TEXT: Written by Kelley Barnes     Developed by Eddy Webb     Edited by Genevieve Podleski     Layout by Jessica Mullins     Art by Avery Butterworth
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  A group of ready-made player characters 
  for the World of Darkness
  
  2
  Legacy Security has been in business since 
  1971. Initially created as a local messenger 
  service, it swiftly expanded to include medical 
  delivery, legal delivery and commercial transport 
  services worldwide. By the early 90s, the man-
  agement realized that adding a computer security 
  division along with a personal protection service 
  would dovetail nicely with the company’s estab-
  lished business areas, and LSCS could eventually 
  dominate the market for those services.
  A radical change in company operations oc-
  curred four years ago. Robert Lennox assumed 
  the mantle of CEO and President, and then fired 
  all but one of the department heads and another 
  thirty lower-level employees in his first month 
  at the office. Now he handpicks every new hire, 
  spreading them out across the four office loca-
  tions all over the world.
  Kevin has been with LSCS for almost a 
  decade, and few employees since the purge 
  outrank him in seniority. He is also one of 
  the youngest members of the Legacy staff, and 
  can be found working at all hours – he even 
  has a pullout couch in his office, and has been 
  known to sleep there for days at time while 
  obsessed with a specific project. While Kevin 
  tolerates Robert’s presence in his lab, only Les-
  ley gets invitations to wander in at will.  Kevin 
  always appears to be tinkering with new “toys” 
  for her to use while on assignment; some work 
  better than others. There is a student-teacher 
  relationship developing between Kevin and 
  Peter Sweeny—the ex-cop has been known to 
  introduce Kevin to parts of the city he’s never 
  seen or even realized existed.
  The first hiring decision Robert made as 
  CEO was to bring on Morgan Welles, an 
  acquaintance of his in the city’s elevated 
  social circles. Her effectiveness in landing 
  business deals means everyone gets work 
  and has a steady paycheck. But her position 
  in the company often requires her to work 
  nights, with rare daytime appearances at the 
  office. Morgan works closely with Lesley, un-
  covering information critical to the personal 
  protection department. While she has fewer 
  interactions with Kevin and Peter, she has 
  bonded with the former cop over their mutual 
  love of dogs. Because of their odd schedules, 
  Kevin and Morgan have a history of talking to 
  each other late at night, when she calls him 
  after leaving a party to report any important 
  overhead tidbits.
  Although she regards Robert’s safety as her 
  first priority, Lesley likes to keep tabs every 
  company employee. As the company has ac-
  cepted increasingly high-profile jobs (such 
  as transporting priceless jewels and artifacts), 
  employees are beginning to be recognized 
  and targeted by thieves, private investigators 
  working for other “interested parties” and the 
  like. Lately she’s been giving Morgan and 
  Kevin lessons in self-defense, mostly so they 
  can delay any attackers long enough for help 
  to arrive. Peter is a great sparring partner, and 
  they regularly make bets over contests at the 
  shooting range, helping to keep each other’s 
  skills honed and sharp. 
  On the team less than a year, Peter is still 
  trying to figure out how he best fits in at the 
  
  3
  company. Personally, he is most at ease with 
  Lesley. They both have had to kill while in the 
  line of duty, which has given them a bond – 
  comrades in arms, now acting to protect a group 
  instead of a greater ideal. On some level, Kevin 
  is like the younger brother Peter never had, 
  or perhaps a symbol of the kind of man Peter 
  might have been if not for the rough circum-
  stances of his childhood. In Robert Lennox, 
  Peter has found a drinking buddy, someone 
  who appreciates good bourbon or scotch and 
  the willingness to share it. Not quite a profes-
  sional relationship, but a Legacy Security is not 
  a standard corporation.
  Robert Lennox is the heart of the Legacy 
  Security, though he may not recognize that 
  fact himself. Since taking over as CEO, the 
  company has expanded in staff and operations 
  at a cautious rate, but its reputation has grown 
  exponentially by word of mouth from satisfied 
  clients. Robert has a good sense for assessing 
  people and their skills, and for finding the right 
  individuals to come to work for him. 
  Although they are all connected as coworkers, 
  there is an element of closeness and trust that ex-
  ists between these five people outside the office 
  environment. That’s something that will surely 
  be tested in the months and years to come.
  
  4
  Quotes: “I’m not saying I see dead people, I’m just telling you I know 
  they’re there.”
  “Listen, you look like you could use some help. Why not let me try?”
  “No, I don’t remember meeting you before. Perhaps you’ve mixed me 
  up with someone else?”
  Virtue: Charity. Influenced by the memory of his parent’s 
  philanthropic endeavors, Robert has made a point of support-
  ing organizations and individuals in need of a helping hand, 
  and always seems to have a bundle of ones in his coat pocket 
  for panhandlers he encounters.
  Vice: Sloth. Robert has always been surrounded by servants 
  and employees. On some level he regards the company as 
  an extension of his will: his eyes, hands and ears. They are 
  expected to do the work while he reaps the benefit. 
  Background: Robert was part of a perfect, happy (and wealthy) 
  nuclear family, the eldest of two sons. Not the first or the last to be 
  picked for a team in sports, he was an above average student who 
  needed prodding to focus on his grades. There were times Robert 
  defied curfews and broke promises, but no more so than any normal 
  kid.  He never wanted for anything important, but never had to work 
  hard to get anything he wanted either.
  According to the police report, it was shortly before 11 PM when 
  the accident happened. Someone ran the Lennox’s family car off 
  the road on the way to Rice University, where Robert would be 
  starting his freshman year. The impact killed Robert’s brother and 
  father, and his mother died on the operating table. Robert had been 
  at the wheel. 
  Although he was cleared of any responsibility, Robert blamed himself. 
  While recovering in the ICU, he started to sense things that couldn’t 
  possibly be there, hearing voices and seeing intangible apparitions. 
  Robert’s fevered insistence that his mother was still alive, that she had 
  visited his hospital room at night, soon placed him under the care of a 
  psychiatrist.  From there it was a short trip to Bishopsgate, the mental 
  institution he called home for several years. While trapped there, Robert’s 
  condition became worse. There were more ghosts in the rehabilitated man-
  sion than he’d encountered in those two months at the hospital. Sensing 
  the unremitting presence of these entities, like an angry hive of bees, 
  drove Robert nearly insane.
  Robert Lennox
  
  5
  Over time, Robert successfully convinced his doctors that he was “cured” because of his therapy 
  combined with a regime of prescription medications. But his strange sensitivity to ghosts remains as 
  strong as ever, when he’s not drugged into a stupor. Robert simply learned to say what the medical 
  staff wanted to hear and when to keep silent about the rest. He continues to be cautious, almost 
  to the point of paranoia, about keeping up the appearance of fitting in and being well-adjusted. 
  Robert is currently under court-ordered supervision of the Lennox family’s law firm until he turns 
  30 – something that he takes pains to keep secret, since his personal wealth is far less than others 
  would believe. 
  Looking over the family holdings four years ago, he became interested in Legacy Security.  After 
  appointing himself the new President and CEO, Robert has used staff and company resources to 
  transport items and books purchased from around the world back to the company offices, in order 
  to facilitate his beginning research of supernatural myths and legends. 
  Description: Robert carefully cultivates an image of understated fashion in his tailored navy 
  blue suits. His sandy-blond hair is cut short, and a pair of wire-framed glasses draws attention to 
  his ice-blue eyes. Perhaps it’s an unconscious habit, but he rarely looks anyone directly in the 
  eyes unless they engage him in conversation first. To the casual observer he seems more malleable 
  because of this behavior, but Robert is rarely swayed from his own point of view.
  Roleplaying hints: When possible, you cultivate the manners of a gentleman, trying to be polite 
  even when dealing with unpleasant people or situations. But you remain awkward in high profile 
  situations, because your social development was stunted by the time spent in the mental institu-
  tion. Although you’d never admit this to the rest of the group, this company has come to replace 
  the family you lost. The happiness and safety of your employees is important to you.
  
