Badass in a Nice Suit: Depending on the Clan. Toreador, Tremere, and Ventrue have more upper class clothing than the other four clans. Toreador and Tremere go for more casual suits, while Ventrue are white-collar personified.
Badass Longcoat: The male Malkavian's white pimp coat. Female Toreador, Tremere, and Ventrue have some sort of elegant coat. The male Ventrue's heaviest armor is a suit, with a vest and a leather ankle-length trench coat.
BFS: An option via Console Commands. The player character can wield the Buster Sword-esque Sheriff's sword.
With the latest unofficial patch you can get one legitimately.
Blessed with Suck and Cursed with Awesome: The player character is now a vampire with the need for blood, perpetual nocturnal existence, countless enemies and near-invincibility that comes with it. To what extent one is blessed/cursed with suck/awesome depends on your clan.
But Thou Must: Prince LaCroix's orders are impossible to turn down, especially since he has Dominate.
Celibate Hero - Really Gets Around: Inverted. The PC is a vampire and can't have sex like a normal person but can seduce anyone they like with enough points in Seduction (for blood rather than sex, with the seductee left with the impression that something sexy took place). Likewise, they can be 'celibate' and just live off rats or blood bags.
Doom Magnet: Where you go, people die, even if that wasn't what you originally intended. An example of this you might miss is the Skyline Apartments building, where most PC's establish their second haven. If you bother to complete all the relevant side quests, with the exception of the security staff and one of your neighbors, (whom are referenced but never actually appear in game) you are, in some way, shape, or form, somehow involved in (or become involved in) the untimely demise of every single one of them.
The Dragon: The PC has the option of becoming this to Maximilian Strauss, LaCroix (though that doesn't turn out so well) or potentially Nines if you choose to throw in your lot with him and his cause.
Eye Scream: One of the histories that could be chosen is "Glass Eye". To summary, the player character has shot one of his eyes and now wears a glass eye, resulting in a decreased cap for the perception attribute and a free point in the intimidate skill thanks to the small Uncanny Valley factor granted by the glass eye.
Freaky Fashion, Mild Mind: While many of the male protagonists have lots of piercings and dress, at best, like very fashionable grunge-rock fans and at worst, in straight-up Rainbow Pimp Gear, it is quite possible to roleplay them however you like.
Friendly Neighbourhood Vampire: While the PC is frequently put into very unsavory situations, it is quite possible to come off as a decent, reasonable person in a harsh, unreasonable world.
Funny Schizophrenia: The Malk PC is one, arguing with stop signs and being a Deadpan Snarker. The darker aspects of the condition are explored with the Voermans and the Malkavian baron.
Guile Hero: If the player character is good at conversational skills, a lot of quests can be completed just by wits alone.
Hidden in Plain Sight: If you play with the mods The Final Nights or Camarilla Edition, there will be a squad of hunters on the Skyline Apartments third floor. The player character's haven is just one level above...
I Was Quite The Looker: What you little you can see of the Nosferatu PC before his/her Embrace, male or female, suggests that s/he was quite attractive in life. Seeking out an attractive or vain individual is pretty standard behavior for Nosferatu looking to sire.
Jerk with a Heart of Gold: Can be played like this. At one point you need an Intimidation score of 6 to be able to save a human's life without harming the Masquerade. A high Persuasion will only help you send him to his death and cost you Humanity.
Made of Iron: The PC has this quality, apparently - they just will not die no matter how many suicide missions of decreasing subtlety s/he's sent on. Every vampire in the city starts to get really scared of you by the end.
Multiple Choice Past: With the Unofficial Patch, you're given a choice of backgrounds at character creation which reflect into various changes in your stats. Each clan has about six to eight different backgrounds which are related to the clan's strengths and weaknesses. In game, you learn that whoever the PC was, they knew how to pick locks and they had a family friend who ends up looking for them.
The Nicknamer: The Malkavian PC, who rarely calls anyone by their real name.
A notable exception is Velvet Velour, though she also has a nickname ("doll"):
Malkavian: How come you hide your true name behind a fabric, Susan?
Ninja: One of the Malkavian background options. The only drawback is that it prevents you from using firearms. And ducks. Fortunately, the game hasn't got any ducks anyway.
Noble Demon: A roleplaying choice, particularly if the player does anything to uphold the Masquerade.
Only Sane Man: Amusingly, even if you play a Malkavian, you can be this. A lot of your dialogue options highlight what a severely messed up place the Kindred world is, and the Malkavian's special awareness only makes it more obvious (to you, at least; nobody else has any idea what the hell you're babbling about).
Rainbow Pimp Gear: Everyone else's armors include actual... armor. The male Malkavian's armor starts at shirtless, moves through hazmat suits and ends in a white fur coat and a Cat In The Hat hat... which also has no shirt. The female Malk armor is straight-up stripper wear.
Sociopathic Hero: Most of the dialogue options lean this way, but playing it straight is up to the player.
Spanner in the Works: You choose which factions to back and/or destabilize... of course, to survive in the World of Darkness, it's in your best interests to make every faction think you are working for them, which makes you ideally placed to destroy other people's gambits.
Unwitting Pawn: Those creepy e-mails you keep getting who refer to a "pawn"? They're talking about you. The amount of people who manipulate or "move" you in this game is staggering. You can count on one hand the major characters who don't, though by the end you get the option to bite back at quite a few of those manipulators.
