a field nurse in Vietnam. After a nighttime raid by the VC, in which Eileen calmly defended her charges with nothing but her wits and a .45 pistol, a CIA operative recommended her for an experimental program. She was one of only 25 women selected to be trained as full Green Berets, and she graduated near to the head of her class. Using her natural talents for stealth and firearms, she quickly gathered a reputation as being a top-notch recon agent. While in Vietnam, she attended med school, and earned her M.D. during the five terms she spent in the 'Nam. Upon returning to the States, she quickly became bored and disillusioned with civilian life, and moved to Montreal. It was here that the Master took notice of her, and it was the Master himself who Embraced her. After surviving her Creation Rites, she took the name Jade, and in her Derangement of Fantasy, promptly forgot about most of her mortal life. Jade was the Master's closest disciple for a number of years, and has only recently begun to operate away from his side.
Description:
Age: 47
Apparent Age: Obviously Dead
D.O.B.: 10-20-50
R.I.P.: 11-05-75
Hair: Red/White
Eyes: Green
Race: Caucasian
Nationality: Irish-American
Height: 5'6"
Weight: 135 lbs.
Formerly an attractive woman, Jade took her post-Rites name for her eyes, which are the same color as extremely high-quality jade. Her flame-red hair is shot through with streaks of white. Viewed from behind, Jade is still an attractive woman, in fine athletic shape. When someone sees her from the front, however, it becomes quickly apparent that she is not alive, and has not been for some time. Her once-pale, silk-smooth skin has darkened and pulled taut over her skeleton, taking on the texture of dried leather. Jade's eyes have sunk deep into their sockets, and the sclera (whites) are yellowish, and almost always bloodshot. She tries to cover her stench with liberal amounts of L'Air du Temps perfume. She wears long-sleeved green surgical scrubs lined with Kevlar, and her black leather motorcycle jacket is Kevlar-lined as well. Jade speaks English and French quite well, but with a noticeable Irish brogue. Due to her second Derangement of Fantasy, she addresses people as "m'lord," "milady," and other titles as appropriate to the listener's station. Jade also favors Elizabethan speech patterns similar to those in Shakespeare's plays.
Author's note: Jade was the first 5150 ever created for play. She tested well on the mechanical level -- I had had some concerns whether the two Disciplines would be compa-tible. She also did well on a roleplaying level -- the group seemed to enjoy the presence of a 5150, and all players agreed that the 5150s were a well-designed bloodline. I hope readers enjoy running them -- either from a player or Storyteller standpoint -- as much as I enjoyed creating them.
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 3, Manipulation 2, Perception 2, Intelligence 3
Talents: Alertness 1, Brawl 5, Dodge 4, Intimidation 4, Leadership 4
Skills: Drive 1, Firearms 2, Stealth 3, Survival 2
Knowledge: Computer 2, Medicine 3, Occult 4, Science 5
Disciplines: Dementation 2, Thanatosis 7
Backgrounds: Elder Generation 3, Resources 6, Retainers 5
Virtues: Callousness 2, Instincts 3, Morale 2
Path of Quantum Death: 5
Willpower: 7
Blood Pool: 20
Merits and Flaws: Vengeance (3 psych flaw), Vengeance (1 psych flaw), Taint of Corruption (1 super flaw), Eerie Presence (2 super flaw), Known Diabolist (5 elder flaw), Driving Goal (3 psych flaw)
Derangements: Obsession (with quantum theory), Fantasy (thinks he's the Master from Dr. Who)
Weapons: .44 Desert Eagle,
Prelude: Eric Winter was born in Dearborn, Michigan, to a wealthy industrialist father and a socialite mother. His childhood was unremarkable, save for a uncanny talent for science, particularly higher physics. He was Embraced by an eighth-generation Samedi at age 29, and was captured not long after by an unnamed Giovanni. This Giovanni infused Eric with blood from a Malkavian antitribu, and Eric emerged from his second Embrace as the first 5150.
Having watched Dr. Who before his capture, his first derangement took the form of convincing himself that he was the Doctor's arch-enemy, the Master. His delusional frame-work has assigned the role of the Doctor to Augustus Giovanni, whom he intends to kill.
His second derangement took the form of an obsession with chaos theory (which was true of the Master in the TV show), and this is the obsession on which he based his bloodline and Path of Enlightenment. He joined the Sabbat, and survived his Creation Rites with superb ease.
The Master has diablerized two elder Camarilla vampires, lowering his generation to seventh. His goal is to reach fifth generation, and it is his hope that he will then be strong enough to defeat his enemy.
Description:
Age: 70
Apparent Age: Obviously Dead
D.O.B.: 01-15-40
R.I.P.: 12-06-70
Hair: Gray/Silver
Eyes: Black
Race: Caucasian
Nationality: American
Height: 6'4"
Weight: 240 lbs.
The Master is one of the tallest of his bloodline, cutting an imposing figure as he dresses all in black. His favored outfit is a simple black bodysuit with a high collar. The jump-suit is lined with half-inch thick Kevlar. There are multiple pockets in which the Master has various gadgets. He also wears a utility belt on which he keeps a holstered .44 Desert Eagle automatic (which he insists is a matter compressor). He keeps his .44 unloaded most of the time -- when he uses it, he draws, and unconsciously uses his Thanatosis power of Compress to achieve the desired effect.
He has a goatee and moustache, and keeps it immaculately groomed. He speaks only English, but with a cultured, educated British accent. The Master tends to speak in riddles, especially riddles involving chaos theory. He is subtly malevolent, projecting an aura of quiet menace all the time. His hair is long and straight, which he keeps pulled back in a ponytail. Like all 5150s, his skin has darkened and pulled taut over his frame. His eyes are nearly hypnotic in their appearance and intensity; the black of his irises is startlingly set off by the pale yellow of the sclera (whites) of his eyes. The Master moves with supple, powerful grace, and it is obvious by his bearing and manner that he cares not a whit for the lives of any non-Sabbat Kindred. Nor does the Mas-ter make any secret of his feelings towards kine -- namely, that they should be dominated into submission to the Cainites.
Author's notes: Eric Winter was not designed as a player character. He was created ac-cording to Elysium rules, and was generated strictly so the bloodline had a documented founder.