By Ricky and Alex Marin (rickdog86@aol.com)
Nature/Demeanor: Saint/Saint
Generation: 3
Haven: Varies
Concept: Catholic Angel
Physical: Strength 10, Dexterity 10, Stamina 10
Social: Charisma 5, Manipulation 3, Appearance 4
Mental: Perception 10, Intelligence 10, Wits 10
Talents: Acting 3, Alertness 10, Athletics 2, Brawl 10, Dodge 10, Empathy 5, Intimidation 3, Leadership 10, Streetwise 4, Subterfuge 5
Skills: Animal Ken 10, Drive 2, Etiquette 5, Firearms 1, Melee 10, Music 1, Repair 3, Security 5, Stealth 10, Survival 10
Knowledge: Bureaucracy 0, Computer 1, Finance 2, Investigation 5, Law (Biblical) 10, Linguistics 10, Medicine 5, Occult 5, Politics 4, Science 5
Disciplines: Animalism 10, Auspex 10, Celerity 10, Fortitude 10, Obfuscate 10, Potence 10, Presence 10 (All of the prior disciplines work as follows: 6 is the equivalent of 1, simply doubling in power and effectiveness), All Rituals, All Paths, Heaven's Touch 5
Backgrounds: Allies 5, Contacts 5, Generation 10, Herd 5, Mentor 5 (Exception), Retainers 50, Status (By others of Sect) 5
Virtues: Conscience 9, Self-Control 10, Courage 10
Humanity: 10
Willpower: 10
Blood Pool: 60
Faith: 99
Health Levels: OK, OK, OK, OK, OK, OK, -1, -1, -1, -1, -1, -1, -1, -2, -2, -2, -2, -2, -2, -2, -2, -5, -5, -5, -5, -5, -5, -5, -5, -5, Incapacitated, Resurrection (See Below)
Resurrection: Job is an Antediluvian, and a saintly one at that. Needless to say, he cannot die. The only sure way of killing him is in the Far Shores of the Shadowlands where you can find him once his body has been extinguished. Therefore, once he has died and returned to Heaven, his body will re-appear within seconds in the physical world with his soul inside, and his health will be completely restored.
History: Job (After The Biblical One) began as a regular, God-loving man in the few thousand years A.C. (After Caine), when his life was changed upside down when a Second-Generation vampire sired him, ending his possibility of entering Heaven, or so it seemed. Listening to the Beast within tempting him to satisfy the Hunger, he refused to drink the blood of mortals and so died a martyr, keeping God's words in his mind. Because of his good deeds he was taken straight to Heaven, skipping the process of entering the Shadowlands, but the angels there would not accept him because of his vampiric state. He argued that it was not his will to become a vampire and that he died retaining his beliefs, and a court at Purgatory was called. He was found to be not guilty of charges and admitted into Heaven, though others still felt uneasy around him. To alter their opinions, God offered Job the chance to take back any misdeeds that he had made whilst a vampire (though God and Job both knew he hadn't) by having him lead all faithful and charitable vampires to salvation, and once he had done so, execute the remaining heretics. Job agreed, wanting to do everything in his power to please God, and has since then gathered over 2,000 people who actively serve him in the destruction of all the Kindred whilst converting the few good ones to the Faith and clan. He is an active enemy of the Camarilla and the Sabbat, as they (in his opinion) encourage wrongful deeds and heresy. His battles and ambushes have already escalated to the destruction of all the Kindred in 200 cities and towns, and elders fear that a war will be declared and the Jyhad will climax. . . .