  6
  223
  Physical
  (-1 unskilled)
  Athletics_______________ooooo
  Brawl__________________ooooo
  Drive__________________ooooo
  Firearms_______________ooooo
  Larceny________________ooooo
  Stealth________________ooooo
  Survival________________ooooo
  Weaponry_______________ooooo
  Mental
  (-3 unskilled)
  Academics___________ooooo
  Computer___________ooooo
  Crafts_____________ooooo
  Investigation_________ooooo
  Medicine____________ooooo
  Occult_________________ooooo
  Politics________________ooooo
  Science____________ooooo
  Social
  (-1 unskilled)
  Animal Ken__________ooooo
  Empathy________________ooooo
  Expression______________ooooo
  Intimidation_____________ooooo
  Persuasion______________ooooo
  Socialize________________ooooo
  Streetwise______________ooooo
  Subterfuge_____________ooooo
  OTHER TRAITS
        ATTRIBUTES
  Merits
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
  Flaws
  Size
  Speed
  Initiative Mod
  Defense
  Armor
  Intelligence ooooo
  Strength    ooooo
  Presence      ooooo
  Wits     ooooo
  Dexterity    ooooo
  Manipulation   ooooo
  Resolve   ooooo
  Stamina      ooooo
  Composure     ooooo
  SKILLS
  Power
  Finesse
  Resistance
  Health
  o o o o o o o o o o o o
  Willpower
  o o o o o o o o o o
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in any area costs two points) • Health = Stamina + Size
  Willpower = Resolve + Composure • Size = 5 for adult humans • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity +
  Composure • Speed = Strength + Dexterity +5 • Starting Morality = 7
  Experience
  Weapons
     Dice Mod.
  Equipment
     Dice Mod.
  Morality
  10 
  o
  9 
   
  o
  8 
   
  o
  7 
   
  o
  6 
   
  o
  5 
   
   
  o
  4
  o
  3
  o
  2 
  o
  1 
  o
  Name:
  Concept:
   Chronicle:
  Age:
  Virtue:
   Faction:
  Player:
  Vice:
     Group Name:
  Copyright 2004 White Wolf Publishing http://www.worldofdarkness.com
  	
  Robert Lennox 
  Eccentric CEO 
   
   
   
  Charity
   
   
  Fortitude 
  LSCS
      Research
         Body Language
    Ghosts
  Resources
  Retainers
  Unseen Sense
  5
   9
   
    4
     2
  
  223
  Physical
  (-1 unskilled)
  Athletics_______________ooooo
  Brawl__________________ooooo
  Drive__________________ooooo
  Firearms_______________ooooo
  Larceny________________ooooo
  Stealth________________ooooo
  Survival________________ooooo
  Weaponry_______________ooooo
  Mental
  (-3 unskilled)
  Academics___________ooooo
  Computer___________ooooo
  Crafts_____________ooooo
  Investigation_________ooooo
  Medicine____________ooooo
  Occult_________________ooooo
  Politics________________ooooo
  Science____________ooooo
  Social
  (-1 unskilled)
  Animal Ken__________ooooo
  Empathy________________ooooo
  Expression______________ooooo
  Intimidation_____________ooooo
  Persuasion______________ooooo
  Socialize________________ooooo
  Streetwise______________ooooo
  Subterfuge_____________ooooo
  OTHER TRAITS
        ATTRIBUTES
  Merits
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
  Flaws
  Size
  Speed
  Initiative Mod
  Defense
  Armor
  Intelligence ooooo
  Strength    ooooo
  Presence      ooooo
  Wits     ooooo
  Dexterity    ooooo
  Manipulation   ooooo
  Resolve   ooooo
  Stamina      ooooo
  Composure     ooooo
  SKILLS
  Power
  Finesse
  Resistance
  Health
  o o o o o o o o o o o o
  Willpower
  o o o o o o o o o o
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in any area costs two points) • Health = Stamina + Size
  Willpower = Resolve + Composure • Size = 5 for adult humans • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity +
  Composure • Speed = Strength + Dexterity +5 • Starting Morality = 7
  Experience
  Weapons
     Dice Mod.
  Equipment
     Dice Mod.
  Morality
  10 
  o
  9 
   
  o
  8 
   
  o
  7 
   
  o
  6 
   
  o
  5 
   
   
  o
  4
  o
  3
  o
  2 
  o
  1 
  o
  Name:
  Concept:
   Chronicle:
  Age:
  Virtue:
   Faction:
  Player:
  Vice:
     Group Name:
  Copyright 2004 White Wolf Publishing http://www.worldofdarkness.com
  	
  Robert Lennox 
  Eccentric CEO 
   
   
   
  Charity
   
   
  Fortitude 
  LSCS
      Research
         Body Language
     Psychiatry
    Ghosts
  Resources
  Retainers
  Unseen Sense
  5
   9
   
    4
     2
  Seasoned Character
  
  8
  Peter Sweeney
  Quotes: “I went to the school of hard knocks, and graduated at the top 
  of my class.”
  “When your instincts are telling you not to go down a dark alley at three in 
  the morning, listen to them!”
  “Some people are meant to be cops, and some people are meant 
  to call the cops.”
  Virtue: Justice. Peter believes in upholding the law, 
  because there has to be a way to impose order and protect 
  the innocent from the world he grew up in. 
  Vice: Envy.  Peter’s always been a bit jealous of other 
  people in the police department who had a more privileged 
  childhood. He’s measured himself against them, and feels 
  a burning need to outdo the people he once worked with 
  side-by-side.
  Background: Peter was the only child of a drug addict who was 
  jailed after her third arrest. He grew up in a succession of homes, a 
  victim of older kids who bullied him daily and foster parents who 
  cared more for the monthly support check than the children in 
  their care. He learned to fight back, and then to initiate fights. 
  It appeared Peter was destined for a life on the wrong side of the 
  law when his case was brought to the attention of a local Catholic 
  priest, Father Gregory, who befriended the troubled boy. That 
  relationship kept Peter from giving into the pressure to join a 
  gang like many of his friends while growing up.
  Walking home from his job as a nightclub bouncer one night, 
  Peter passed by Father Gregory’s church and noticed that the 
  side door was standing open, lock broken. Worried, he stepped 
  inside to find that the church had been vandalized and his mentor 
  attacked. Although the priest recovered over time, that incident 
  had a profound effect on Peter’s life. Peter realized he wanted to 
  make a difference, to be more than just another resident of the 
  city slums. He applied to the police academy and graduated near 
  the top of his class. As a beat cop, Peter gained the reputation 
  for being a tough guy who might be flexible in specific situa-
  tions – but not someone who could be bought.  
  