You Kill It, You Bought It: The PC gets to be Sheriff of the City in the Camarilla ending. If they side with the Anarchs, it's very likely they will be second in command to Nines Rodriguez in his new order.
The folly of leadership is knowing that no matter what you do, behind your back, there's hundreds certain that their own solution is the sounder one and that your decision was the by-product of a whimsical dart toss. I pronounce the blast sentence, and I soak the critical fallout. I make the decisions no-one else will. Leadership... I wear the albatross and a bullseye.
The Ventrue Prince of Los Angeles' Camarilla kindred, and therefore the leader of the 'new kids in town'. LaCroix is a classic Ventrue: A domineering, manipulative politician with entitlement issues and a taste for Realpolitik. It soon becomes obvious that he is on very sandy ground concerning both the Anarch and his own Camarilla "underlings", with nobody really respecting him at all. After condemning the main character's Sire to death in the opening cutscene for breaking the second tradition, he is forced to leave the PC alive when it's obvious he's got a PR nightmare on his hands. He's also made an alliance with the Kuei-jin in order to eliminate the Anarchs in Los Angeles, and plans to open the Ankaran Sarcophagus to diablerise the Elder sleeping within.
The Malkavian PC has a thing for calling LaCroix "The Jester-Prince" or "The Jester", but never to his face.
The Ventrue PC calls him "Captain Dramatic" during the dialogue about Grout's death.
Gorgeous Gary, The Nosferatu Primogen, refers to him as "Prince Priss" during his introductory dialogue, and later calls him "Little Lord Flauntlacroix."
Jerkass Has a Point: In the Kuei-Jin ending, he tells the PC that the Kuei-Jin won't let him/her live after destroying the Camarilla in LA. Which is more or less what happens, except the PC isn't technically killed.
Karmic Death: In the Anarch, Independent and his own ending.
Really 700 Years Old: Was apparently an officer in Napoleon's army, making him at least 200+ years old.
Reassigned to Antarctica: This one requires a bit of knowledge ofthe setting, but basically he has been sent to retake control of a section of the US the Camarilla hasn't controlled since 1944, without the necessary backing to actually gain any control: His 'princehood' is a hollow title, his own primogen all know it, and his foothold lives on the Anarchs' sufferance. By Camarilla elders' standards, someone is playing a very cruel joke on him, and he's already seen the punch-line. No wonder he's so bitter.
This also explains how he can be a Prince while unusually "young" for the office by Kindred standards. In the World of Darkness setting you can easily find Princes who are over a thousand years old. However, the higher ups stationed within the States are generally younger than those back in Europe. He's probably "older" than some of the rest in the States.
Sissy Villain: Downplayed, but still present. For a man driven by ambition and greed, he sure hates getting his hands dirty.
Surrounded by Idiots: Very much believes himself to be in this position. The Anarchs hate him, the Camarilla treats him like a joke, his position hangs by a thread, and the only person he can actually throw his weight against is, well, you. So he does.
Smug Snake: Even in the ending where he wins he loses, and he only gets that far because the Player chose to help him.
Unfortunate Names: LaCroix is a genuine French surnamenote although it proper spelling would either be "Lacroix" or "La Croix", but, as he bears an English-sounding first name, he may have altered his surname too. It fits this trope anyway to French audience: the name "La Croix" mostly evokes the name of a cleaning products' brand.
Ungrateful Bastard: While he does give the player a few useful bits of aid, he also keeps trying to kill them over a matter of pride long after they've proven themselves useful.
Vampires Are Rich: Lives in a condo in downtown LA, decorated with quite a lot of gilt. He's certainly not poor.
Villainous Breakdown: Suffers one of these because of the player character's refusal to die. It comes to a head if he opens the sarcophagus - he sees the bombs and simply laughs madly until he's incinerated.
Villain by Default: No matter how useful, how polite and understanding the player is to LaCroix, he never stops trying to get them killed.
Xanatos Gambit: After being forced to spare your life at the Camarilla meeting, LaCroix sends you on a series of increasingly impossible suicide missions. If you die (or fail, giving him an excuse to have you executed,) he gets what he wanted in the first place; if you survive, he gets whatever he wanted out of the mission you completed. If you choose to oppose him, you shoot these plans all to hell.
True power lies not in wealth, but in the things it affords you.
The Tremere Primogen and Regent, Strauss is a mysterious, unfailingly polite sorcerer often found in the Tremere chantry Downtown. Unlike many of the other Elders, he actually shows some respect to the Fledgeling. He becomes the new Prince in the Camarilla ending. Voiced by Jim Ward.
Affably Evil: While certainly rather amoral, Strauss's villany is mostly offscreen and in his backstory rather than front and center. And he is quite genuinely polite, well-mannered, and even reasonable in his dealings with his fellow vampires even when they don't work out, in stark contrast to many of his fellow vampires.
Bizarrchitecture: The hallways of his house are... unusual, and difficult to navigate.
Cool Old Guy: He frequently helps a PC out with useful items and rewards when they deal with his quests.
Dude, Where's My Respect?: Resoundingly subverted. Strauss seems aware there's nothing to be gained by being rude to the PC and offers fair pay for hard work.
