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Summary: An Academic Tremere hottie
Turfanova Mira Inanovana (Goes by Mira)
Age: 64 (embraced at 18)
Game: Vampire the Masquerade in New Orleans
Job/Skills/PowersMira has 2 doctorate degrees. The first is in Russian Literature (Occult) and Machine learning (Computer Science). She teaches at Tulane University.
Languages: Russian, English, Spanish, Japanese, French, and German
Dead languages: Latin, Greek, and Hebrew.
She is very smart and perceptive.
As a Tremere she is very interested (and skilled) in academic and Occult.
She is very good with technology.
Physical Social Mental
Strength 2 Charisma 3 Perception 4
Dexterity 2 Manipulation 2 Intelligence 4
Stamina 2 Appearance 3 Wits 2
Talents Skills Knowledges
Alertness Animal Ken Academics 3
Athletics Crafts 2 Computer
Awareness Drive Finance 1
Brawl 1 Etiquette 2 Investigation 1
Empathy 1 Firearms 1 Law 1
Expression Larceny 1 Medicine
Intimidation 1 Melee Occult 3
Leadership 1 Performance 2 Politics 1
Streetwise 1 Stealth 1 Science
Subterfuge Survival Technology 3
Blood magic (2), Dominate (1)
Decrypt Missive - Blood, an encrypted document Let one drop of blood fall on the document, then meditate for 10 minutes. The caster can break through any thaumaturgical encryptions.
Expedient Paperwork - An official document, hairs of a loyal dog Brush the hairs on the document. The document will appear important and worked on in the most efficient way possible.
Resources (2) -
Retainers (1) -
Mystical Aura (2pt. Flaw)
You radiate unnatural power. Perhaps you were a magus in life, unwisely fed from one of the Fair Folk or studied the twisted sorcery of the Tremere. All attempts to sense magic on and around you are at -2 difficulty. Your halo always shows the shimmer of magic use to Soulsight and similar powers, provided that the observer at least one success. Assamites of the sorcerer caste cannot take this Flaw.
Compulsion (1 pt): You have a compulsion which causes you issue. This could be for cleaning, bragging, stealing, or chewing gum. A successful willpower roll will allow you to ignore the compulsion for a few moments, but it will return.
New Arrival (1 pt): You are new to the city. Others may attempt to recruit you, or kill you, harpies take measure of you, and you know nobody. You may be unfamiliar with customs of this new city, and as such are very susceptible to make a costly error.
* Healing Touch (1 pt): Normally kindred can lick closed minor wounds. You can do this with but a touch.
* Entrepreneur (1 pt) Making money comes easy to the character. All difficulty of rolls that involve acquiring money through business are reduced by 2. (DSBH)
Occult Library (2 pt): You possess a library of vast occult knowledge. It may even contain a copy or translation of the Book of Nod. Whether you have read and know all the book in your collection is up to your characters compacity for knowledge. This may be a valuable source of research in times of need.
In nights long lost to the passage of time, the Tremere existed, though they were something else. Those early Tremere then made a bargain — or wrought a spell, or any number of other harrowing methods attributed to the Clan — that changed them from what they had been into the vampires they are tonight. Some claim they stole the Curse of Caine from a torpid Antediluvian, or that they concocted the flawed immortality of the Kindred from the stolen vitae of other vampires. Such mysterious origins, which some describe as treacherous or even blasphemous, haunt the Tremere, as the other Clans look upon them with mistrust and suspicion. The history — and, indeed, the modern legacy — of the Tremere is one marked by Clan war, centuries-old grudges, and the stain of unwholesome mysteries long left unsolved.
Tonight, Clan Tremere is a Clan shaped by its practice of blood sorcery. A flexible Discipline, Thaumaturgy is heavily entrenched within the Tremere, and they maintain cultic havens known as chantries to study its uses and share secrets among each other. To the Tremere, blood is both sustenance and the source of mystical power; they gather in their witchhouses to further their understanding of the vitae that is such a focal point of their unlives.
