Age: 31 (looks 22)
Clan: Hollow Mekhet
Covenant: Ordo Dracul
Sire: Vincent Moon
|Your character is defined by a great love, perhaps for an ideal or an institution, but usually for a person or group of people. Regain Willpower when your character puts himself in danger for the object of his love.|
|Curiosity killed the cat, but your character isn’t a cat (probably)! They’re constantly poking their nose into places it doesn’t belong. Whenever something piques their interest, they must know more, regardless of the consequences. Regain a Willpower point when your character relentlessly pursues a topic until their curiosity is sated.|
|Your character desires closeness of a physical variety, and too much is never enough. Whether it’s for the simple pleasure of the act or some other reason, your character rarely wakes up alone. Regain a Willpower point when your character satisfies their lust.|
Eye Color: Honeyed Brown
Hair Color: Auburn
Hair Style: Just longer than her shoulders, has gentle curls, parted down one side, long fringe
Skin Tone/Complexion: Pale and covered in freckles
Figure Notes: Lauren is 5'5" and very slender. Her measurements are mostly average, but tending towards small. She has a round face with high cheekbones.
Clothing Notes: Lauren tends to wear comfortable and durable clothes when she's working on something, such as jeans and a t-shirt/hoodie/jacket/sweater. When meeting people or going on, she dresses more feminine and frequently wears dresses or skirts. Lauren tends toward more retro-styled dresses, as she thinks they help her fit in with her fellow kindred, who definitely skew older. When she has to brave the sun, Lauren wears jeans, a hoodie, a scarf, gloves, and big sunglasses.
Accessories: Lauren almost always carries a leather messenger bag with her, which contains various useful items. Some of these items include: any necessary equipment for EF rituals, a torch, simple lockpicking tools, a vial, a flask of vodka (Erin is clever), pen and notepad, lighter, and a few ziplock bags. She also always has a camera on her. Lauren usually doesn't wear any jewelry unless she's dressing up. If she's going to see Sheridan (and not with Sophie), she will often wear the jeweled bracelet the prince gave her.
Other: Because she's Hollow, Lauren doesn't take calls on her phone. If she gets a call, she will wait for it to go to voicemail and respond through texts. She also doesn't show up on any kind of camera or in reflections.
Background: Lauren grew up in rural Nebraska, the only child of normal, loving parents. She was given a camera as a gift when she was young, which ignited a passion for photography. She pursued a degree at a state university, and did fairly well. But Lauren wanted to see the world outside of boring, empty Nebraska, and so she took a semester off to visit Europe. One of her first stops was London.
It was there that she died. For most kindred, death and embrace happen at roughly the same time. For Lauren, it was different. Sent out on a job to photograph strange phenomena out on a Channel during a foggy night, she suddenly fell from her boat and drowned. A few days later, she opened her eyes to find herself being pulled out of a shallow grave by the very man who had sent her to her death--Vincent Moon.
Lauren's embrace was traumatic on many levels. She was alone in a strange country, and couldn't go home or even contact those she'd left behind. She was dead, a vampire, and her eyes were opened to a world of new horrors. And she was broken in to. Her very soul was damaged, a piece split off to wander through reflections and echos, bitterly loathing the portion that was left with a body. It was no surprise, then, that when Lauren tried to pull herself back together, the pieces didn't quite fit the way they were supposed to.
Lauren's greatest fear is being alone, being utterly rejected. Her morals and beliefs shift depending on which group she's trying to belong to--first the Golden Room, then Erin's group, then a brief attempt at kindred society at large, and now the Ordo Dracul. She'll take affection whenever and however she can get it, and physical affection just happens to be one of the easiest and fastest ways. This caused problems with her first relationship after death, but she now enjoys an open relationship with Sophie Penrose. When Lauren manages to be honest with herself, she can admit that a large part of the reason she's able to tolerate Sophie's jealous and self-destructive tendencies is that Sophie fears loneliness as much, if not more than Lauren, and so Lauren doesn't need to fear being left.
For the most part, Lauren is friendly and cheerful. She doesn't act much like a traditional vampire, aside from being fairly desensitized to violence, gore, and death. When upset, she becomes sullen and spiteful. Due to recent betrayals, Lauren has developed a healthy amount of paranoia towards people she doesn't know well, especially if they're being nice to her. While she generally tries to do the right thing, she tends to make poor decisions in the heat of the moment, and her boundless curiosity gets her into no end of trouble.