Fantastic Racism: His attitudes towards gargoyles are rather dismissive of their intelligence and somewhat reminiscent of old-school arguments for enslaving Africans, though he still seems rather regretful about how his relationship with his ended. There's also a bit of Fantastic Classism in there too; he doesn't hate the Anarchs or disregard their abilities, but he does feel they are too "childish" and impulsive to be relied upon to maintain the Masquerade. Note that in both cases, his feelings are more of the patronizing kind rather than the hate-filled desire to exterminate.
Kick the Dog: His reaction to Heather's death. Its akin to an adult annoyed at a child whose toy is broken.
Mad Sorcerer: As a younger vampire, he created the Gargoyle that the PC has to deal with in Hollywood.
Man Behind the Man: The Malkavian run more or less says that Strauss is the real "King of the City", noting when he makes hints at ambition, his "iron crown begins to sparkle."
Manipulative Bastard: Played with. While he gets you to do his dirty work on a few separate occasions, he has a legitimate excuse both times: he can't go to Hollywood to deal with his gargoyle himself because, as a Camarilla elder, he could easily touch off a war, and he doesn't kill LaCroix himself because Klingon Promotion is generally bad form.
The Older Immortal: Older than LaCroix and a Tremere elder. His age is probably counted in centuries, and could be anything up to around 900.
One of Us: invokedNo, really, if you hack his computer you learn that Strauss and his friends are beginning to play a World of Warcraft-esque MMO, he is advised to play an undead warlock.
Pet the Dog: He's willing to adopt the Tremere PC into the Pyramid in exchange for, admittedly hefty, services. This is a major thing as the Tremere are huge on organizational security. It also avoids an almost certain death sentence for a rogue Tremere PC (as befell your sire).
Pragmatic Villainy: Why he wants to put an end to the plague raging through the city: dead mortals mean uncomfortable questions.
Reasonable Authority Figure: To the point that he doesn't doublecross you or otherwise leads you to your downfall in his ending. In fact, his ending leaves you extremely well off as second in command of LA's Camarilla.
Unlike most characters, he knows that the Malkavian PC isn't talking nonsense. Even he can't fully interpret their meaning, but he implores the PC pay heed and warns him against a Prophecy Twist.
Secret Keeper: The PC can become this regarding the fact Strauss created the Gargoyle. He admits this fairly easily and it's a big deal since it might get him killed by his superiors.
The Starscream: Implied to be this with La Croix. There's some in-universe text he's letting him take all the heat until things get better sorted out and he can step up to take La Croix's place.
The Stoic: Even when the PC is being very aggressive and unreasonable, Strauss will rarely change the tone of his voice from a cool, soothing murmur.
"Oh, the Sheriff, yeah. I love how everyone's talkin' about that big mystery. It's like someone Embraced a doped-up gorilla!"
A huge, mute kindred who follows LaCroix everywhere as his bodyguard. Wields a gargantuan sword and apparently comes from Africa. He was the one who beheaded your Sire.
Achilles' Heel: In his bat form, he's vulnerable to bright lights - especially the spotlights on the roof of the Venture Building.
Evil Is Bigger: He's about one and a half times the size of anyone else in the game.
Flat Character: The Sheriff appears to have no character whatsoever and nobody knows anything about him: He's never seen out of sight of LaCroix and never interacts with anyone in a non-killing-them setting. He makes the other LA kindred a bit nervous as a result.
Teleport Spam: Likes to reappear behind the PC after being hit. Think fast.
The Stoic: His expression never changes, whether he's acting as intimidating muscle for LaCroix, acting as the Camarilla's executioner, or going toe-to-toe with the PC in a boss fight.
The Voiceless: Unless you count his bestial shrieks of rage and pain in his bat form.
You Killed My Father: He kills the PC's sire at the beginning of the game. Although there's never a conversation with him to say it outright, the PC can express anger at this fact to other characters in the game.
By the clack-smack cracking of my thumbs, something wicked this way comes. I don't remember seeing you on the guest list for the dinner party; we're having a wrap party for the Misfits about forty years late. Cast and crew only, boss.
The Nosferatu Primogen and former Hollywood star, now the sarcastic king of Hollywood's underworld. One of the most secretive members of the local Camarilla, he masterminds the theft of the Ankaran Sarcophagus and its sale to the Giovanni. Voiced by Neil Ross.
At Least I Admit It: His stance towards uppity Toreador PCs; in various lines of dialogue, he rails at them for trying to deny their inherent monstrosity with "Paris Fashions and Pomp."
The Barnum: Loves playing visitors and customers like puppets, especially in playing both sides of the fence in the search for the Ankaran Sarcophagus. Clan lore suggests that this is actually the preferred position to take when dealing with distasteful non-Nosferatu clients, vis-a-vis providing false information. Thankfully, he seems to like the PC - especially if you're a Nosferatu.
Berserk Button: Like most Nosferatu, he loathes Toreador, especially those who play to the clan stereotype.
Break the Haughty: As he was once a movie star renowned for his looks and charm, he endured this following his embrace. However, he's had the the time to adjust and eventually reinvent himself.
Body Horror: As typical of the Nosferatu. However, he's downright handsome for the standard.
Cool Old Guy: While rather creepy, Gary is still the sort of Prince who looks after his own, and he never goes back on his word with you.
Evil Phone: Not exactly evil, but certainly startling if you forgot about Gary's promise to call you on a payphone.