  9
  The next twenty years of his life in uniform flew by as he moved steadily up the ranks – but 
  not as quickly as he wanted. He felt that his contributions were consistently overlooked in favor 
  other cops in the department, so Peter made few close friends, relying on a scruffy mutt named 
  “Kojak” for company. Once he earned detective status, Peter became a regular fixture at court, 
  providing testimony in several high profile cases. It was during one such case that Peter was 
  brought to the attention of Legacy Security. Reluctantly acknowledging that every day on the 
  street might be his last as his body aged and reflexes slowed down, Peter decided to accept the 
  job supervising the courier department. Still settling into the position, Peter is the newest hire 
  at the company.
  Description: A towering African-American man with graying hair at his temples, Peter has 
  taken care of his body, though he sports a pugilist’s crooked nose, knobby knuckles and scars along 
  the left side of his neck. These injuries give the impression that more wounds document his career 
  in law enforcement underneath his clothes.  He has a steady gaze that seems to compel criminals 
  to confess to their misdeeds.
  Roleplaying hints: You’ve been through a lot, experiencing hardships since before you were 
  old enough to remember them. Older than many of your co-workers, you are still physically 
  imposing and in good shape, though you can tell it’s slipping away when you wake up in the 
  morning with sore muscles, or when you get winded just a little quicker than you used to 
  while running. 
  
  10
  223
  Physical
  (-1 unskilled)
  Athletics_______________ooooo
  Brawl__________________ooooo
  Drive__________________ooooo
  Firearms_______________ooooo
  Larceny________________ooooo
  Stealth________________ooooo
  Survival________________ooooo
  Weaponry_______________ooooo
  Mental
  (-3 unskilled)
  Academics___________ooooo
  Computer___________ooooo
  Crafts_____________ooooo
  Investigation_________ooooo
  Medicine____________ooooo
  Occult_________________ooooo
  Politics________________ooooo
  Science____________ooooo
  Social
  (-1 unskilled)
  Animal Ken__________ooooo
  Empathy________________ooooo
  Expression______________ooooo
  Intimidation_____________ooooo
  Persuasion______________ooooo
  Socialize________________ooooo
  Streetwise______________ooooo
  Subterfuge_____________ooooo
  OTHER TRAITS
        ATTRIBUTES
  Merits
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
  Flaws
  Size
  Speed
  Initiative Mod
  Defense
  Armor
  Intelligence ooooo
  Strength    ooooo
  Presence      ooooo
  Wits     ooooo
  Dexterity    ooooo
  Manipulation   ooooo
  Resolve   ooooo
  Stamina      ooooo
  Composure     ooooo
  SKILLS
  Power
  Finesse
  Resistance
  Health
  o o o o o o o o o o o o
  Willpower
  o o o o o o o o o o
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in any area costs two points) • Health = Stamina + Size
  Willpower = Resolve + Composure • Size = 5 for adult humans • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity +
  Composure • Speed = Strength + Dexterity +5 • Starting Morality = 7
  Experience
  Weapons
     Dice Mod.
  Equipment
     Dice Mod.
  Morality
  10 
  o
  9 
   
  o
  8 
   
  o
  7 
   
  o
  6 
   
  o
  5 
   
   
  o
  4
  o
  3
  o
  2 
  o
  1 
  o
  Name:
  Concept:
   Chronicle:
  Age:
  Virtue:
   Faction:
  Player:
  Vice:
     Group Name:
  Copyright 2004 White Wolf Publishing http://www.worldofdarkness.com
  	
  Peter Sweeney 
  Ex-Cop 
   
   
   
  Justice
   
   
  Envy 
  LSCS
      
           Crime Scenes
    
  Allies 
   (Police, Legal, Gangs)
  Quick Draw
  Resources
  Retainers (Dogs)
  5
   11
   
    4
     2
      
  Pursuit
       Pistol
    
      
           
    
  .357 Magnum
   (Dmg 3, Rng 30/60/120, Cpcty 6, Str 2, Sz 1)
  Surveillance equiptment  
  +2
  Kojak (Dog stats on p. 203 of the WoD Rulebook)
  
  11
  223
  Physical
  (-1 unskilled)
  Athletics_______________ooooo
  Brawl__________________ooooo
  Drive__________________ooooo
  Firearms_______________ooooo
  Larceny________________ooooo
  Stealth________________ooooo
  Survival________________ooooo
  Weaponry_______________ooooo
  Mental
  (-3 unskilled)
  Academics___________ooooo
  Computer___________ooooo
  Crafts_____________ooooo
  Investigation_________ooooo
  Medicine____________ooooo
  Occult_________________ooooo
  Politics________________ooooo
  Science____________ooooo
  Social
  (-1 unskilled)
  Animal Ken__________ooooo
  Empathy________________ooooo
  Expression______________ooooo
  Intimidation_____________ooooo
  Persuasion______________ooooo
  Socialize________________ooooo
  Streetwise______________ooooo
  Subterfuge_____________ooooo
  OTHER TRAITS
        ATTRIBUTES
  Merits
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
  Flaws
  Size
  Speed
  Initiative Mod
  Defense
  Armor
  Intelligence ooooo
  Strength    ooooo
  Presence      ooooo
  Wits     ooooo
  Dexterity    ooooo
  Manipulation   ooooo
  Resolve   ooooo
  Stamina      ooooo
  Composure     ooooo
  SKILLS
  Power
  Finesse
  Resistance
  Health
  o o o o o o o o o o o o
  Willpower
  o o o o o o o o o o
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in any area costs two points) • Health = Stamina + Size
  Willpower = Resolve + Composure • Size = 5 for adult humans • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity +
  Composure • Speed = Strength + Dexterity +5 • Starting Morality = 7
  Experience
  Weapons
     Dice Mod.
  Equipment
     Dice Mod.
  Morality
  10 
  o
  9 
   
  o
  8 
   
  o
  7 
   
  o
  6 
   
  o
  5 
   
   
  o
  4
  o
  3
  o
  2 
  o
  1 
  o
  Name:
  Concept:
   Chronicle:
  Age:
  Virtue:
   Faction:
  Player:
  Vice:
     Group Name:
  Copyright 2004 White Wolf Publishing http://www.worldofdarkness.com
  	
  Peter Sweeney 
  Ex-Cop 
   
   
   
  Justice
   
   
  Envy 
  LSCS
      
           Crime Scenes
    
  Allies 
   (Police, Legal, Gangs)
  Quick Draw
  Resources
  Retainers (Dogs)
  5
   11
   
    4
     2
      
   Grappling
  Pursuit, Shaking Tails
       Pistol
    
      
           Physical Threats
    
           Undercover  
           Operations
  .357 Magnum
   (Dmg 3, Rng 30/60/120, Cpcty 6, Str 2, Sz 1)
  Surveillance equiptment 
  +2
  Kojak (Dog stats on p. 203 of the WoD Rulebook)
  Seasoned Character
  
