John Stevenson
John Stevenson
Physical Description
General Physical Condition
He is a short and dark-skinned man. Most likely from a tropical environment, he has not lost the hardiness or agility that certainly benefited him during his mortal days. Tonight, he is a simple man, preferring blue jeans, sturdy shirts and a worn pair of boots. Function rules over form, not only in his choice of clothing, but in his choice of vehicles, residence and unlifestyle as well.
Mental characteristics
Personal history
John Stevenson (a name he chose recently, as he does not remember his own) has precious little recollection of his past. In fact, he remembers absolutely nothing of the nights prior to July 15, 1988. That was the evening he rose from his latest bout of Torpor. On that night, he also killed a person for the last time.
On the first night he remembers, he woke up in an abandoned basement, attended by a loyal ghoul he’d never known and still does not recognize. The poor soul was ravaged and killed, leaving behind only a tattered journal that was being kept safe for the vampire master upon his return. Bloody and torn to shreds, the remains of that journal are all that John now has as a lead to find his past and identity.
For the last two decades, John has explored what he can of his past. He gradually rediscovered his knowledge of the Spanish and Portuguese languages, and had the good fortune to find a ghoul already well-versed in Kindred society. With this ghoul’s help, John explored the new world, searching for clues as to his past existence. He learned that the Grémio’s markers around the world are still mostly intact. He doesn’t remember placing them, and yet their locations always seem familiar. He felt he was growing close to a breakthrough.
And then, after meeting Bennett, he backed off from his search. Bennett had a much more pressing need — a need to find his sire’s murderer and put him to the sword, or at least learn why he’d been killed. Stevenson put his own quest on hold, and his mental state has benefited for it. No longer obsessive about the past, he is free to truly experience his unlife.
On the first night he remembers, he woke up in an abandoned basement, attended by a loyal ghoul he’d never known and still does not recognize. The poor soul was ravaged and killed, leaving behind only a tattered journal that was being kept safe for the vampire master upon his return. Bloody and torn to shreds, the remains of that journal are all that John now has as a lead to find his past and identity.
For the last two decades, John has explored what he can of his past. He gradually rediscovered his knowledge of the Spanish and Portuguese languages, and had the good fortune to find a ghoul already well-versed in Kindred society. With this ghoul’s help, John explored the new world, searching for clues as to his past existence. He learned that the Grémio’s markers around the world are still mostly intact. He doesn’t remember placing them, and yet their locations always seem familiar. He felt he was growing close to a breakthrough.
And then, after meeting Bennett, he backed off from his search. Bennett had a much more pressing need — a need to find his sire’s murderer and put him to the sword, or at least learn why he’d been killed. Stevenson put his own quest on hold, and his mental state has benefited for it. No longer obsessive about the past, he is free to truly experience his unlife.
Ethnicity
Other Ethnicities/Cultures
Age
mid 20s
Date of Death
1601
Circumstances of Death
Embrace
Children
Sex
Male
Gender
Male
Aligned Organization
Related Plots
Physical Attributes: Strength 3, Dexterity 3, Stamina 3
Social Attributes: Presence 3, Manipulation 2, Composure 5
Mental Skills: Crafts (Automotive Repair) 2, Investigation 2, Politics 1
Physical Skills: Athletics 2, Brawl (Bite) 3, Drive 1, Stealth 3, Survival (Hunting) 3, Weaponry 1
Social Skills: Animal Ken 3, Expression 2, Intimidation 2, Streetwise 1
Merits: Direction Sense, Fast Reflexes 1, Languages (Portuguese, Spanish), Retainer 4 (Brent), Vitae Connoisseur (wounded individuals)*
Willpower: 9
Humanity: 6
Virtue: Faith
Vice: Pride
Health: 8
Initiative: 9 (with Fast Reflexes)
Defense: 3
Speed: 11
Blood Potency: 3
Vitae/Per turn: 12/1
Disciplines: Animalism 1, Auspex 3, Celerity 1, Dominate 2, Linagem 4, Resilience 3, Vigor 4
Devotions: Blood Beacon **, Destructive Might *, Lessons in the Steel
* These traits appear in Ancient Mysteries. If you do not have access to this book, simply remove them from Stevenson’s traits.
** Although Stevenson no longer has the Linagem rating necessary to use this Devotion, this is due to his loss of memory from Torpor. He could regain the fifth dot of the Discipline at any time (see Story Hooks) and therefore regain knowledge of this Devotion.