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Sheffield
by Night
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- Chronicle Overview
- Getting Around
- Kindred Sites
- Coteries
- Kindred
- Brujah
- Gangrel
- Nosferatu
- Malkavian
- ratu
- vian
- ratu
- vian
- When is ... ?
- What is ... ?
- When is ... ?
- What is ... ?
- When is ... ?
- What is ... ?
- When is ... ?
Prelude
Safe as Houses (White Wolf Starting Chronicle)
Chapter 1
Blood Sample at the local Hospital, Journalist breaking
the masquerade, Dead Ghoul investigation. Meeting with Mages, Power Play
starts
Chapter 2
Continuing Power Play theme, a vampire is then found
staked in the previous Warehouse. Big
battle with Power Struggle???.
Chapter 3
More Tremere enter the city, Look after a new vampire,
Retrieve artefact, Gangrel goes mental. New Vampire runs off.
Mages start war with Garou
Chapter 4
Looking for new vampire, more Tremere enter and a lay
line is moved, causing freak weather and a blood wind. Mages and Garou at a stand still
Chapter 5
Mage war at an end, Ravnos enter the City , Search for
the Tremere continue and New Vampire.
Chapter 6
Toreador Host a Party in the Arts Quarter with a
disastrous ending. Prince
considers leaving City and putting One of the Players in Charge
Chapter 7 - Not Yet Written
Either the Reaper or Jack Module to be fitted into here
Epilogue – Not Yet
Written
All lose ends are tied up, Cliff Hanger Ending
Buses
First Mainline provide a wide
coverage of not only Sheffield but most of South Yorkshire
Car’s and
Taxi’s
Most major car rental agencies
can be found within the city. The
city allows cars to be driven almost everywhere , but the city centre is
slowly becoming a bus/taxi only, with the introduction of more and more
pedestrian areas.
Air
Sheffield has a small airport located in the north of
the city, just of the M1 junction 34. The
air company KLM run this and most of the flights take you to Amsterdam and
then from there you can get anywhere in Europe and the World.
All the hospitals have designated helicopter landing areas, and there
are several small airfields in the surrounding areas that mostly handle
gliders and small prop planes.
The Drop
Located in Sheffield City Hall
Ballroom, which is the underneath
the City Hall. The club has three
rooms, the main room provides an alternative/indie disco, the next room has
hardcore metal and the third being a chill out room.
The club is run by the Prince, Leyland, and he allows the feeding on
mortals in the chill out room only. The
two doormen Glenn and Dave are both Leyland’s Ghouls and take no shit from
anyone including young neonates.
There is also a separate area
that only Kindred can enter, this is where Leyland holds court.
The prince can be found here most nights when he isn’t at home.
The WapenTake
This is primarily a rockers
bar, situated under the Grovener House Hotel, the bar is located downstairs
and run by the local Brujah, the main area of the bar has a small stage where
local bands tend to play. At the
far end of the bar there is a beaded curtain which hides a darkened area where
kindred can feed in peace. Locals
know that this place is a bit odd, so loads of freaks end up here.
The Works
This is a converted factory
building and incorporates a 4 screen cinema and 2 bars, as well as extensive
art gallery. This is owned by the
Toreador leader and under a act passed in the 1800’s is an Elysium and
kindred violence is not tolerated here at all.
The Prince’s Household
Members: :Leyland, Jacob, Simon, David, Gregory
Goal : Supporting Leyland’s Rule
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Leyland
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Jacob
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Simon
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Gregory
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Leyland
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N/A
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Trustworthy
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Great
Hopes
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Advisor
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Jacob
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Boss
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N/A
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Fairly
Good
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Too Nosy
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Simon
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My
Mentor
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Hard
Working
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N/A
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He’s
got a secret
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Gregory
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Usable
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Fear and
respect
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Spoilt
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N/A
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Find the person in the first column and then look
across until you find what they think about another person
The Prince’s Council
Members: Gregori ( Tremere ), :Leyland ( Ventrue
), Hawkins ( Nosferatu ) , Rimmer ( Brujah ), Selina ( Toreador )
Percieved Goal: To advise the Prince on the
running of the city
Real Goal: To usurp more and more of the duties
of running the city
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Leyland
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Hawkins
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Rimmer
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Gregory
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Selina
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Leyland
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N/A
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Useful
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Annoying
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Advisor
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Love
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Hawkins
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Very
Powerful
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N/A
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OK
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Tremere
Fool
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Respect
for her beauty
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Rimmer
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Waste of
Space
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Chump
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N/A
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Hatred
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If only
she’d notice him
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Gregory
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Useable
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Hmm
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Useful
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N/A
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Pompous
Toreador
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Selina
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Love
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Dislike
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Silly
boy
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Arrogant
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N/A
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All of the Kindred presented here are from my Chronicle, and are provided
for sample use. Please feel free to changed anything to fit in with your
current chronicle.