  12
  Quotes: “So, can you list the four most commonly used passwords? How 
  about the first 40? 400? I can.”
  “Don’t document the problem. Fix it.”
  “When a computer asks you if you want to play Global Thermonuclear 
  War, you should always tell it you want to play a nice game of chess instead. 
  Promise me you’ll do that.”
  Virtue: Hope. Kevin is an optimist and his good will under times of 
  stress can be infectious. Having faced personal adversity while grow-
  ing up, Kevin refuses to give up or allow others to do so.
  Vice: Greed. Knowledge is power to many. To Kevin it is air, water 
  and food. He needs to know things. He can get tunnel vision, and 
  when fixated on a question he doesn’t care who he hurts or what 
  he risks in order to get the answer.
  Background: Born a few weeks premature, Kevin grew up in a 
  computer rich environment – from the machines that monitored 
  his heart rate and oxygen in the ICU to the various cutting-edge 
  consumer products and experimental technology that cluttered 
  his family’s home. His father was a software director for one of the 
  larger Silicon Hills-based technology companies, and his mother 
  was a software programmer of exceptional skill. Limited in what he 
  could do because of health issues that left him bed-ridden as a young 
  child, Kevin became a dedicated computer game player, mastering games 
  designed for a much older crowd. After he grew bored with them, Kevin 
  decided he wanted to learn how they were created.
  Encouraged by his parents, Kevin studied computer languages and program-
  ming as part of his home schooling. A child prodigy, he received his GED at 
  age 14. Slowly his health began to improve, making it possible from Kevin 
  to start classes at the University of Texas. While there, he was introduced to 
  the concept of hacking and other computer wizardry by some fellow students, 
  and Kevin slowly made connections and inroads with that community while 
  using the handle “KayGee.” (He got the nickname when a friend started rant-
  ing about how he was always avoiding giving direct answers to questions, that 
  Kevin’s “cagey” replies were driving him up the wall.)
  In the last semester of his degree program, Kevin considered teaching or tak-
  ing one of several offers to join an established company, but ultimately he felt 
  that was too limiting. He wanted the flexibility to explore the world, to program 
  ideas as they came to him. Most importantly he wanted to be needed, to be part 
  of a team.
  Kevin “KayGee” Clayton
  
  13
  A serious movie buff, Kevin never entertained the idea of being James Bond, but creating the 
  various gadgets and toys that the spy used was a job he could envision doing well. So Kevin set 
  out to find the right company for his needs, and after some research decided upon Legacy Secu-
  rity. His interview took the form of a presentation detailing every weakness he’d identified in the 
  company’s computer systems, after he admitted to setting the initial appointment for the meeting 
  by hacking that same setup and adding it to the CEO’s calendar.
  At age 19, he was made the company’s Chief Technology Officer.  Uneasy about being in the 
  spotlight, over the past seven years Kevin’s department has increased in size and added substan-
  tially to the bottom line profits of Legacy Security. He has been given control of a large budget 
  for research expenses, and was the only executive to be retained after Robert Lennox’s assumed 
  personal control of the company.  Respected in the computer community, valued by his company 
  and well liked by his subordinates, Kevin is exactly where he wants to be.
  Description: Kevin is a beanpole-thin African-American man of average height. He prefers to 
  wear T-shirts and blue jeans, and is never seen without his backpack. For all that Kevin possesses 
  an incredible intellect, he looks like regular college student, with an iPod in his hip-pocket, ear 
  buds blocking out the sounds around him while he jams to a favorite playlist. 
  Roleplaying hints: You love the opportunity to quote movies or relate situations to the plot 
  of this or that film, and wish you could get other people to appreciate the art form like you 
  do. You observe everything around you, almost on constant alert, because you never know 
  what might be important. 
  
  14
  223
  Physical
  (-1 unskilled)
  Athletics_______________ooooo
  Brawl__________________ooooo
  Drive__________________ooooo
  Firearms_______________ooooo
  Larceny________________ooooo
  Stealth________________ooooo
  Survival________________ooooo
  Weaponry_______________ooooo
  Mental
  (-3 unskilled)
  Academics___________ooooo
  Computer___________ooooo
  Crafts_____________ooooo
  Investigation_________ooooo
  Medicine____________ooooo
  Occult_________________ooooo
  Politics________________ooooo
  Science____________ooooo
  Social
  (-1 unskilled)
  Animal Ken__________ooooo
  Empathy________________ooooo
  Expression______________ooooo
  Intimidation_____________ooooo
  Persuasion______________ooooo
  Socialize________________ooooo
  Streetwise______________ooooo
  Subterfuge_____________ooooo
  OTHER TRAITS
        ATTRIBUTES
  Merits
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
  Flaws
  Size
  Speed
  Initiative Mod
  Defense
  Armor
  Intelligence ooooo
  Strength    ooooo
  Presence      ooooo
  Wits     ooooo
  Dexterity    ooooo
  Manipulation   ooooo
  Resolve   ooooo
  Stamina      ooooo
  Composure     ooooo
  SKILLS
  Power
  Finesse
  Resistance
  Health
  o o o o o o o o o o o o
  Willpower
  o o o o o o o o o o
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in any area costs two points) • Health = Stamina + Size
  Willpower = Resolve + Composure • Size = 5 for adult humans • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity +
  Composure • Speed = Strength + Dexterity +5 • Starting Morality = 7
  Experience
  Weapons
     Dice Mod.
  Equipment
     Dice Mod.
  Morality
  10 
  o
  9 
   
  o
  8 
   
  o
  7 
   
  o
  6 
   
  o
  5 
   
   
  o
  4
  o
  3
  o
  2 
  o
  1 
  o
  Name:
  Concept:
   Chronicle:
  Age:
  Virtue:
   Faction:
  Player:
  Vice:
     Group Name:
  Copyright 2004 White Wolf Publishing http://www.worldofdarkness.com
  	
  Kevin “KayGee” Clayton 
  Computer Expert 
   
   
   
  Hope
   
   
  Greed 
  LSCS
      
      Hacking
     Emergency Care
  Contacts 
   (Computer Industry) 
  Encyclopedic Knowledge
  Resources
  5
   9
   
    6
     2
      
    
      
           
    
   
  Misdirection
  Top of the line laptop w/wireless access card 
  +1 
  First-Aid Kit  
  +1
  
  15
  223
  Physical
  (-1 unskilled)
  Athletics_______________ooooo
  Brawl__________________ooooo
  Drive__________________ooooo
  Firearms_______________ooooo
  Larceny________________ooooo
  Stealth________________ooooo
  Survival________________ooooo
  Weaponry_______________ooooo
  Mental
  (-3 unskilled)
  Academics___________ooooo
  Computer___________ooooo
  Crafts_____________ooooo
  Investigation_________ooooo
  Medicine____________ooooo
  Occult_________________ooooo
  Politics________________ooooo
  Science____________ooooo
  Social
  (-1 unskilled)
  Animal Ken__________ooooo
  Empathy________________ooooo
  Expression______________ooooo
  Intimidation_____________ooooo
  Persuasion______________ooooo
  Socialize________________ooooo
  Streetwise______________ooooo
  Subterfuge_____________ooooo
  OTHER TRAITS
        ATTRIBUTES
  Merits
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
  Flaws
  Size
  Speed
  Initiative Mod
  Defense
  Armor
  Intelligence ooooo
  Strength    ooooo
  Presence      ooooo
  Wits     ooooo
  Dexterity    ooooo
  Manipulation   ooooo
  Resolve   ooooo
  Stamina      ooooo
  Composure     ooooo
  SKILLS
  Power
  Finesse
  Resistance
  Health
  o o o o o o o o o o o o
  Willpower
  o o o o o o o o o o
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in any area costs two points) • Health = Stamina + Size
  Willpower = Resolve + Composure • Size = 5 for adult humans • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity +
  Composure • Speed = Strength + Dexterity +5 • Starting Morality = 7
  Experience
  Weapons
     Dice Mod.
  Equipment
     Dice Mod.
  Morality
  10 
  o
  9 
   
  o
  8 
   
  o
  7 
   
  o
  6 
   
  o
  5 
   
   
  o
  4
  o
  3
  o
  2 
  o
  1 
  o
  Name:
  Concept:
   Chronicle:
  Age:
  Virtue:
   Faction:
  Player:
  Vice:
     Group Name:
  Copyright 2004 White Wolf Publishing http://www.worldofdarkness.com
  	
  Kevin “KayGee” Clayton 
  Computer Expert 
   
   
   
