Dizney packs and groups -- complete cast of characters

PCs

Our heroes

Kenneth/Desmond (Richard)

Elyse - Kenneth's assistant. 27 y.o. ABD in sociology. 2nd rank University; has been with K. full-time for approximately one year.

David Talbot (Michael) - in town looking for Martin McCall, a travel agent associated with his company--the Carry On travel agency--who has recently gone missing.

John Makivana (Josh) - janitorial staff at Dizney's Epcot. Human who has experienced recent... changes... of a supernatural nature.

GM characters

These are characters imported from our prior lengthy canon in the WoD, which you can read about here. That version is not strictly canon, per se, but is a novella based on the characters from those games, which gives a good feel of their, er, personalities. And relationship.

Bashir Del - Formerly Tremere (Anti-tribu? Sabbat? Who the hell knows these days.) A tiny little tinderbox. Bashir is estranged from most of vampiric society--after remaining undercover with the Camarilla for many years, she returned to her Sabbat pack at the Battle of the Alamo (part deux). Though she had completed her mission honorably, there were many who thought her dedication to the order had faltered in Seattle. Because she and Roderick stood down at the Alamo, they undoubtedly saved both sides from a battle that would have only ended in great bloodshed for no perceptible gain. However, others wished to see the battle take place and the ranks cleansed of any unworthy or unlucky enough to fall. Her unwillingness to die for the cause rankled some, and charges were levelled that she had gone soft, that her allegience was questionable, and that her friendship with Surrat and the others clouded her judgement. Bashir was bitterly disappointed to find herself still a pariah. She had expected to be welcomed home a hero.

Thus, her current motivation is uncertain. Is she trying to curry favor with the new Sabbat by laying Dizney at their lap? Does she wish to power-grab for herself or the few remaining Tremere and return the fabled Castle chantry to its former greatness? Has she turned completely rogue and taken on some work-for-hire? If so, who is behind her machinations? Jones? Erwin? Someone else entirely?

Regardless of her motivations, Bashir brings great firepower and none-to-little skills of persuasion to the table, as well as a fairly deep history of the Tremere, including the ill-fated Castle chantry. The party could find her useful... if she doesn't just kill them for sport.

Prince of North Carolina, Withrow Surrat - Brujah. Withrow is a Prince on sabbatical, brought to the MK by Bashir, under who-knows-what premise. He knows she's probably lying, but is curious enough about what she's up to to go along with it anyway. Withrow has a reputation with the Garou--NC is full of the lawless wilds, and yet his company has managed to survive there for quite some time. His experience in this area will be priceless.

Withrow is also valuable because of his simple influence. As a Prince, he has equal rank to Jones and probably knows Erwin from regional Camarilla dealings. He may in fact like and respect Erwin, as Dizney was a place nurtured and developed much like his own hometown--through hard work and hard lines held against the Garou.

Roderick Surrat - Malkavian, cousin of Withrow, friend of Bashir. This San Francisco native isn't likely to show up in Florida, but if things get hairy, he could come in handy. He certainly comes with his own ready-made arsenal... of crazy.

NPCs

Florida Camarilla

Council Member Judd Erwin - Ventrue, Former Prince of Florida and savior of Dizney. Took the commercialized machine of consumerism and turned it into a profitable vampire industry. The facade remained perfection (only more so) while underneath the streets of Tomorrowland and the famous teacups lay growing vampiric enterprises--blood collection, mystical works, various extortion or political schemes--you name it. Corruption writ large in the Happiest Place on Earth.

Prince Steve Smith - Ventrue, Erwin's childe, former second, and the newly-named Prince of Florida, killed in the Garou attack on Dizney. Also murdered by the werewolves were most of Smith's support staff and many of the Castle and MK daytime staff.

Margarite Scanlon - Florida's second, now acting Prince. A stern but fair woman. She was out at Epcot dining with a major investor. She was brokering a huge deal with him well into the night, and holed up in one of the offices there to complete the paperwork afterwards. Since it was nearly dawn, she decided to stay over in one of the underground berths beneath the Living Seas. She is holed up in Epcot with the other survivors.

Juan Plinker - Comptroller for Dizney. Lives offsite and was doing bank business the morning of the attack. Was contacted by Margarite and immediately moved to Epcot to help.

Hans - Chief of security, Dizney. Was at home during the first seige, but led a team of security officers back inside the complex to rescue trapped vampires. Only barely escaped, many of the other volunteers were not so lucky. Returned to the fallback base at Epcot and is organizing the remainder of his staff and creating (ghouling) reserves.

Utah Camarilla

Prince Michael Jones - Jones was a long-time Florida native who was largely believed to be next-in-line for Princeship until Erwin came into town. Erwin was brought in by Jones' former boss (the prior Prince of Florida) as a contractor to help clean up the mean streets of Dizney. Erwin swept into town, impressing everyone with his calm yet persuasive manner--everyone but Jones, that is. Erwin roundly criticized many of Jones' plans for Dizney, eventually developing his own plans and then acting on them with the Prince's approval. As luck might have it, Erwin's work coincided with a quiet period in the Garou/Vampire standoff around Orlando, and things progressed quickly and efficiently. Erwin was lauded, while Jones was largely forgotten.

Erwin realized that Jones was bitterly unhappy over his ascention, and moved quickly to find the jealous vampire a Princeship elsewhere. Partially to make peace, and partially to make sure he was somewhere where he couldn't cause trouble. Only Jones wasn't prepared to give up quite so easily.