Green-Eyed Monster: Implied almost to the point of stated. His speech he does when a Toreador, a vampire defined by beauty and culture, enters his lair is dripping with venom. When you consider Nosferatu have a knack targeting beautiful (if vain) people and if you study said lair that is full of old derelict mementos from his Glory Days, it's likely Gary, despite what he said about how a vampire should act and be, never overcame the anger he felt at his transformation and still wish he became a Toreador instead.
Guttural Growler: Possibly a side effect of his transformation, as he used to be a famous romantic lead and movie star.
Hearing Voices: Introducing himself while Obfuscated, he pretends that he's actually a voice in your head. And when the Malkavian PC remarks that he doesn't sound like the usual voice, Gary counters with "Maybe I killed the voice in your head, boss."
Jerk with a Heart of Gold: While this is far more apparent if the player is a Nosferatu, the game subtly implies that Mr. Golden is a much better person than he comes off as. For starters, he uses you just as much as everyone else in the game, but he is far more candid about it, he keeps his word when he makes a deal with you, he appreciates it if you are straightforward with him (if Mitnick is to be believed,) and, if the player is a Nossie, he supplies you with your second haven when with every other clan (except the Tremere) it is LaCroix who does so. And his favor is to help out a member of his clan in trouble rather than him personally.
Knowledge Broker: As Nosferatu Primogen, this is guaranteed, particularly when the LA Nosferatu decide they don't like LaCroix any more.
Large Ham: Gary purposefully overplays his own monstrosity, complete with evil chuckles and theatrics in terms of word choice and voice pitch.
Reliable Traitor: Gary is the Camarilla Primogen of the LA Nosferatu. He also sells his info freely to the Camarilla's enemies, has no bones about flaunting this fact in LaCroix's face, and has no respect for LaCroix, his fellow primogen, or any members of the Camarilla whatsoever. Justified insofar that the local Nosferatu were residents of LA while it was a Free State (even the Anarchs knew better than trying to root them out), and Gary has probably gotten used to flying solo; much like Grout, he probably got saddled with the title of Primogen as a matter of seniority when the Camarilla rolled back into town.
Verbal Tic: He ends just about every sentence with "Boss."
White-Dwarf Starlet: Played with. He didn't lose his career to age, but to the vampire curse, and he still looks better than most.
Younger than They Look/Wise Beyond Their Years: If his backstory is true, Gary is probably no more than 70-80 years old (and if he worked in The Misfits while still alive, his embrace happened 40 years ago at most). Despite this he's way more cynical and politically savvy than many LA vampires several times his age.
I am confident no cure for my condition or that of my beloved wife lies within our figurative minds, waiting to be unlocked by the correct combination of memories recovered from our childhoods. And I am most certain it has nothing to do with the relationship between myself, my parents and my... genitals. Sorry, Sigmund, but I choose to stay my course. In time, too, may your star fade and disappear...
The Malkavian Primogen, a former psychiatrist obsessed with finding a cure for his wife's Malkavian catatonia. Little is known of him until you're asked to inspect his mansion, whereupon you find that he's been killed by Ming Xiao.
Anachronism Stew: Grout's preferences for different psychiatric practices do not make much chronological sense. He laments the popularity of Freud's theories and in another place reminisces how the sounds of insane asylums included the "gurgling of the lobotomized." Lobotomy became an accepted medical practice decades after Freud made his mark on psychiatry.
Bedlam House: His home, full of mad ghouls in straight jackets and muzzles and loaded with creepy secret passages and the trappings of the very worst of last-century's mental treatments.
Deliberate Values Dissonance: Judging by his approach to security and the many audiotapes around his house, he still adheres to his era's ideas of how to treat the mentally ill along with many other extinct forms of medicine, such as phrenology.
Even Evil Has Loved Ones: One reason for all the insane ghouls wandering the house is that he is using them to find a cure for his wife's condition.
Haunted House: Averted, his house is definitely scary and crawling with insane ghouls, but it is not haunted.
Hearing Voices: The audiotapes report that his Malkavian madness appeared in the form of voices echoing from other vampires during conversation, providing him with secret details of their lives; Grout kept his composure until the voices started to speak outside of conversation, warning him about a powerful vampire implied to be LaCroix and "his blackest crimes, both past and future."
I Hate You, Vampire Dad: Grout voices frustration that he never had the chance to question his sire (or "my infector" as he calls her). Apparently an asylum inmate, she attacked and successfully Embraced him, only to be set upon by orderlies and locked in the roaming pen; by the time Grout regained consciousness, the sunrise had killed her. In the same entry he mentions this, he bitterly notes that she'd probably be just like the "mewling wretches" that make up his current crop of test subjects.
Lack of Empathy: Illustrated beautifully when one of his test subjects gnaws off one of his own arms and escapes into the floorboards; Grout's sole concern is for the atrocious mess the subject must be making in there. In fact, the only resident of his house that seems to draw the slightest bit of sympathy from him is his wife.
Outgrown Such Silly Superstitions: Has very little patience for what he views as a bunch of mystical gobbledegook,and is dismissive of many of the more occult traditions of vampire society.
Posthumous Character: His murder gets pinned on a couple of different places, but Ming Xiao is the probable culprit.