Rimmer Head of
Clan – Owns Brown Bear Pub
You have been one of the Anarchs for as long as you
have been in the area. You were sired downtown in an alley near a punk club.
You tried to mug another Brujah, who beat you nearly to death, draining nearly
all your blood. You looked at him squarely in the eye, and with what was to be
your last breath said, "Does that mean you won't give me your
money?" He laughed so hard that he nearly forgot to make you stop
drinking from the wound he had made in his wrist. You always have been one to
make a joke, even in the worst of situations.
You find your new life to be a
lot less worry, but you still have your old problem of never having any money.
You even once stooped to robbing a liquor store, which turned out as a really
bad situation since the guy behind the counter shot you point-blank with a
shotgun. You confused him by ripping the security camera off the wall,
smashing it, and racing out into the darkness. You heard that the Prince
shredded a newspaper when he heard about that one.
Royce
- A Brujah who happens to be Kapp's Childe.
You spent much of your mortal
life angry at one thing or another. You migrated to a punk lifestyle because
you found a similar energy and violence in the entire movement. You got more
violent until one night you beat a bouncer to death because he ejected you
from a club. You were arrested and sent to prison for 10 years. After 2 years,
you had killed another 2 men and crippled another during fights in prison, and
you were sentenced to be electrocuted. You managed to escape from prison and
you now have to keep a low profile, because your face still turns up on wanted
posters occasionally.
You met Kapp, who seemed to
like your energy, and so he made you one of his kind. Kapp has been a fair
sire, but you worry about him because he is entirely too softhearted and often
does not have his priorities straight. In fact, most of your time as his
Childe was spent arguing with him in one way or another.
Character Information
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Generation
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9
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Haven
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Concept
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Biker
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Attributes
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Strength
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3
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Charisma
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2
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Mental
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2
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Dextertiy
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3
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Manipulation
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2
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Intelligence
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2
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Stamina
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3
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Appearance
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2
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Wits
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3
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Abilities
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Alertness
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3
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Melee
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3
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Anything Else
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2
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Brawl
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4
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Dodge
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3
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Advantages
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Disciplines
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Virtues
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Willpower
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6
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Potence
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3
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Self Control
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4
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Celerity
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2
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Courage
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4
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Fortitude
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1
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David
Character Information
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Generation
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9
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Haven
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Leylands House
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Concept
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Nutter
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Attributes
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Strength
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4
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Charisma
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2
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Mental
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2
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Dextertiy
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3
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Manipulation
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2
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Intelligence
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2
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Stamina
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4
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Appearance
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3
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Wits
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4
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Abilities
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Alertness
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3
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Melee
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3
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Anything Else
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2
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Brawl
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3
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Dodge
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1
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Advantages
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Disciplines
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Virtues
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Potence
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2
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7
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Obfuscate
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2
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Self Control
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3
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Protean
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3
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Courage
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4
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Fortitude
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2
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Jacob Head of
Clan – Prince’s Bodyguard
You were sired in the deep
Peak District, where a few Gangrel roam in a place fairly far from most men.
The Garou in the area were actually friendly to your clan, until the strip
mining started in the hills..
Then they started to refer to
members of your Clan as agents of the Wyrm and hunted you down. You came to
Sheffield where everyone began to treat you with a fair amount of respect.
It seems that everyone around
here thinks that you are a very old Kindred even though you were sired barely
40 years ago. Up in the hills, your folk speak a form of English that hasn't
changed terribly much since Elizabeth I ruled England.
So everyone treats you with
great deal of respect because you use the language of Shakespeare's day. So
far, no one has caught on to how old you really are, and you would prefer that
it stayed that way.