Mental Attributes: Intelligence •••, Wits •••••, Resolve ••••
Physical Attributes: Strength •, Dexterity •••••, Stamina ••
Social Attributes: Presence •••, Manipulation •••, Composure ••
Mental Skills: Academics ••, Computer ••, Crafts •, Investigation (Searching Rooms) ••
|+1 from Broken Hearts|
|+1 from The Oath of Styx and Lethe|
Physical Skills: Athletics ••, Firearms •, Larceny •, Stealth •••
Social Skills: Animal Ken •, Empathy (Emotions) ••••
|+1 from The Oath of Styx and Lethe|
|+1 from Broken Hearts|
|This merit indicates how well the character is hooked into the grapevine. The character gains a +1 bonus per dot purchased in this merit to Streetwise or Politics rolls required to know people, get in touch with people, or learn rumors.|
|The Herd Merit grants the following two benefits: |
• At the start of an adventure, a character adds their dots in Herd to the minimum amount of Vitae they start with (so a vampire begins with no less than Blood Potency+Herd in Vitae, instead of just Blood Potency in Vitae).
• Provided the character has access to their Herd, they can add their dots in Herd to all feeding rolls.
Lauren has keys to a few residences in Camden.
|This Merit gives your character a teacher that provides advice and guidance. He acts on your character’s behalf, often in the background and sometimes without your character’s knowledge. While Mentors can be highly competent, they almost always want something in return for their services. The dot rating determines the Mentor’s capabilities, and to what extent he’ll aid your character. |
When establishing a Mentor, determine what the Mentor wants from your character. This should be personally important to him and it should reflect on the dot rating chosen. A one-dot Mentor might be incapable of dealing with modern society and want to live vicariously through your character. This might mean coming to him and telling stories of her exploits. A five-dot Mentor would want something astronomical, such as an oath to procure an ancient, cursed artifact that may or may not exist, in order to prevent a prophesied death.
Choose three Skills the Mentor possesses. You can substitute Resources for one of these Skills. Once per session, the character may ask her Mentor for a favor. The favor must involve one of those Skills or be within the scope of his Resources. The Mentor commits to the favor (often asking for a commensurate favor in return); and if a roll is required, the Mentor is automatically considered to have successes equal to his dot rating. Alternately, the player may ask the Storyteller to have the Mentor act on her character’s behalf, without her character knowing or initiating the request.
|Your character is very good at letting others get close. This gives him an edge in getting what he wants. At any time, your character may accept the Swooning or Leveraged Conditions against another character, and so long as those Conditions remain on your character, you gain a +3 to all social rolls against that character. You also gain that social bonus if you get the Swooning or Leveraged Conditions from another source.|
|Gold comb decorated with a pair of hounds. - Extended action, 4 successes required, 1 minute (100 strokes) per roll or glamour for auto activate after first minute; gains SL 4 and can change hair color for one scene, takes -1 to social rolls for remainder of day. Catch: Gains Narcissism derangement. Can be used once a week.|
|The Scribe’s Mark depicted… something horrible. Four legged, four-armed, robed and hooded, with an infinity of eyes staring back from the darkness of its robe. Lauren felt physically ill.|
|Your character has a true friend. While that friend may have specific functions covered by other Merits (Allies, Contacts, Retainer, Mentor, et cetera), True Friend represents a deeper, truly trusting relationship that cannot be breached. Unless your character does something egregious to cause it, her True Friend will not betray her. The Storyteller cannot kill a True Friend as part of a plot without your express permission. Any rolls to influence a True Friend against your character suffer a five-die penalty. In addition, once per story your character can regain one spent Willpower by having a meaningful interaction with her True Friend.|
Lair (Three Room Apartment): Secrecy •, Security •
|Feral Whispers - Manip+AK+Animalism, speak to animals, must maintain eye-contact|
|Heightened Senses - Senses are doubled, night vision|
|Aura Perception - Int+Empathy+Auspex-target's Composure, view auras which reveal emotion/supernatural-ness|
|The Spirit's Touch - Wits+Occult+Auspex, view psychic impressions of objects by handling them, can also use on people vs. Resolve+BP (reflexive, they don't notice), gain a vision of last "intense" thing to happen to subject, if searching for a specific event, -1 for each day that has passed since the event|
|1 Vitae per turn, dots are subtracted from any and all enemy attacks this turn, add dots to Initiative per turn, Speed is multiplied|
|Int+Science+EF, rituals cost 1 WP, a ritual must obtain # of successes equal to its tier before succeeding|
|Oneiromancy - (Wits+Occult+Insomnium) gain prophetic insight from many peoples' dreams, grants 1 re-roll on a dice pool per night|
|Lucid Dreaming - Allows Lauren to enter dreams. Wits+Occult+Insomnium - check for prophetic dream. Wits+Empathy+Insomnium - change dream|