Properly Paranoid: Well, he's Malkavian, he's powerful, and this is the World of Darkness. Someone's gonna be out to get him.
Psycho Psychologist: Despite his rather calm demeanor, Grout is not someone you want treating you.
Shout-Out: To Coppola's "Bram Stoker's Dracula". The audiotapes he leaves around are similar to the ones used by Dr. Seward and he also operates an asylum of sorts. Furthermore, his basic motivations...
Sanity Slippage: As with all Malkavians, he's insane; however, Grout has a very slow-acting version of the Malkavian madness, going from a cold-hearted psychopath to a reclusive paranoid schizophrenic over the course of several decades.
The Spock: By Malkavian standards, to the point that the Ventrue diplomats that persuaded him to become Primogen hand-tailored their arguments to his "obvious infatuation with reason."
The Voice: The player never actually meets Grout himself and only hears the various audio logs he leaves in his mansion. By the time you get to his room, he's already dead.
News travels down the Kindred grapevine like wildfire, and that courtroom spat between LaCroix and Nines Rodriguez is a juicy little morsel. And you in the middle... how interesting.
A Nosferatu agent of the Camarilla in Santa Monica. Living out of an abandoned fuel tank, he can show you the way to the Sabbat storehouse, but you must first persuade Therese Voerman to call off the Feud with him. He also has a ghoul running errands for him in town. Voiced by Dee Bradley Baker.
Body Horror: It looks like his head is full of huge zits, about to explode. One's bigger than his eyes.
Well, he is a Nosferatu. Body Horror is a no-brainer for those guys. But compared to the other Nosferatu you encounter, Bertram has it worst.
The Chessmaster: A minor one, but he has a gambit in place to fool you into killing a local Kuei-Jin spy for him. This also serves as an introduction to the convoluted politics of Jyhad, as Tung himself notes.
Don't take it too hard, fledgeling. I won't be the last Elder to milk you for a favor.
Deadpan Snarker: Not afraid to take the piss out of the miserable world he lives in and the various people in it. Including you, by the way.
In-Series Nickname: The Malkavian calls him "Nasty Dude", which s/he probably picked up from Knox (or "Your Nastiness" or "YourDudeness"). Installing the unofficial patch re-adds a Dummied Out line where he threatens to tan your hide for it before realizing he's talking to a Malkavian and then letting it drop.
Quite an interesting specimen... but a pain in my dead ass, for sure.
I've got no excuse - a Nosferatu getting caught by a bunch of humans... this is a new low.
A Nosferatu agent in Chinatown, he ended up getting kidnapped by the Fu Syndicate and experimented on. In order to receive information on the whereabouts of the Ankaran Sarcophagus from Gary, you're going to have to rescue him.
Badass Bookworm: He's a great hacker, but this doesn't stop him from firing up Potence and hurling guards across rooms in his escape.
Oh my god, are you kidding me? What are you using for security down there, a Trash-80? Guys, it's called "encryption." This is too easy; I'd let you off the hook, but stupidity always brings out the asshole in me...
A former master hacker, Mitnick's life actually seems to have improved as a result of his transformation into a Nosferatu, unlike Gary and Imalia. However, he still needs your help with setting up a few Schrecknet hubs around the city...
Bitch! I can't believe she got the cover of Glamorella this month!
One of Gary's most recent Childer, Imalia used to be a world-famous model; punished for her vanity by a Nosferatu Embrace, she still hasn't gotten over her lost beauty or the fact that her place in the spotlight has been usurped. In fact, she's willing to offer quite a bit of money in exchange for any dirt on her replacement...
Alpha Bitch: Quite the prima donna in life, and still has the temper in death.
Bald Woman: Her hair fell out as part of her curse.
Break the Haughty: As an obvious Cleopatra (a Nosferatu embraced into the clan for being beautiful and too prideful about it), this is a given. Unfortunately, it hasn't quite taken yet.
Driven by Envy: What she has ended up as, due to her removal from the modeling scene and new model Tawni Sessions taking her place.
Early-Bird Cameo: Long before you ever actually have the opportunity to meet her, the player character can find a poster of her from back when she was still a model (and, you know, not a hideous undead horror) in Carson the bounty hunter's apartment. Her name is also the password for his computer, which you need to hack in order to advance in that particular sidequest, so her presence there is actually a clue.
They're Called Personal Issues For A Reason: Her quest involves getting some dirt on her replacement, Tawni Sessions, to ruin her career. She's overjoyed when it goes so far that Tawni kills herself. It also serves as a learning experience for her, since she uses the clan's methods to do it.
LA's the school of hard knocks, so keep your friends close and your enemies in a barbecue pit.
Leader of the Anarchs in Los Angeles, Nines is a Brujah freedom fighter and product of the Depression: He loathes the Camarilla and the Kuei-Jin with a passion and believes in the continued existence of the Free State LA, but is forced to tolerate the other factions because he hasn't got the manpower for an all-out war against both sides. Having lost his own Sire at a young age, he opposed your execution in the first place and also helps you out a couple of times during the story; Jack implies he has a soft spot for outcasts like the fledgling. With your unwitting help, LaCroix and Ming Xiao manage to frame him for the murder of Grout and later the Fledgeling him/herself for Nines' (fake) death. In the Anarch ending he takes control of the city.