  Hope
   
   
  Greed 
  LSCS
      History, Movies
      Hacking, Internet
    Jury-rigging
     Emergency Care
  Contacts 
   (Computer Industry) 
  Encyclopedic Knowledge
  Resources
  5
   9
   
    6
     2
      
    
      
           
    
   
  Misdirection
  Top of the line laptop w/wireless access card 
  +1 
  First-Aid Kit  
  +1
  Seasoned Character
  
  16
  Quotes: “Navigating through society is like being a high-wire artist. You have 
  to be aware of every shift of the wind and keep your balance. If you make a 
  mistake, the fall can kill you.”
  “Ambassador, I would love to dance with you, if you promise to tell me all 
  about the reason you’re visiting Chicago.”
  “I have learned that a little disdain, mixed with scorn will prove alluring 
  to the wrong people.”
  Virtue: Prudence.  Morgan has learned the value of moving cau-
  tiously. She’s always been a little afraid of losing what she has – 
  her looks, her position in society and so on – so she never makes 
  quick, impulsive decisions.
  Vice: Envy. Morgan tries very hard to conceal it, but the women 
  she calls friends elicits jealousy. They have good lives.  They don’t 
  have to work to have nice things. Morgan wants security, love and 
  happiness, and envies others who have it.
  Background: Morgan’s family, the Howards, suffered from the 
  classic case of old blood and no money. As a consequence, she was 
  raised with the social cache of admission into high society, but 
  without the means to fully enjoy it.  Her parents were solidly 
  middle-class, living off a combination of inherited money and 
  her father’s job as a manager in the bank which still bore the 
  Howard name over the doorway. 
  Her beauty was evident even as a small child, and Morgan’s mother 
  saw to it that she received dancing and music lessons, much like an 
  old-fashioned girl from another time. A famous high-fashion pho-
  tographer spotted Morgan and her parents in a restaurant when she 
  was nine. An afternoon’s test session later, and she was on her way to 
  becoming a famous face – first as a child model, then a regular in print 
  media campaigns as she grew older.
  Morgan travelled for a few years: Paris, Rome, Milan and New 
  York, doing catwalk shows and photo shoots. Because she spent her 
  teenage years working, Morgan missed attending a regular school or 
  making friends with anyone not enmeshed in the fashion industry. 
  But she did learn how to handle the press, contract negotiations 
  and to navigate cultural differences by working with or observing 
  some of the top people in public relations.
  Morgan Welles
  
  17
  Shortly after her 23rd birthday, Morgan encountered Anthony Welles, the scion of another 
  prominent (and extremely wealthy) family at a benefit for the history museum.  They dated for 
  two months, he proposed and the couple was married a few weeks later. It was love at first sight. 
  Morgan retired from modeling, happy to become a society wife – taking lengthy lunches in the 
  afternoon, looking beautiful by her husband’s side at public events and enjoying exotic vacations 
  when his schedule permitted. Morgan was a regular volunteer for several charity organizations, 
  and her cheerful disposition made her a welcome addition to almost every event or activity.
  Over the years, Anthony’s work demanded more and more of his time. They became strangers 
  to each other, and Morgan, lonely for companionship, had an affair with one of the managers at 
  the Howard Bank. It didn’t last, but Morgan realized she was no longer happy in her marriage. 
  She asked Anthony for a divorce. The matter was handled discreetly, with neither party want-
  ing to attract undue media attention. Sadly for Morgan, the pre-nuptial agreement meant that 
  Anthony retained possession of everything but the house, her jewels and her car. She was on the 
  brink not only of losing her identity as Mrs. Anthony Welles, but her place in the upper echelons 
  of society. 
  That problem was solved when she met Robert Lennox. Impressed with her connections and 
  her capability to put other people at ease, he considered Morgan the perfect choice to handle 
  PR and contract negotiations. Now Morgan is able to maintain a semblance of her old quality of 
  life through her salary from Legacy Security, as she finds suitable, well-paying clientele for their 
  services. After all, appearances can be everything.
  Description: With her long red hair and porcelain skin, Morgan is never seen looking less than 
  perfect. Her jewelry is tasteful and understated, and all of it real. She wears v-necked dresses in 
  clingy fabrics. Her bright green eyes and heart-shaped face, combined with her smoky speaking voice 
  and sensual laugh, help create an aura of desirability akin to a movie star’s. Morgan is always in 
  demand at benefits, premieres and other society functions because of her charm and manners. 
  Roleplaying hints: As a society wife, you learned the trick of feigning interest, even when 
  bored. You strive to make the person you are talking to feel like they are the only person in the 
  room with you, even while you study their behavior, learning what their hot buttons are.  You 
  are so accustomed to being the center of attention that you notice when people’s attention drifts 
  – because that is extremely unusual.  You never raise your voice in anger, but can express your 
  disgust with a single glance.
  
  18
  223
  Physical
  (-1 unskilled)
  Athletics_______________ooooo
  Brawl__________________ooooo
  Drive__________________ooooo
  Firearms_______________ooooo
  Larceny________________ooooo
  Stealth________________ooooo
  Survival________________ooooo
  Weaponry_______________ooooo
  Mental
  (-3 unskilled)
  Academics___________ooooo
  Computer___________ooooo
  Crafts_____________ooooo
  Investigation_________ooooo
  Medicine____________ooooo
  Occult_________________ooooo
  Politics________________ooooo
  Science____________ooooo
  Social
  (-1 unskilled)
  Animal Ken__________ooooo
  Empathy________________ooooo
  Expression______________ooooo
  Intimidation_____________ooooo
  Persuasion______________ooooo
  Socialize________________ooooo
  Streetwise______________ooooo
  Subterfuge_____________ooooo
  OTHER TRAITS
        ATTRIBUTES
  Merits
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
  Flaws
  Size
  Speed
  Initiative Mod
  Defense
  Armor
  Intelligence ooooo
  Strength    ooooo
  Presence      ooooo
  Wits     ooooo
  Dexterity    ooooo
  Manipulation   ooooo
  Resolve   ooooo
  Stamina      ooooo
  Composure     ooooo
  SKILLS
  Power
  Finesse
  Resistance
  Health
  o o o o o o o o o o o o
  Willpower
  o o o o o o o o o o
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in any area costs two points) • Health = Stamina + Size
  Willpower = Resolve + Composure • Size = 5 for adult humans • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity +
  Composure • Speed = Strength + Dexterity +5 • Starting Morality = 7
  Experience
  Weapons
     Dice Mod.
  Equipment
     Dice Mod.
  Morality
  10 
  o
  9 
   
  o
  8 
   
  o
  7 
   
  o
  6 
   
  o
  5 
   
   
  o
  4
  o
  3
  o
  2 
  o
  1 
  o
  Name:
  Concept:
   Chronicle:
  Age:
  Virtue:
   Faction:
  Player:
  Vice:
     Group Name:
  Copyright 2004 White Wolf Publishing http://www.worldofdarkness.com
  	
  Morgan Welles 
  Social Networker 
   
   
   
  Prudence
   
   
  Envy 
  LSCS
      
    
  Barfly
  Resources
  Striking Looks
  5
   10
   
    6
     2
      
    
      