Nature/Demeanor: Thinker/Thinker
Concept: Tactical Expert
Physical: Strength 2, Dexterity 2, Stamina 3
Social: Charisma 3, Manipulation 2, Appearance 3
Mental: Perception 5, Intelligence 5, Wits 5
Talents: Acting 3, Alertness 3, Athletics 1, Brawl 2, Dodge 2, Empathy 5, Intimidation 1, Leadership 4, Streetwise 3, Subterfuge 5
Skills: Animal Ken 4, Drive 2, Etiquette 4, Firearms 3, Melee 2, Music 2, Repair 4, Security 4, Stealth 4, Survival 5
Knowledge: Bureaucracy 2, Computer 2, Finance 3, Investigation 5, Law (Biblical) 5, Linguistics 5, Medicine 5, Occult 5, Politics 4, Science 5
Disciplines: Heaven's Touch 3, Animalism 3, Obfuscate 5, Path - Movement of the Mind
Backgrounds: Allies 5, Contacts 5, Herd 2, Retainers 3
Virtues: Conscience 5, Self-Control 5, Courage 3
Humanity: 10
Initial Willpower: 5
Blood Pool: 30
Faith: 10
Health Levels: OK, OK, OK, -1, -1, -2, -2, -2, -5, Incapacitated
Nature/Demeanor: Spy/Extrovert
Concept: ____
Physical: Strength 3, Dexterity 4, Stamina 4
Social: Charisma 5, Manipulation 5, Appearance 5
Mental: Perception 3, Intelligence 5, Wits 5
Talents: Acting 4, Alertness 4, Athletics 4, Brawl 3, Dodge 4, Empathy 3, Intimidation 3, Leadership 2, Streetwise 5, Subterfuge 5
Skills: Animal Ken 5, Drive 2, Etiquette 5, Firearms 4, Melee 3, Music 1, Repair 1, Security 5, Stealth 5, Survival 5
Knowledge: Bureaucracy 2, Computer 4, Finance 2, Investigation 5, Law (Biblical) 3, Linguistics 5, Medicine 5, Occult 5, Politics 4, Science 5
Disciplines: Heaven's Touch 5, Animalism 3, Auspex 5, Celerity 5, Obfuscate 5, Potence 3, Protean 3, Paths - Weather Control
Backgrounds: Allies 5, Contacts 5, Herd 3, Retainers 3
Virtues: Conscience 5, Self-Control 4, Courage 5
Humanity: 9
Initial Willpower: 7
Blood Pool: 45
Faith: 10
Health Levels: OK, OK, OK, -1, -1, -1, -1, -2, -2, -2, -2, -5, -5, Incapacitated
Nature/Demeanor: Warrior/Warrior
Concept: ____
Physical: Strength 7, Dexterity 7, Stamina 7
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 4, Intelligence 4, Wits (Strategy) 6
Talents: Acting 2, Alertness 6, Athletics 6, Brawl 6, Dodge 6, Empathy 2, Intimidation 5, Leadership 4, Streetwise 3, Subterfuge 3
Skills: Animal Ken 3, Drive 2, Etiquette 3, Firearms 4, Melee 5, Music 1, Repair 3, Security 6, Stealth 5, Survival 6
Knowledge: Bureaucracy 1, Computer 1, Finance 1, Investigation 3, Law (Biblical) 3, Linguistics 2, Medicine 2, Occult 3, Politics 1, Science 2
Disciplines: Celerity 5, Fortitude 5, Obfuscate 5, Potence 5, Protean 5, All Paths
Backgrounds: Allies 5, Contacts 5, Herd 4, Retainers 5
Virtues: Conscience 4, Self-Control 4, Courage 5
Humanity: 8
Initial Willpower: 9
Blood Pool: 53
Faith: 10
Health Levels: OK, OK, OK, -1, -1, -1, -1, -1, -1, -2, -2, -2, -2, -2, -2, -5, -5, -5, -5, Incapacitated
Nature/Demeanor: Warrior/Warrior
Concept: ____
Physical: Strength 5, Dexterity 5, Stamina 5
Social: Charisma 3, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 3, Wits (Strategy) 4
Talents: Acting 2, Alertness 5, Athletics 5, Brawl 5, Dodge 5, Empathy 2, Intimidation 5, Leadership 3, Streetwise 1, Subterfuge 3
Skills: Animal Ken 2, Drive 2, Etiquette 3, Firearms 4, Melee 5, Music 1, Repair 3, Security 5, Stealth 4, Survival 5
Knowledge: Bureaucracy 1, Computer 1, Finance 1, Investigation 3, Law (Biblical) 3, Linguistics 2, Medicine 2, Occult 3, Politics 1, Science 2
Disciplines: Celerity 5, Fortitude 5, Obfuscate 2, Potence 5, Protean 5, All Paths
Backgrounds: Allies 5, Contacts 2, Herd 4, Retainers 4
Virtues: Conscience 4, Self-Control 4, Courage 5
Humanity: 8
Initial Willpower: 9
Blood Pool: 53
Faith: 10
Health Levels: OK, OK, OK, -1, -1, -1, -1, -1, -2, -2, -2, -2, -2, -5, -5, -5, Incapacitated
Sabbat: They oppose us and, for once, we agree with the Camarilla that they must all die.