Badass: Has been fighting a street war with other elements for control of LA for years. At one point, the PC and he are attacked by a pair of werewolves. The PC can either crush one in the mechanical doors of an observatory or run from it until a gondola makes escape possible, but beating it in a straight-up fight is impossible. Nines gets tackled down a steep cliff by one that takes him by surprise and still manages to kill it with his bare hands.
Badass Grandpa: Though he looks pretty young and handsome, he's actually one of the older vampires in the Anarchs.
Berserk Button: Say something bad about the Anarchs, he won't speak to you for quite a long time. Also, do not mention the Camarilla while he's around, that tends to irritate him, though he's a little more forgiving if you're new.
Cool Old Guy: He's from the 1920s and thus one of the older (but not oldest) Kindred you'll meet.
Meaningful Name: Since Nines is a self-proclaimed gunfighter, he probably has his name from the Anarch game 9mm tag, which is also commonly known as Nines.
A Malkavian player will ask him "what happened to numbers one to eight". Nines responds in a manner that implies someone like that actually existed but died, implying he's the ninth leader of the Anarch Free State. He might just be playing along though.
The Mentor: Nines can teach basic brawling or melee skill at two points in the game if you aren't good enough at them.
Nice Guy: Unless you manage to piss him off, he usually acts in a calm, nice and helpful manner. This stands in direct contrast to the other Brujah in the game, most of them who are notably more hot-headed.
You wanna know what my problem is? Alright, I'll tell you what my problem is, you ready? You are my goddamn problem! Anyone who would lay it down for some cape in an ivory tower deserves what they get!
A bad tempered, hot-blooded Brujah girl and one of Nines' henchmen. Is quite rude, but turns out to have a nicer persona after all, under the right circumstances. Voiced by Courtney Taylor.
Granola Girl: Given her cap and some comments you can get out of her with the right dialogue options, she appears to be an anarcho-communist politically. Skelter compares her to an anti-Vietnam flower child, raging against the Camarilla without really understanding what it is, though he admits that she's rather tough and fierce for a hippie.
Old Shame: invokedIf you befriend Gary, he'll pay you for a copy of one of his old films with some tasteful nudes she did in college. He also implies she won't be happy to find out someone found them.
Team Mom: She's the "Den Mother" of the local Anarchs.
Tsundere: Against the PC, especially if you keep helping the Anarchs while maintaining Camarilla loyalty. The Malkavian describes her as a "candy heart with a 'fuck you' on it" (the non-crazies describe her as "a bitch, but in a good way").
Whatever, man. I choose not to submit: I signed away my rights once, and it landed my ass in a southeast Asian jungle with nothin' but an M16 and a shitload of questions. Now I'm dead, and the real hell starts. I'll be dust before I roll over and take it again.
A black Brujah and another of Nines' men. Conversation with him reveals him to be a Vietnam veteran. Voiced by Phil LaMarr.
Bald of Awesome: As a war vet with lots of experience fighting a secret war against frightening foes.
Bald Black Leader Guy: Though he's second to Nines, he's still a leader of the Anarchs of obvious African descent.
Religious Bruiser: Sort of. Is somewhat versed in biblical-vampirical lore and seems to believe in the existence of Caine and the Antediluvians to the point where he'll tell you to keep your voice down when saying Caine's name.
Scary Black Man: While he isn't a full-on Angry Black Man because of the lack of racial overtones in his ideology, he is from the hot-blooded Brujah clan and initially has a very low opinion of you as a Camarilla errand boy that he isn't shy about being aggressive and intimidating with.
Warrior Poet: Once he calms down, he's capable of speaking quite eloquently about the Blood Bond and the Masquerade.
Now you an' I maybe ain't seen eye to eye on everything - to be honest, I've made vampires deepthroat dynamite for less aggravation - but I think we understand each other, and hey! Our unlives are ours to do with as we will.
A jovial Brujah Elder who teaches you the basics of Vampire lore and the mechanics of the World of Darkness. He's actually the man behind the Ankharan Sarcophagus' arrival and its eventual fate. Voiced by John DiMaggio.
Badass: During the tutorial, he regularly sends you along a safe path while he "deals" with threats.
Cool Old Guy: Despite his bloodthirsty streak, he takes you under his wing and helps ease you into the weird world you've fallen into.
Does Not Like Guns: He mentions early on that he doesn't like using guns because they're loud and ineffective at killing vampires. Explosives on the other hand he has no problems with.
Genius Bruiser: Extremely clever and well-informed under his wild exterior.
Moral Myopia: Claims to think about ordinary humans the way humans think about cattle: he wouldn't go out of his way to kill them for no reason, but he also doesn't particularly care one way or another if they die.
The Red Baron: Known as "Smilin' Jack", although he never uses it himself.
The Voerman Twins
The Voerman Twins make up Therese Voerman, Anarch Baroness of Santa Monica, and her sister/nemesis Jeanette, a Malkavian and owner of the Asylum nightclub. The two almost never operate alone, and fill the same character sheet. Mainly because 'they' is actually a 'she' — Voerman is a single Malkavian with Disassociative Identity Disorder. Voiced by Grey DeLisle.
Abusive Parents: A very dark example in their past with Therese' father often sexually assaulting her as a child and keeping her confined in the house, so she "wouldn't get hurt" outside. It's implied this may be the reason she developed a split personality in the form of Jeanette.