           
           Sales Pitches,     
             Cut a Deal
   
  Spot Lies
  
  19
  223
  Physical
  (-1 unskilled)
  Athletics_______________ooooo
  Brawl__________________ooooo
  Drive__________________ooooo
  Firearms_______________ooooo
  Larceny________________ooooo
  Stealth________________ooooo
  Survival________________ooooo
  Weaponry_______________ooooo
  Mental
  (-3 unskilled)
  Academics___________ooooo
  Computer___________ooooo
  Crafts_____________ooooo
  Investigation_________ooooo
  Medicine____________ooooo
  Occult_________________ooooo
  Politics________________ooooo
  Science____________ooooo
  Social
  (-1 unskilled)
  Animal Ken__________ooooo
  Empathy________________ooooo
  Expression______________ooooo
  Intimidation_____________ooooo
  Persuasion______________ooooo
  Socialize________________ooooo
  Streetwise______________ooooo
  Subterfuge_____________ooooo
  OTHER TRAITS
        ATTRIBUTES
  Merits
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
  Flaws
  Size
  Speed
  Initiative Mod
  Defense
  Armor
  Intelligence ooooo
  Strength    ooooo
  Presence      ooooo
  Wits     ooooo
  Dexterity    ooooo
  Manipulation   ooooo
  Resolve   ooooo
  Stamina      ooooo
  Composure     ooooo
  SKILLS
  Power
  Finesse
  Resistance
  Health
  o o o o o o o o o o o o
  Willpower
  o o o o o o o o o o
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in any area costs two points) • Health = Stamina + Size
  Willpower = Resolve + Composure • Size = 5 for adult humans • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity +
  Composure • Speed = Strength + Dexterity +5 • Starting Morality = 7
  Experience
  Weapons
     Dice Mod.
  Equipment
     Dice Mod.
  Morality
  10 
  o
  9 
   
  o
  8 
   
  o
  7 
   
  o
  6 
   
  o
  5 
   
   
  o
  4
  o
  3
  o
  2 
  o
  1 
  o
  Name:
  Concept:
   Chronicle:
  Age:
  Virtue:
   Faction:
  Player:
  Vice:
     Group Name:
  Copyright 2004 White Wolf Publishing http://www.worldofdarkness.com
  	
  Morgan Welles 
  Social Networker 
   
   
   
  Prudence
   
   
  Envy 
  LSCS
      
    
  Barfly
  Resources
  Striking Looks
  Contacts 
    (Media) 
    (Event Planners)
    (High Society)
  Fame
  5
   10
   
    6
     2
      
    
      
     Personalities
           
           Sales Pitches,     
             Cut a Deal
      Formal Events
   
  Spot Lies
  Seasoned Character
  
  20
  Quotes: “The handcuffs are tight because they’re new. I’m using you to break them in.”
  “Let’s make one thing clear. You hired us to make sure you’re still alive 48 hours 
  from now. This means I’m calling the shots. Understand?”
  “If you’re alive, then there is a purpose behind that. It’s your job to figure out 
  what it is.”
  Virtue: Faith. Lesley believes that she was saved in the desert to fulfill a 
  task, a greater purpose. She takes comfort in that, and is always on the lookout 
  for a sign that points to her destiny.
  Vice: Wrath. She becomes frustrated when people don’t take her 
  orders – particularly when she’s trying to keep them safe. In the 
  Army, her subordinates had to follow orders. Her coworkers some-
  times ignore them outright, and that makes her angry.
  Background: An Army brat, Lesley grew up all over the world, but in 
  sheltered communities where discipline and respect of authority saturate 
  the environment. Lesley became part of the Junior ROTC and excelled 
  in the curriculum that focused on military history, tactics, physical 
  fitness and marksmanship. She was a natural for the service, and 
  joined up the week after receiving her high school diploma. 
  A seasoned soldier with multiple duty assignments un-
  der her belt, Lesley was sent overseas as part of a troop 
  deployment to the Middle East, when she was promoted 
  to the rank of Staff Sergeant. It was late at night when 
  she and a group of soldiers, straight out of boot camp, 
  were attacked while in transit between bases. Lesley was the only member 
  of the party to be found alive by the rescue and recovery teams, five 
  days after they were reported missing. The other bodies were barely 
  recognizable as human, and reports indicated that scavengers had 
  scattered the remains across a broad swath of desert. Lesley regained 
  consciousness in the base hospital two days later, and her screams 
  echoed down the halls. The staff opted to sedate her when it became 
  clear that whatever had happened out in the desert was something 
  Lesley was reliving over and over again in her nightmares.
  Months of physical therapy and counseling resulted in Lesley’s 
  discharge from the Army. Unable to recall what happened to her 
  team or how she avoided dying, Lesley is now obsessed with the idea 
  that she was spared for a reason, but what that is remains unknown 
  to her. She is also dependent on sleep aids each night – if not 
  medication, then alcohol – in order to get a decent night’s rest.
  Lesley Porter
  
  21
  Still possession of the formidable skills she learned as a soldier, Lesley joined a company run by 
  some ex-Marines that provided hired bodyguards and security for celebrities and other wealthy 
  individuals. Being one of a few women in such a specialized field, Lesley was an oddity, but her 
  reputation was made when she was able to decisively and aggressively halt the approach a rabid, 
  gun-wielding stalker twice her size while protecting a well-known female pop star, and the altera-
  tion was seen on both CNN and YouTube.
  Given her choice of assignments, Lesley agreed to take a week-long job travelling with a business-
  man who wanted to pick up and transport some rare books from Oxford, England. The client was 
  a quiet, withdrawn type who never engaged her in conversation, and things were accomplished 
  with no complications. But something about Lesley made a strong impression. Less than a month 
  after her return to the States, the client had arranged to purchase the entire operation (and Lesley 
  along with it), absorbing it into Legacy Security.
  Description: The first thing you notice about Lesley is her eyes – they are always scanning her 
  surroundings. At five foot seven and 140 pounds, she is extremely fit, easy to mistake for a personal 
  trainer at the local gym. Lesley’s hair is cut short, and is as unremarkably brown as her eyes. She 
  dresses in black pants, with a loose-fitting sports jacket. When she’s not wearing her ubiquitous 
  sunglasses, they hang from the front collar of her t-shirt. Observant people can notice the line of 
  a shoulder holster under her left arm, where she carries one of the two guns on her body.
  Roleplaying hints: You use humor as a coping mechanism to relieve tension when confronted 
  with dangerous situations. Sometimes you are subject to violent headaches, and find comfort in 
  drinking when off duty. You see yourself as a warrior in the classic sense, duty bound to protect 
  the people in your care. You’re the one who is supposed to be on the frontlines and everyone else 
  needs to understand that. It’s what you do well.
  
  22
  223
  Physical
  (-1 unskilled)
  Athletics_______________ooooo
  Brawl__________________ooooo
  Drive__________________ooooo
  Firearms_______________ooooo
  Larceny________________ooooo
  Stealth________________ooooo
  Survival________________ooooo
  Weaponry_______________ooooo
  Mental
  (-3 unskilled)
  Academics___________ooooo
  Computer___________ooooo
  Crafts_____________ooooo
  Investigation_________ooooo
  Medicine____________ooooo
  Occult_________________ooooo
  Politics________________ooooo
  Science____________ooooo
  Social
  (-1 unskilled)
  Animal Ken__________ooooo
  Empathy________________ooooo
  Expression______________ooooo
  Intimidation_____________ooooo
  Persuasion______________ooooo
  Socialize________________ooooo
  Streetwise______________ooooo
  Subterfuge_____________ooooo
  OTHER TRAITS
        ATTRIBUTES
  Merits
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
  Flaws
  Size
  Speed
  Initiative Mod
  Defense
  Armor
  Intelligence ooooo
  Strength    ooooo
  Presence      ooooo
  Wits     ooooo
  Dexterity    ooooo
  Manipulation   ooooo
  Resolve   ooooo
  Stamina      ooooo
  Composure     ooooo
  SKILLS
  Power
  Finesse
  Resistance
  Health
  o o o o o o o o o o o o
  Willpower
  o o o o o o o o o o
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in any area costs two points) • Health = Stamina + Size
  Willpower = Resolve + Composure • Size = 5 for adult humans • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity +
  Composure • Speed = Strength + Dexterity +5 • Starting Morality = 7
  Experience
  Weapons
     Dice Mod.
  Equipment
     Dice Mod.
  Morality
  10 
  o
  9 
   
  o
  8 
   
  o
  7 
   
  o
  6 
   
  o
  5 
   
   
  o
  4
  o
  3
  o
  2 
  o
  1 
  o
  Name:
  Concept:
   Chronicle:
  Age:
  Virtue:
   Faction:
  Player:
  Vice:
     Group Name:
  Copyright 2004 White Wolf Publishing http://www.worldofdarkness.com
  	