|Touch of Shadow - Wits+Larceny+Obfuscate, conceal a held item, +2 for smaller than palms, +1 for smaller than pockets (no mod for tight fit), -1 for large pocket, -2 for under jacket, -3 for carryable or negative space, -4 for as large as yourself, -5 for larger than you|
|Mask of Tranquility - Masks signs of vampirism to other supernatural abilities (auras, etc)|
|Cloak of Night - Dex+Stealth+Obfuscate, psychic invisibility, stay invisible until you do something to draw attention to yourself|
Coils of the Dragon: Coil of Flesh
|A Taste of Life - The Dragon may eat mortal food without a Vitae cost, and does not vomit it up at the end of the scene but metabolizes it and dissolves it entirely into their body. The Dragon may thus be affected by drugs or medicines appropriately.|
|(Vitae Reliquary) - The character takes an ordinary object and stores an amount of Vitae in it that may be called upon later (whether as sustenance or for any other purpose that requires Vitae). Any Kindred or ghoul can call upon the stored Vitae, not just the caster, though the person using the Vitae must know that it’s there. The amount of Vitae that can be stored in the object is equal to the amount of successes the player achieves on the invocation roll, although the caster may infuse the object with less if he wishes. The Vitae to be stored comes directly from the caster’s own body. This ritual can be cast only once on the item in question. Any object can contain the Vitae, regardless of its size, though the item must be at least the size of a person’s fist. The Vitae remains indefinitely until consumed. The act of consuming the blood might involve taking it to one’s lips, or holding the item tight and willing the blood to pass from object to body. This Vitae is “neutral,” which is to say that the feeding Kindred does not subject the sorcerer to a Vinculum in this manner, though blood addiction is still a risk. OFFERING: The item being infused, which crumbles to dust after the vitae is extracted.|
|(Speak With Jinn) - See spirits in the Twilight and communicate with them, OFFERING: Battery wired to visual object (3D glasses)|
|(Gift of Tongues) - Allows a person or group of people to be able to speak and understand any human language for a scene. Roll is penalized by every person it's cast on after the first. OFFERING: A central computer-box (probably about the size of a small book) with computer-chipped patches that are attached to the base of the neck with needles.|
|(Shield of Righteousness) - Protection from any supernatural power except EF, attempts are penalized by dots in EF + normal penalties, shield defends for a number of attacks = successes, ends at sunrise. OFFERING: small white noise generator|
|(Spear of Faith) - # of targets = to EF dots can be effected, must be able to see them, closest target suffers L damage = successes, next closest suffers one less damage until all targets hit/damage runs out, penalized by highest stamina of victims, no defense/armor, target bleeds as if slashed by invisible weapon. OFFERING: knife wired to a battery|
|Costs 1 Vitae mixed with food. Presence+Occult+Auspex-Ka's Resistance. Extended action. Must know the name of the Ka being summoned. The vampire prepares a meal with a full table setting, lights a candle, sits on the other side of the table, and performs a chant. Ka gains essence equal to successes, and must stay until the food is finished. It can talk to anyone in the room at this time. It vanishes if attacked and does not gain essence. ES: Ka gains full essence pool.|
|Vampires and the sun do not get along. So long as there is even a pinprick of direct sunlight on their skin, even filtered through a heavy curtain or dark sunglasses, they take a penalty to all rolls equal to (10 – Humanity). Exactly how this penalty manifests varies, but it most commonly feels like a kind of burning on the vampire's skin (think a very bad sunburn), or as a kind of sluggishness instead, a forcible reminder that to the vampire that they are a moving corpse.|
|Any damage a vampire suffers from fire is Aggravated.|
|The cold and awkward fact is even the prettiest, sexiest, most vivacious vampire is a walking corpse, and people pick up on this. Whenever dealing with living mortals, the vampire takes a penalty to all Social rolls equal to (10 – Humanity)/2, rounded up. This penalty can also come into play when dealing with living supernaturals or Extraordinary Mortals, if they have never had extensive dealings with vampires before.|
|When confronted with an appropriate stimulus (fear, hunger, or rage), the vampire explodes into Frenzy. The vampire rolls Humanity dice each round until they either fail a roll and fall into Frenzy or accumulate a sufficient number of successes and resist it. Alternatively, they may spend 1 WP and try to Ride the Wave (same roll, 5 successes required, results in a Frenzy where the vampire sets the goal). |
In a Frenzy, the vampire gains their (Blood Potency) as a bonus to all non-supernatural rolls, to their speed, and to their Defense, but their minds become consumed entirely by the Beast, that is, by their primal Id. They become utterly focused on their goal, to the exclusion of all else. Mekhet grow cold and distant, and pursue hidden plots and schemes to further their goals.