Nosferatu PC: Uh, don't you find me a bit... ugly? Jeanette: On the inside, we're all dead meat, kitten.
Bitch in Sheep's Clothing: Jeanette seems like a very nice and friendly girl, for the most part. That doesn't mean, however, that she won't manipulate you into getting back at her sister by unknowingly making you destroy Therese' gallery and persuading you to give her the amulet from the haunted hotel, which Therese needed to exorcise the ghosts from said hotel. Jeanette then proceeds to throw the amulet in the ocean, thus dooming the ghosts to be trapped in the building. All of this essentially makes Therese very pissed at both of you.
Ethical Slut: Jeanette, surprisingly for a vampire, somehow manages to be able to enjoy sex and apparently does so with many people, both humans and vampires. It's one of the ways she tries to amuse herself, and also a convenient way to piss off her prudish sister.
Hidden Depths: Jeanette certainly has her issues, but she's still very friendly, outgoing and surprisingly sensitive (she comes close to tears when Therese called her a pig, for example). Furthermore, despite their estranged relationship, she still loves her sister (see her reaction to Therese's optional death), in spite of all the harsh things Therese keeps calling her. Therese also acts quite harsh and cold to both her sister and the player character initially, but subsequent interactions reveal that she does care about them, in her own way, and her traumatic past has given her a need for control.
Lady Not-Appearing-in-This-Game: Downplayed with Jeanette. She is the female character displayed on the game cover art, but ingame she has little plot relevance and is only plot critical in a couple of quests (including the main quest) in the first part of the game.
Neutral No Longer: Therese curries favor with the Camarilla and is quite overt about having ambitions to leave the Anarch fold. If she remains alive or they merge, she eventually does. If only Jeanette is alive, she stays Anarch.
Obfuscating Insanity: Subverted and played straight. Therese and Jeanette are a actually a split personality Malkavian, so it's played straight. The subversion is that the Therese side is quite competent at acting normal and fitting in so well with rubbing shoulders with the Camarilla and acting upper class you'd mistake her for a Ventrue. Jeanette on the other hand is her exact opposite, but even she is very clever in a Street Smart way and most of her Cloud Cuckoo Lander antics will cease whenever she's being dead serious. If they learn to get along, their combined smarts make them a political force to be reckoned with, and a contender for the new Malkavian primogen.
Self-Made Orphan: Therese "blew her dad's mind out all over the silly clown wallpaper" with his shotgun.
Split Personality: Therese implies she was the "original" personality who created Jeanette to deal with her father's abuse and her sheltered lifestyle. Becoming Embraced by a Malkavian may explain why it's played so extremely.
What the Hell, Hero?: If you consistently work against one of the sisters and then makes her the surviving personality after the takeover, whoever you picked will chew you out afterwards. Therese claims the only reason she doesn't kill you on the spot is because she's had enough death for one day.
I don't fear LaCroix, nor do I give a damn about his jackboot sycophants and court jesters. Let them all come to Hollywood! It would be a battle sequence worthy of Kurosawa!
The Toreador Baron of Hollywood, and the financier of just about every single major American film made in the last few decades. He helps you in your quest to find the Nosferatu. Voiced by Jim Ward.
All Love Is Unrequited: Was and is still attracted to Ash, who is straight or at least bi and no longer interested in Isaac.
Ambiguously Jewish: Aside from his name, he both owns a jewelry store and is in involved in the film industry (see below). And his possible henchman is a Golem-like gargoyle.
Badass Boast: When threatened with coercion from the Camarilla, he gives the quote above.
Been There, Shaped History: As a vampire with considerable ties to the inner workings of Hollywood, this is pretty much expected of him. He also has a very long list of famous directors and actors he's befriended and financed over the years, and still laughs at the fact that "some studio suit lost in time" once told him that the only thing that Humphrey Bogart could be used for was moving furniture.
Vampires Are Rich: One of the top men in Hollywood. VV compares him to an old tree with roots in everything.
A former Hollywood star and Isaac's Childe, having been Embraced to save him from dying of a drug overdose. By the time you meet him, he's deeply tired of his vampiric unlife, and surrounded by vampire hunters, so it's up to you to save his life. No matter what you do, he gets captured by the Society of Leopold later.
Break the Cutie: When you meet him in the dungeons of the Society of Leopold's base, he's been tortured with fire several times.
Clothing Switch: A way to save his life from the vampire hunters is to convince an Asp Hole customer which looks like him to swap clothes with Ash. Although Ash states that only a fool would be fooled by this, it actually works.
Death Seeker: When the player character meets him, Ash noticed that his club is surrounded by Society of Leopold hunters and is planning to run into them to his final death.
Escort Mission: His sidequest can be one of those depending of your choicenote the other alternative being convincing a look-alike to swap his clothes with him, so the Society of Leopold kills the look-alike instead of Ash, it is a lot easier but grants less money reward and a humanity loss. This escort mission requires to escort him out of the Asp Hole through sewers and hunter ambushes. He'll follow the PC and run to attack the hunters with his puny punches.
Camarilla Edition and Final Nights make this quest a bit less frustrating than in the original game, as Ash can now be ordered to wait behind, which he will do without moving if he is far enough from a fight. He also can defend himelf, but he is armed with the weakest gun of the game.