  Lesley Porter 
  Ex-Military Bodyguard 
   
   
   
  Faith
   
   
  Wrath 
  LSCS
      Military Tactics
      
  Allies (Military)
  Danger Sense
  Fast Reflexes
  Iron Stamina
  Resources
  5
   12
   
    7
     2
      
  Dirty Tricks
    
     Rifle
      
           
    
   
  Sniper Rifle
   Dmg 4 (9 again), Rng 250/500/1000, Cpcty 10+1, Str 2, Sz 3
  Hip Flask 
   
  Night Vision Goggles (No penalty for operating blind) 
  Restraints
  
  23
  223
  Physical
  (-1 unskilled)
  Athletics_______________ooooo
  Brawl__________________ooooo
  Drive__________________ooooo
  Firearms_______________ooooo
  Larceny________________ooooo
  Stealth________________ooooo
  Survival________________ooooo
  Weaponry_______________ooooo
  Mental
  (-3 unskilled)
  Academics___________ooooo
  Computer___________ooooo
  Crafts_____________ooooo
  Investigation_________ooooo
  Medicine____________ooooo
  Occult_________________ooooo
  Politics________________ooooo
  Science____________ooooo
  Social
  (-1 unskilled)
  Animal Ken__________ooooo
  Empathy________________ooooo
  Expression______________ooooo
  Intimidation_____________ooooo
  Persuasion______________ooooo
  Socialize________________ooooo
  Streetwise______________ooooo
  Subterfuge_____________ooooo
  OTHER TRAITS
        ATTRIBUTES
  Merits
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
   ooooo
  Flaws
  Size
  Speed
  Initiative Mod
  Defense
  Armor
  Intelligence ooooo
  Strength    ooooo
  Presence      ooooo
  Wits     ooooo
  Dexterity    ooooo
  Manipulation   ooooo
  Resolve   ooooo
  Stamina      ooooo
  Composure     ooooo
  SKILLS
  Power
  Finesse
  Resistance
  Health
  o o o o o o o o o o o o
  Willpower
  o o o o o o o o o o
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in any area costs two points) • Health = Stamina + Size
  Willpower = Resolve + Composure • Size = 5 for adult humans • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity +
  Composure • Speed = Strength + Dexterity +5 • Starting Morality = 7
  Experience
  Weapons
     Dice Mod.
  Equipment
     Dice Mod.
  Morality
  10 
  o
  9 
   
  o
  8 
   
  o
  7 
   
  o
  6 
   
  o
  5 
   
   
  o
  4
  o
  3
  o
  2 
  o
  1 
  o
  Name:
  Concept:
   Chronicle:
  Age:
  Virtue:
   Faction:
  Player:
  Vice:
     Group Name:
  Copyright 2004 White Wolf Publishing http://www.worldofdarkness.com
  	
  Lesley Porter 
  Ex-Military Bodyguard 
   
   
   
  Faith
   
   
  Wrath 
  LSCS
      Military Tactics
      
     Heal Wounds
  Allies (Military)
  Danger Sense
  Fast Reflexes
  Iron Stamina
  Resources
  Natural Immunity
  5
   12
   
    7
     2
      
  Dirty Tricks, Blocking
    
     Rifle
      Improvised Weapons
      
           
    
   
  Sniper Rifle
   Dmg 4 (9 again), Rng 250/500/1000, Cpcty 10+1, Str 2, Sz 3
  Hip Flask 
   
  Night Vision Goggles (No penalty for operating blind) 
  Restraints
  Seasoned Character
  
  24
  Storyteller Advice
  If your player group is new to the World 
  of Darkness, then their characters can gain 
  understanding of the setting in concert with 
  the growing knowledge of the players. As the 
  Storyteller, you have the ability to pick and 
  choose from the wealth of background materi-
  als already available and customize the world 
  setting to your particular needs – even the 
  location of LSCS is kept vague for that reason. 
  This pre-generated group was created as a 
  security and services agency precisely because 
  the flexibility of such a business lends itself 
  to hooks and ties with multiple supernatural 
  entities. Say a vampire wants to make sure his 
  newly acquired haven has the best security sys-
  tem money can buy; she hires Legacy’s experts 
  to install it, and that introduction can lead to 
  the start of a story. Or a newly uncovered tome 
  needs to reach a cabal of mages in Rome, and 
  the mage in question can’t abandon his sanc-
  tuary, so he needs reliable transport. Again, 
  Legacy is there to provide the transport service 
  in the form of bonded couriers. 
  Why this isn’t  
  Hunter: The Vigil
  The easiest distinction between World 
  of Darkness and Hunter: The Vigil 
  protagonists lies in how they interact 
  with the supernatural. Hunters have had 
  encounters with monsters and things in 
  the dark and make the choice to step 
  further into the shadows; they seek 
  out danger and go on the offensive. In 
  the core World of Darkness setting, the 
  player characters may have experienced 
  an incident at one time in their past, or are 
  completely unaware of anything unusual 
  happening in the world around them. In 
  this case, the creatures seek them out, 
  crossing their paths as the protagonists 
  stumble deeper into the mysteries of 
  the setting. The characters are reacting 
  to the environment and setting. That 
  isn’t to say that the employees of Legacy 
  can’t eventually become hunters of the 
  supernatural, but as they are written 
  here they don’t yet have the fire and 
  zeal to proactively seek out monsters 
  like those who hold the Vigil.
  Changing the Group Composition
  There are five characters provided with this 
  kit, but it is possible you will have fewer players 
  at your table. If you are planning to use this group 
  with the Chicago Workings SAS, we recom-
  mend cutting either Peter or Lesley if you have 
  only four players, or both if you only have three. 
  The ratings for that adventure indicate a greater 
  emphasis on the social and physical tasks, and 
  the players would still have many of the most 
  useful skill sets available to one of them with that 
  arrangement. There may be more appropriate 
  choices for elimination, based on the needs of 
  your story or chronicle.
  If you are running a larger tabletop group 
  and need to add characters to those provided 
  here, or in the event that a character dies 
  or is rendered otherwise unplayable in the 
  course of the story, there are some easy ways 
  in integrate new and replacement characters 
  into the chronicle. Legacy Security numbers 
  more than the pre-generated individuals in 
  this kit, so a transfer from one of the branch 
  offices or a long-term Storyteller character em-
  ployee can be converted to a player character 
  quite easily. Another option could be a new 
  hire that comes into game with story hooks 
  designed to bring the whole group along on a 
  new adventure. 
  Story Seeds
  Each character in this pre-generated group 
  comes with a backstory designed to help the 
  player get a sense of personality and how to 
  portray them in the game session. These pro-
  files also exist to provide ideas for additional 
  stories in your chronicle. What follows are some 
  detailed ideas specific to each character, along 
  with additional information how they develop 
  into their “seasoned” versions. 
  Robert 
  • There are ties Robert maintains from 
  his time in Bishopsgate. One of the least 
  troublesome patients, Robert had some 
  limited freedom to move about, enabling 
  him to meet other patients there. Some of 
  these unfortunates became friends of a sort, 
  while others looked to him for protection. 
  