Utah is a crazy place, and Erwin didn't think to consider the result of sending a crazy vampire to go and rule other equally crazy minions. Utah vampiric society, like that of Utah society in general, operates more than a bit outside the norm. Religion bleeds into politics and into vampiric society as well, and the particular mixture of Mormon theology and vampiric myth in Utah produces some quirky results.

Most obviously, there's the whole business about concubinage. Like Mormon men and their multiple wives, vampiric society in Utah is replete with a Princely coterie--a group of young neonates, men and women, whose duty is to serve the Prince in whatever way he should require. This kind of ego-trip was right up Jones' alley.

In addition to the truly royal treatment, the Utah vampires also bought into the heavily fantastical writings of Joseph Smith. In particular, they have studied and researched his writings about the forebears of the world's civilization, the other worldly creatures that inhabit the Mormon universe. These humanoid super-beings planted the seeds for modern civilization and, in return visits, added populations of more advanced lifeforms--vampires, garou, shamans, magic users--and places of great power--temples, consecrated ground, chantries--to further advance world development.

Something of note about WoD Mormons--in this game Mormons and Scientologists have comes to terms with their eerily similar alien-based religions, and, though few mortals realize it, are operating as two arms of a large global conspiracy. Jones' materials are heavily influenced by both Mormon writings and Scientology scriptures, but the crazy amalgamation he creates of the two is largely his own fiction.

Jones, his mind already twisted by egoism and greed, pores over these details. He spends many months studying the writings and making notes, calling in preachers, sages, and clears to assist him in his search. He is obsessed with finding his place in this world, believing as he does that he is meant for big things. He believes he has attained preternatural purity, and that the supermen speak to him, that God has spoken to him. He knows what he must do: reclaim Dizney. The seat of power in the MK is power meant for his kind, something left behind by the forebears to help the chosen ones evolve into the beings they are supposed to become.

As I said, crazy. Big-C Crazy.

Jones brings with him a hive-mind of other vampires, first of all his coterie, 6 or 7 young and beautiful vampires, both male and female. Only 2 are of any help physically (security guards, but pretty ones). 2 are artisans, who entertain him, and 2 are serving-persons, who strive to anticipate his needs, whatever they may be. Jones also travels with a Scientologist advisor, a clear woman who is often his confidant; a Mormon preacher, a gentleman who acts as his spiritual advisor; and a manager/personal trainer/life coach named Ted.

Ted is a ghouled human who is addicted to hallucinogens. He is Jones' property entirely, and his snacktime channel to God.

The second-in-command is home running Utah and no other Utah vampires of any note area accompanying him.

Lost boys / Dizney pack

Pack leader Tobias Whitetail - dark-skinned gypsy boy with a shock of bright white hair that corresponds to his snow-white tail when in wolf form. Large, strong, fast, and smart, Tobias is the leader of the strongest pack in the area and the de facto boss of all Garou in Orlando. He is completely devoted to his kind and to his packmates, especially his true mate Snow and the young Garou Corey.

Charles St. Cloud - pack organizer. Eldest of the pack, but also the quietest. If Tobias is the father-figure, then Charles is the grandpa. Pack members come to him for advice and look to him for direction. He keeps track of supplies and appointments, and usually leads most pack meetings. He is an old friend and mentor of Tobias', who respects him greatly and counts on his expertise in matters of strategy and diplomacy.

Ralph and Chet Southland - Ralph is head of security and Chet is his meathead brother and first (and only) officer. They are the brute squad. They are also twins, though noone would ever know it. Ralph is tall and muscular, with sandy blonde hair buzzed short. He is smart and resourceful. Chet has curly blonde hair, and is strong but clumsy, build like a truck and half as bright. But he follows orders without fail.

Ted Whitetail - Tobias' dumber younger brother, best friend of Chet. Impulsive and foolish.

Snow - Tobias' mate, a dark-haired gypsy girl from an incredibly powerful bloodline. She is a force to be reckoned with.

Corey - young Garou, child of the pack but especially of Tobias and Snow. Corey was a teenaged boy who happened upon a pack skirmish in Orlando. He was bitten and turned, and subsequently thrown out of his house and onto the streets. Tobias had gone to the scene of the fight to investigate (it was between two warring small packs, and a real nuisance, honestly), and Corey was there, just waiting. Tobias knew he should destroy him, as the change is usually difficult for someone that young, but couldn't bring himself to do so, even as the boy begged him to. Instead, he took the child home to Snow and the pack, and it was decided after some deliberation that they would try and protect him as best they could. Though Ralph and Chet were at first against the idea, over time they grew to love Corey and became his fiercest protectors. Corey is a vulnerable point for the pack, and could be used by the party as leverage. He is also one mopey little fuck and could be easily mistaken for an emo Dizney punk.

Celebration pack

Jed Burnside - Swarthy, slightly greasy pack leader. Handlebar moustache.

Monica Davies - Jed's mate and the packs second-in-command.

Lorne - Celebration pack's strategist and general munitions guy. Likes to blow things up.

SNL crew - remainder of the pack made up of random general NPC garou with names from SNL -- Molly, Chevy, Steve, David, Adam, etc.

Other Florida packs

Orlando 1: Balu, Mogwai, Mr. S., Jack

Orlando 2: Ariel, Ella, Wendy, Tink, Peter

Suburb 1: 6 garou

Suburb 2: 7 garou

However many other Garou it would require to invade the MK.

Clearwater Scientologists

Joel Grey - human, Scientologist.

Mandy - human, Scientologist. Joel Grey's assistant and secretary.

Blue shirts - worker bees. absurdly strong. Composure of 4.

White coats - managers, magic-users. absurdly intelligent. Composure of 5.