Beyond the practice of Thaumaturgy itself, the Warlocks are known for their close-knit hierarchy. They hail from the Old World, with an established power base in Vienna to which all members of the Clan answer to some degree. Although they may be one of the youngest Clans — in the terms with which deathless creatures like vampires measure time — they are as adept at the Jyhad as any Kindred. Beset by enemies who call them usurpers and backed by allies who may or may not defend the alliances they force, the Tremere have evolved to be self-sufficient. Indeed, many who eye them warily think they possess too great an edge, with their flexible Discipline and protective Clan and chantry structure, and move against them both secretly and overtly.
Sect: Clan Tremere considers itself one of the pillars of the Camarilla. It is rumored that they once performed a ritual that all but eradicated those of the Clan not loyal to the Ivory Tower (and thus the Tremere’s pyramidal hierarchy).
Appearance: Tremere often have two distinct presentations: a traditional and severe public aspect and a much more eldritch mien better suited to wielding their blood sorceries. When out in public or at Kindred events, the Tremere favor conservative suits and dresses and muted tones. When in their chantries or convening with others of their Clan, they often prefer robes d e c o - r a t e d with subtle occult symbols or garb with various folds and pockets for their bizarre ritual ingredients.
Haven: Many Tremere rely on a central chantry the Clan maintains in cities where it has a notable presence. More solitary Warlocks develop private havens, with all of the trappings one might expect from an occult scholar, from libraries to alchemical laboratories to moonlit balcony observatories and even more sinister oubliettes where vivisected “research subjects” bleed according to experimental Tremere-controlled stimuli.
Background: The Tremere draw from a fairly narrow pool of potential acolytes. Those who have an awareness of the supernatural, who are driven to succeed, who seek answers that elude less inquisitive individuals, yet who also have the discipline to heed the edicts of the hierarchy make good Tremere. This isn’t to say that individualists don’t have room in the Clan; rather, those who go their own way may well find themselves leading a chantry — or greeting the sun if their interests don’t align with those of the pyramid.
Character Creation: Mental Attributes and Knowledges are prominent among the Tremere. Many have high Courage and Willpower, but are somewhat lacking in Conscience or Conviction. They often favor Backgrounds that heighten their relationship to the Clan, like Mentor, Status, and Retainers (whom an accomplished Warlock may craft from otherwise inert components).
Clan Disciplines: Auspex, Dominate, Thaumaturgy
Weaknesses: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks. (For more information on the blood bond, see p. 286). The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiated) blood of the seven Tremere elders soon after their Embrace.
Organization: The hallmark of Clan Tremere is “the pyramid,” the rigid hierarchy that governs the Clan and makes it the most organized of all the Kindred lineages. With many levels of membership, internal factions, and circles of mystery, the Tremere hierarchy presents a unified face to those outside the Clan, and is almost as unified behind the scenes. Still, the pyramid inculcates more than its share of paranoia, as both rogue Warlocks and a competitive environment of academic occultism pits each acolyte against her peers to the greater accomplishment of the Clan.
Quote: When the world refuses to give, he who makes himself a master of the world may still take.
WeaknessWeaknesses: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks. (For more information on the blood bond, see p. 286). The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiated) blood of the seven Tremere elders soon after their Embrace.
Physical AppearanceMira is an attractive woman that dresses very conservatively (Russian standards). When working, she likes to wear robes or long dresses.
Her hair is normally braided and down to her knees.
Personality and interestsMira is all about her research and work. She is using Machine Learning to study the occult. She works as a consultant for computer security and artificial intelligence. She tends to use her power to protect herself from academic politics and to get research money and projects.
She tries hard to stay out of clan politics.
HistoryAs a child, Mira was fascinated with stories of magic and dreamed of being a mage. Her parents were diplomats (spies) so she traveled much of her younger life learning languages and seeing the world.
Mira was a young student in Russian Literature when she was embraced by who would be her Doctor Father. She had a fascination with Russian literature and wanted to be a writer. He encouraged her to continue her studies and travel to the United States. She earned her second doctorate at Georga Tech.
She landed a teaching position and became tenured.
Favourite SayingsDid you read your manual?
I wonder if you could look at it differently....