  25
  Should something happen at the asylum – a 
  friend smuggles a message to Robert plead-
  ing for help, a family member retains LSCS 
  to escort a patient to or from Bishopsgate, 
  and so on – this can be a logical hook to 
  draw him in. There are two cases in World 
  of Darkness: Asylum that work particularly 
  well: “A Little Girl Lost” (pp. 122-126) and 
  “The Lost Nurse” (pp. 130-133).
  • Robert strives to study the supernatural 
  and come to terms with his unusual ability 
  to sense ghosts. His fascination with arti-
  facts and texts about unusual phenomena 
  is common knowledge in esoteric circles, 
  because he’s perceived as an easy mark. For 
  someone attempting to rid themselves of a 
  cursed object, he makes an excellent target. 
  Once such an item comes into his posses-
  sion, it becomes a problem for the entire 
  group to handle. 
  Robert as a seasoned character: As he 
  becomes more comfortable with being in 
  the outside world and being the head of 
  the Lennox Foundation, Robert is granted 
  more control over his personal funds by the 
  family’s law firm. Robert hires an executive 
  assistant and bodyguard for times when 
  Lesley is not available. In an effort to better 
  understand his own condition, Robert delves 
  into psychiatry. One possible story hook is 
  that a vampire of note may be building a 
  dossier on Robert with an eye towards mak-
  ing him a ghoul and thereby gaining proxy 
  control of LSCS.
  Peter
  • Once Peter was attacked by a guy in 
  a dimly-lit house, leaving his neck torn 
  open with what appeared to be talons or 
  animal claws. That was almost 20 years 
  ago, but he spots the same guy, looking no 
  older than he did then, walking away from 
  woman who staggers into the street, blood 
  trickling down her neck. This hook can 
  delve into Peter’s past, flesh out the police 
  force and characters in your chronicle, and 
  open the door to the idea of vampires or 
  a supernatural of another flavor crossing 
  paths with LSCS.
  • One of Peter’s relations, an uncle he barely 
  remembers, mails him a box of oddities on the 
  day he dies from a mysterious accident. Un-
  beknownst to him, Peter is part of a werewolf 
  lineage, where for the past five generations 
  about one in five members actually change. 
  His uncle was killed by other werewolves who 
  wanted to steal the man’s fetishes, and they 
  are still looking for them. 
  Peter as a seasoned character: Peter learns to 
  be less obvious about his presence while handling 
  sensitive assignments (stealth and undercover 
  operations). At the same time, being able to train 
  with coworkers like Lesley, Peter’s adds to his 
  fighting prowess and overall fitness. A potential 
  story related to these advancements could include 
  having to recover from a botched delivery assign-
  ment where a client died under his protection 
  because he was in over his head. 
  Lesley
  • One of Lesley’s service mates from the 
  Middle East calls in a favor. Pets in the local 
  neighborhood are turning up dead – victims 
  of what looks to be a satanic sacrifice. An 
  investigation reveals the existence of a cult 
  who is getting ready to move from taking 
  animal life to human life. This could be due 
  to the depravity of the cult leader, or it could 
  be the result of demonic influences on the 
  weak-minded and easily tricked.
  • Lesley suffers from post-traumatic stress 
  disorder. Ninety-nine percent of the time, 
  she has it under control. But tonight it was 
  triggered by a smell of unnatural decay. 
  Memories from the ambush she survived 
  come rushing back. Lesley’s team coun-
  tered a monster, one just like Franken-
  stein’s monster. Instinctively they shot at 
  it, but the creature wouldn’t die. It roared 
  and attacked them, and everyone died but 
  her. Now that same smell is here: another 
  monster is in the area. 
  Lesley as a seasoned character: Working to 
  enhance her physical skills and abilities makes 
  sense for Lesley to try to become a better war-
  rior, fighter and protector. Lesley believes she 
  was spared from death in combat because she 
  has a higher purpose, so stories that have an 
  
  26
  element of danger (particularly the defense or 
  coming to the aid of others) will make the most 
  sense. One example is when she starts training 
  in a local gym and becomes aware of an under-
  ground fighting ring – maybe one with some 
  supernatural competitors. 
  Kevin
  • When clients want a state of the art security 
  system installed, they want Kevin supervis-
  ing it. Such is the case with a cabal of mages 
  who have been fighting off incursions of 
  their sanctum. They can handle the mystical 
  wards, but want to protect against mundane 
  attacks as well. The risk here is that Kevin 
  might notice more than they are prepared for 
  him to see. He happens to be in the wrong 
  place at the wrong time when the place is at-
  tacked again. (This can tie in to the Lines of 
  Power SAS for Mage: The Awakening.)
  • Kevin has a network of contacts through 
  the Internet – mostly hackers of the highest 
  order. One of them, M4cL4r3n, has access 
  to a stolen disc drive that one LSCS client 
  wants recovered ASAP. Kevin arranges for 
  a meeting, but shortly before the appointed 
  hour he gets a cryptic message, begging for 
  help. M4cL4r3n has been set-up, and thinks 
  he’s in immediate danger. This can be a 
  lead-in for The Harvesters SAS.
  Kevin as a seasoned character: Kevin con-
  tinues to add to his mastery of computers and 
  technology, mostly by independent experimen-
  tation or consulting with specialists in the field. 
  He also believes those who ignore the past are 
  doomed to repeat it, so be becomes a student of 
  history. Beyond that, Kevin learns how to be 
  more effective out of his studio, but devoting 
  time to his physical development. As a result of 
  his personal growth, perhaps some of the Inter-
  net experts he reaches out to are representatives 
  of various hunter conspiracies, and they want 
  to talk with him about duplicating his results 
  or acquiring items he’s developed in the course 
  of his experiments.
  Morgan
  • Newly arrived in Chicago, there is a ban-
  ished fae creature who hovers about Morgan 
  because she reminds him of a possession left 
  in his own world. He intends build the clos-
  est possible semblance of his estate and life 
  in the mortal realm, and she will be part of 
  it, willing or no. 
  • At a social function, Morgan is introduced 
  to a man that makes the hair rise on the back 
  of her neck – she’s never seen a gaze so void 
  of anything and dead inside. He leaves with 
  one of her friends on his arm, and three days 
  later the woman is the subject of a statewide 
  missing persons search. She is certain the 
  stranger from that night has something to 
  do with the disappearance. It could be that 
  a vampire has arrived in town and is setting 
  up house, or a serial killer who prefers rich, 
  single women of a certain age for his prey. 
  Morgan as a seasoned character: As time 
  passes with LSCS, Morgan adds to her net-
  work of contacts and polishes her abilities to 
  manipulate the social arena and those within 
  it. Becoming an ornament of society brings 
  with it a measure of Fame as well. Stories 
  around her growth should revolve around 
  high-profile events. Morgan agrees to help 
  plan a benefit banquet, but slights the wrong 
  people, gaining powerful corporate enemies 
  focused on her and Legacy Security. What if 
  she becomes the pawn in a struggle between 
  two vampires over who is the secret master 
  of the city, unknowingly coming under the 
  protection of one vampire and earning the 
  enmity of the other?
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Chronicles of Darkness/World of Darkness - Legacy Security & Courier Services.pdf