Inconnu: Though they mean to cleanse the world, they must learn that we can co-exist. If they do not wish to do so, they must die, as they kill many of our kind.
Lupines: They are the only exception to our hate of vampires, as they wish to rid the world of this kind of the Wyrm's corruption. True, we have sided many times, but a confusion of us with the Black Spiral Dancers who murder them endlessly prevents a full alliance.
Magi: They don't affect us, so we don't affect them.
Changelings: Who? Oh, them. Well, we don't much care anyway.
Wraiths: They rarely enter the Shadowlands but when they do they seek only the Heaven of the Far Shores. There are rumors that they know where Charon is, so we must be friendly if we want him to return in glory.
Brujah: They are anarchs and though they oppose the Camarilla they must be killed as they wish to control the Kindred with the same purposes.
Gangrel: They are mighty warriors and mostly mean well, and though they would make great warriors for us the hatred the Lupines have on them prevents us from having any of them on our side.
Malkavian: These are all insane and cannot be purified to our beliefs, though they share some of the same ones.
Nosferatu: Their organization would be invaluable to us, though their appearance leaves much to be desired. Still, they are outcasts like us, and so we hold a kinship with them, even if they are Kindred.
Toreador: Though they pretend to seek beauty, their vision is like all the rest. Still, they have good taste, but their laziness can prove disastrous in battle.
Tremere: These wizards have mastered the Thaumaturgy powers of the Magi which could guarantee victory even more. However, they are full of lies and cannot be trusted.
Ventrue: Though they could make great Scouts, their ideas are equivalent to the Camarilla's and the Camarilla's dependence on them prevents us from making them one of us. In order for them to be used by us we would have to destroy the Camarilla, which we could only achieve with the aid of the Lupines.
Sabbat: They find pleasure in death and support all of the Camarilla's ideas (though they don't admit it), and so must be destroyed.
Inconnu: Though their strength and intelligence could be invaluable to us, they are widely spread out and difficult to find, making our typical battle plans impossible.
Lupines: They are our greatest allies in this realm and so we must be good to them. However, there are some of their kind that kill us in joy, so we must be wary around them. If they solved this problem then perhaps greater action could be made and we could end the Camarilla and all of the Kindred stronghold of Italy. From there we could proceed to destroy the Sabbat and the Inconnu, leaving only a few minor battles left underway. Alas, this cannot be until their attacks on us end.
Magi: They oppose the Kindred, like us, but still follow some of the same ways as the Tremere.
Changelings: An odd bunch, but we don't see them much.
Wraiths: We hardly ever see these as well but they can be life-savers when we get into problems in the Shadowlands. Truly, the Ferrymen are our greatest friends in the Shadowlands, and we must rescue Charon for them in order to make a perfect alliance possible. However, this could prove difficult, as we would have to destroy Oblivion, which would be as difficult as destroying the Wyrm that the Lupines despise so much. True, we could manage if we all sacrificed our lives, but Gehenna is coming and we must first take care of our priorities.