Character Information
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Generation
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8th
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Haven
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Peak District
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Concept
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Hiker
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Attributes
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Strength
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4
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Charisma
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3
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Mental
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3
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Dextertiy
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4
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Manipulation
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1
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Intelligence
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2
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Stamina
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4
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Appearance
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2
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Wits
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3
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Abilities
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Alertness
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3
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Melee
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3
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Anything Else
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2
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Brawl
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3
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Dodge
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3
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Advantages
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Disciplines
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Virtues
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Potence
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1
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Willpower
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4
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Celerity
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1
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Self Control
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4
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Protean
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3
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Courage
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4
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Obfuscate
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2
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Fortitude
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2
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Steel –
Woodruff’s Bodyguard
Character Information
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Generation
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8th
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Haven
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Lady Spring Wood
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Concept
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Rustic Type
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Attributes
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Strength
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3
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Charisma
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2
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Mental
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2
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Dextertiy
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3
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Manipulation
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1
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Intelligence
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3
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Stamina
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4
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Appearance
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3
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Wits
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3
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Abilities
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Alertness
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3
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Melee
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4
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Anything Else
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2
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Brawl
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4
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Dodge
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3
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Advantages
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Disciplines
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Virtues
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Potence
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Willpower
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6
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Celerity
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Self Control
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4
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Protean
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5
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Courage
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4
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Obfuscate
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2
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Fortitude
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2
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Kel –
Simon’s Body Guard, Hates Steel
Character Information
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Generation
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8th
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Haven
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Park
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Concept
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Driver
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Attributes
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Strength
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3
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Charisma
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3
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Mental
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3
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Dextertiy
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3
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Manipulation
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3
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Intelligence
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3
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Stamina
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3
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Appearance
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3
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Wits
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3
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Abilities
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Alertness
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3
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Melee
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4
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Brawl
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3
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Dodge
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4
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Advantages
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Disciplines
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Virtues
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Auspex
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2
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Willpower
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5
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Celerity
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Self Control
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Protean
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4
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Courage
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|
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Obfuscate
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|
|
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Fortitude
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2
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Hawkins Head of Clan – Prince’s Advisor, Shrewd and
always wants something in return for Info
Being a Nosferatu is such a lonely thing. At least your
Clan is close-knit enough that you don't perpetually try to screw each other
over like the rest of the lunatics who call themselves Kindred. But you have
so much fun raking their secrets over the coals, it almost makes their scorn
worthwhile. All of them hate the Nosferatu clan. Just look at
the Columbia Theatre. It was a favored Haven of your Clan Elder, until
some malicious person burned it down. Your Elder has promised to trade a few
juicy secrets for the Kindred who finds out who was behind that one. And you
can be so cruel to whoever it is by taunting them that you know and are going
to tell it all to someone very powerful.
They could do something to you
about all the knowledge that you know, but the other Nosferatu could always
make them suffer. Only a really brave or stupid Kindred would touch you. Rub
it in.
You are also an agent of the
Sabbat. It is a perfect cover, because the clan Nosferatu protects its own.
And you can sew false information and rumors to weaken the city severely. No
one here is bright enough to figure out what you are doing.
Standish / Archie –Friends
with Kel and Simon
A Malkavian who suffers from delusions of being a Great
White Hunter in Borneo. You have finally done it. After 5 years of trekking
around these jungles of Borneo, you have discovered a prize called the Great
Hand of Omegon. It was so easy, you found it on the ground. Now all you need to do is find the one man who needs
to possess it, and is willing to
pay a high enough price for it. Of course, DON'T LET ANYONE BUT THE
BUYER TOUCH THE AMULET. If they are not the true owner the Amulet will
possess their spirit, and they will be more doomed than those dudes in the
last scene of Raiders of the Lost Ark. You must make sure that the buyer is
pure of heart.
It was a long search through
the jungles. You would occasionally talk to the Native Chieftain who lived
here in his village's stock house. He told you tales of how his tribe would
sell their blood to the white man in return for baubles.
You observed their trading for
awhile and found it fairly useless. You did notice that another tribe led by
Grigori was trying to take their blood to use against them. Chieftain
thanked you for this information. He then responded with one of his amazing
insights into human nature which you found was his speciality, "Remember,
Edward, people never look at the last page of a notepad until all of the paper
is gone."
Or course other bad things
have happened. Two weeks ago, one of the Painter Tribe came down with the Flu
and blamed one of the other Great White Hunters for passing it to her. She
threw him in the river unjustly for that crime. You know because it was your
fault. You made sure to add the nectar from the Berries of Madness to the drug
which she occasionally takes. You don't like her tribe very much either.
Character Information
|
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Generation
|
8th
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Haven
|
Coffin
|
Concept
|
Party Animal
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Attributes
|
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Strength
|
2
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Charisma
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1
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Mental
|
4
|
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Dextertiy
|
2
|
Manipulation
|
3
|
Intelligence
|
1
|
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Stamina
|
5
|
Appearance
|
2
|
Wits
|
5
|
Abilities
|
|
Alertness
|
3
|
Melee
|
3
|
|
|
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Brawl
|
2
|
|
|
|
|
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Dodge
|
|
|
|
|
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Advantages
|
|
Disciplines
|
Virtues
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|
|
|
Auspex
|
3
|
Willpower
|
5
|
|
|
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Celerity
|
|
Self Control
|
|
|
|
|
Protean
|
|
Courage
|
|
|
|
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Obfuscate
|
2
|
|
|
|
|
|
Fortitude
|
|
|
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Author information goes here.
Copyright © 1999 [OrganizationName]. All rights reserved.
Revised: June 18, 2001
.