Deliverance "Vera" Ward Clan:
Charisma: **** (Specialization: Public Relations)
Manipulation: ***** (Specialization: Corporate Schemes)
Wits: **** (Specialization: Raconteur)
Intimidation: ***** (Veiled Threats)
Leadership: ***** (Commands)
Subterfuge: ***** (Feigning Morality)
Finance: ***** (Stock Market)
Linguistics: * (German)
Contacts ** (Chief of Police, Head Judge of the Court)
Status ** (Camarilla)
Blood Pool: 2 / 13 (1/turn)
- Hurt (-1)
- Injured (-1)
- Wounded (-2)
- Mauled (-2)
- Crippled (-5)
- Incapacitated (X)
Merits: (list cost!)
Flaws: (list points!)
Depending on who you are, Vera is either cold and unapproachable or the sweetest dear you'll ever meet. This will depend on how much power and social status you have, less so money than one might think. She talks eagerly about topics she is genuinely interested in. These include - finance, business, fine art, theater, and social traditions. She constantly bemoans the sorry state of music and art in today's world, and the decline in social values brought about by the decreasing influence of the church. Professes to be a devout Catholic. She is very focused, alert, and can always be counted on to do what is fashionable (in a timeless sort of way) and socially acceptable. Doesn't open up about her true feelings at all. Seems to favor young, beautiful, subservient things for her partners when she takes one, the less of a mind of their own the better. History:
Deliverance was named after one of her ancestors who happened to be one of the original New England colonists. Her family slowly accumulated wealth and influence over the ages, letting the Vanderbilts and the Rockefellers take the public eye while they enjoyed their equally opulent mansions and lifestyles in more private seclusion.
Vera was born in a mansion on 5th avenue in the height of the Gilded Age. She was a very good child, always doing exactly as her father and mother told her, learning her lessons and knowing her place. She did so well that she was sent to the schooling that had been intended for her twin brother, who idled away his luxury safe in the knowledge that mother and father would never really punish him. For Vera it was more about earning praise than avoiding punishment. When she returned from her schooling with the top marks of the class and having maintained her virtue despite the many advances of the young gentlemen she attended classes with she was introduced to a shocking family secret. Her great ancestor was still moving, not alive, but quite undead.
Vera thought she was losing her mind when she was embraced by her very-great-grandmother. She spent time in an asylum hidden in the middle of nowhere in South Dakota that had been specially arranged for this purpose by her quite wise ancestor. It was a luxurious and lavish treatment center, staffed entirely by ghouls and whose only patients were young affluent vampires who had been recently embraced (although the basement was rumored to house those poor souls who had never quite adapted) and when she finally came to terms with who she was she made quick friends with her peers, all destined to be the next generation of Ventrue.
When she returned her family had abandoned the increasingly common Manhattan for a new, enormous estate on the Upper East Side. At a family dinner great old Deliverance instructed the family that Vera was to be in charge of finances and estates from then on. There was no discussion. Deliverance then returned to her torpor deep beneath the earth of their new home and Vera took her place as the head of the house.
Her family thrived, thanks to her new abilities and connections. The servants were bled for her meals and most of them happily agreed to for the compensation they received and the chance of Vera losing control and using them for more than blood. Vera lived this life comfortably for some time, making money for her family, sending the appropriate taxes to the Ventrue, and enjoying luxury as New York City proper was slowly lost to the Sabbat. Vera was never responsible for Manhattan, but that didn't stop fingers from being pointed her way when the Camarilla abandoned the city. The security around her estate increased, and the chaos loving Sabbat learned that she was a harder target than any of her neighbors, and her little enclave of Camarilla territory survived in happy obscurity, if no small amounts of comparison to Nero were snidely whispered her way.
It was only recently that she had a visitor. The great Justicar of the Ventrue himself came to dine at the Ward Estate. He had a favor to ask. Favors from the Justicar of course are not really favors, more of demands. She was to uproot herself from her comfortable home and visit Seattle, to assist the Primogen there in any way possible. Sort of make up for sitting idle while we lost New York eh? There's a good lass.
Vera was unable to move the vast majority of her family's resources without arousing suspicion. Her presence was welcomed with polite suspicion by the Primogen, who himself had received a similar 'favor' that was asked by the Justicar to take her in as his new Keeper, and while the Primogen took advantage quickly of her financial skills he, rightly, doesn't quite believe she isn't a spy for the Justicar. However they both despise the other vampires in the city (and the humans, and the werewolves, and really everyone who isn't themselves) slightly more than they despise each other and are working together acceptably well for now. Vera resents the assignment and looks forward to going home, but she understand the more she rushes it the less likely she is to succeed and she doesn't want another New York on her resume. Your O/Os for this character:
Vera enjoys high class, artistic sex where she is worshiped by the young and beautiful. She despises anything that could be seen as crude, common, or vulgar. NOTE: For statistics, be sure to include how you spent your Freebie points (or EXP for those starting as ancilla).
Freebie - 15
3 - +3 to generation (background 1 point/dot)
1 - +1 to resources (background 1 point/dot)
4 - +2 to expression (ability 2 points/dot)
4 - +2 to finance (ability 2 points/dot)
4 - +4 to willpower (willpower 1 point/dot)
XP - 75
5 - +2 to Status (Camarilla) (3 to buy new Background, 2 (1x2) to increase to 2)
16 - +1 to Manipulation (4x4 to increase to 5)
12 - +1 to Wits (3x4 to increase to 4)
14 - +2 to Intimidation (3x2 = 6, 4x2 = 8 to increase from 3 to 5)
14 - +2 to Leadership (3x2 = 6, 4x2 = 8 to increase from 3 to 5)
14 - +2 to Subterfuge (3x2 = 6, 4x2 =8 to increase from 3 to 5)