When a PC vampire is in Frenzy, they retain control of their character but the GM sets their goals. If they accomplish their goals, they gain a beat, but attempting to pursue any non-goal related activities inverts the frenzy bonuses into higher (BP+2) penalties. Frenzies last for 1 scene/1 hour, or until resolved (the character escapes their fears or sates their hunger).
|A chunk of Lauren's soul has splintered off (the Ka) and acts independently. Lauren does not have a reflection, does not have a shadow, does not have an echo, and does not show up on any recording/technological device.|
|Your character is confused whenever she is surrounded by fog or mist. For the remainder of the scene, all of her mental dice pools are reduced by (10 – Humanity).|
Your character is attracted to someone and is vulnerable where they are concerned. He may have the proverbial “butterflies in his stomach” or just be constantly aware of the object of his affection. A character may have multiple instances of this Condition, reflecting affection for multiple characters. He suffers a –2 to any rolls that would adversely affect the specified character, who also gains +2 on any Social rolls against him.
Example Skills: Persuasion, Subterfuge
Resolution: Your character does something for his love interest that puts him in danger, or he opts to fail a roll to resist a Social action by the specified character.
Expiration: The condition expires after 1 adventure/1 month without the character interacting with the object of their affection.
One way or another, your character owes another character a favor -- it may be part of an honest deal or maybe your character's been blackmailed or tricked, but the fact remains the same. Favors have metaphysical weight in the supernatural world, so until the favor is resolved, your character takes a -2 to all resistance rolls against the other character's social and supernatural powers. You may have the Leveraged Condition multiple times for different characters. Any time the specified character requests something of you, you may resolve this Condition if your character does as requested without rolling to resist.
Example Skills: Empathy, Persuasion, Subterfuge
Resolution: Your character may either resolve the Condition by complying with a request as above, or if you apply the Leveraged condition to the specified character (basically, two Leveraged conditions cancel each other out).
|OATH POINTS - 1 |
+1 for learning a Coil
+1 for summoning Ward
-1 for screwing up Fate Cards/Evan mission
Need 5 Oath Points to get an oath. Oath Points are a determination of how much Lujza thinks of you, and to a lesser extent, what Van Holt, and to a lesser still extent, what Cutteridge and Prescott think of you.
Speed: 11 /
Initiative: 7 /
Blood Potency: 2
CZ 97B Engraved...........6L..................12..............25/50/100............16...............9-again
|Type: Mortal Corporal (Contacts: Goblins) |
Erin: Help Lauren with Dreamscaping and helping Sophie, so long as it doesn't put her in danger [-2]; Ensorcellment [-2]
Lauren: Medial Alliance with the Cat's Cradle [-2]; Do not betray the London Freehold to its enemies [-2]
Erin: Adroitness (Occult) [+1], Adroitness (Academics) [+1], Blessing (Allies MHCP) [+2]
Lauren : Ensorcellment [+2], Adroitness (Occult) [+1], Adroitness (Empathy) [+1]
Duration: Year and a Day [+3]
Sanction: Pishogue (Artifice 2, damages the Oathbreaker's most valuable possession when touched); Flaw: Untrustworthy [-2]
Erin's big list of normal exceptions, don't worry about it.
|Broken Hearts |
[All] - Lesser Alliance (-0), Medial Forbiddance; Reveal what happened at Highgate Cemetery (-2)
[Lauren Darrow] - Adroitness; Investigation, Subterfuge, (+2)
[Rebecca, The Changeling] - Adroitness; Investigation, Academics (+2)
[Oleander] - Lesser Blessing: Lair Size +1 (+1), Lesser Blessing: Resources (+1)
[Rebecca, The Fetch] - Medial Blessing: New Identity (+2)
[Lucy Carpenter] - Adroitness; Stealth, Larceny (+2)
[Lewis Carpenter] - Adroitness; Computer, Science (+2)
Duration: Decade (+3)
Sanction: Lesser Curse (-1), Flaw: Nightmares (-2)
[Exceptions] The pledge is not broken and the curse is not triggered if a clause is broken or unfulfilled for any of the following reasons:
-Refusal to betray another friend or ally.
-Either party is rendered physically or mentally incapable of fulfilling the pledge, either by external or internal conditions.
-Either party is forced to break the pledge by supernatural means or mind control.
-Either party was unaware their course of action or inaction would violate the pledge.
-Either party breaks the vow of secrecy in the context of the confessional or medical/psychiatric treatment
- Pretty green hedgespun scarf that glows softly and feels even softer
- Set of hedgespun dishes that look sort of like water and make food taste fresh
- A small hand mirror with a handle and frame shaped like horns, and a sun disk emblazoned on the back.
- 3 human-ish fingers
It tasted like... spices, mostly. And dried jerky.
- Silver/iron signet ring
The signet ring was of strange design, featuring a bishop's mitre, a quill, a roman numeral (IV), and a grinning skull.
- A bangle from Sheridan
Lying inside it was a silver bracelet, forged in the shape of a serpent consuming its own tail, with two brilliant sapphires for the serpents eyes, and semi-precious stones (jasper, malachite, others) adorning the serpent’s back.
- A small bag of stones that, when throw into water, call Cynthia