Toreador Vampiress, Isaac's adopted Childe and owner of the Vesuvius club in Hollywood. She's not very interested in playing Jyhad, but provides a number of quests about maintaining the Masquerade.
All Girls Want Bad Boys: If you hack Strauss' computer, you see she sent him a rather flirty email, she also blows a kiss at him in the beginning of the game. Although, she may just be messing with him. Certainly, she seems to prefer kind player characters to mean ones.
Malkavian: How come you hide your true name behind a fabric, Susan?
Velvet: There's only one part of my body I don't want anyone entering and that's my head. That other name...never say it again, it belongs to a dead girl.
Malkavian: Why are you hiding your past from me, doll?
Velvet: I'm not hiding, I'm not that girl, she was flawed, she was naive, she was nobody and now she's dead. Let the dead rest in peace. My name is VV, show yourself out, I'd like to say a prayer for someone I used to know.
Friendly Neighborhood Vampire: Even more than Isaac, given how softhearted she is toward mortal and vampire alike. Probably the nicest vampire you meet in the game, unless you manage to piss her off by not being one yourself.
Gainaxing: Her character model moves around a lot and has a great deal of... bounce.
Hooker with a Heart of Gold: Has the personality of an extremely affable prostitute, and since she is a stripper, she's almost identical to the job description of the trope. The Heart Of Gold stems from her being genuinely very nice, not wanting kine or kindred to suffer on her account, and she even begs you in her intro quest not to get innocents involved and to use only as much force as absolutely necessary.
"There's only one part of my body that I don't want anybody entering, and that's my head. That other name... never say it again, it belongs to a dead girl."
They Call Me Mister Tibbs: Depending on how well you get along she will ask you to call her either "Ms Velour", "Velvet", or "V.V." (in increasing order of affection). A very good first impression (requiring high levels of seduction and not being Nosferatu) makes you start out at the "V.V." level, which she notes she doesn't let many people do.
Tell me, child, is my appearance that frightening or is it my 'knowledge of you that is so unnerving?
A Tzimisce vampire and one of the highest-ranking members of the Sabbat. He lurks in a dilapidated mansion in the Hollywood Hills, where he crafts monsters out of junkies, runaways, illegal immigrants, thin-bloods, anyone who won't be missed, before unleashing them on the Nosferatu in order to "blind" the Camarilla. Voiced by Steve Blum.
Big Bad: Considering that he's the boss of the Sabbat in Los Angeles, he may qualify. Played with. Foiling his plans is an important plot of the endgame, but the main antagonists prove to be the Big Bad Duumvirate of LaCroix and Ming Xiao.
Blue and Orange Morality: Obvious from his speech on metamorphosis that he doesn't follow human notions of morality. He is a most likely follower of the Path of Metamorphasis, which is a part of the Tzimisce stereotype.
Body Horror: His soldiers are hideously mutated humans, his wallpaper is made of living flesh, and quite a few of the chairs and beds seem to have faces. It all comes with being part of the Tzimisce clan. He's certainly not too good-looking himself either.
Card-Carrying Villain: He's Sabbat. Denying their humanity and reveling in how 'evil'/inhuman they are practically goes with the territory.
Cultural Posturing: And how. It's to the point where she flat-out lies about certain things Kindred and Kuei-jin actually have in common (like being burdened with an ancient guilt), just to insult the PC and their race.
Dragon Lady: While she speaks perfect, unaccented English, she otherwise fits the bill quite accurately. With some Cultural Posturing thrown in for good measure. Unusually for this character type, she's the head of her own organization in LA, rather than serving someone else.
Femme Fatale: Sultry and seductive to the PC, but also dangerous and not terribly trustworthy.
Faux Affably Evil: Like LaCroix, she acts quite charming until it looks like she isn't going to get what she wants, at which point all decency goes out the window. Must be why they get on so well. Notably, her "polite" greeting to the PC is actually loaded with racist slurs and Stealth Insults.
Not So Stoic: A Malkavian can really get under her skin with her own superstitions.
Villainous Breakdown: A minor one, but converse with her as a Malkavian and her true self starts shining through when you nickname her and when you namedrop the Yama Kings in response to her posture about "silly Cainite superstitions".
Villain with Good Publicity: She has convinced the people of Chinatown that she is a force for good, even as she bankrolls the street gangs terrorizing the populace and moves to ruin or kill a good, honest man and a prominent member of the local community.
No Name Given: Only known as "the Cathayan" (or nicknamed "the Asian vampire" by Knox), which is synonymous with "the Kuei-Jin" (note that this word is used by Western Kindred but perceived as offensive by Kuei-Jin themselves). The character is never named in-story, but this title appears on top of his life bar during his Boss Fight.
Disc One Nuke: If you installed the Unofficial Patch, you'll be able to pick up his crossbow and his Shin Gunto (a katana with weaker stats) after his demise. So you'll gain those items way before you'll supposed to gain them, though the crossbow has limited ammunition and the Shin Gunto is much weaker than, say the Fire Axe.
Cool Old Guy: Always willing to shoot the breeze with a player, particularly a very scholarly one.
Cassandra Truth: While the game has been rife with hints by this point (if you've been paying close enough attention,) Beckett gives you the most (and only) straightforward hint that you should not open the Ankaran sarcophagus. The player can choose to ignore his warning, but it doesn't end well.
Deadpan Snarker: He can snark with the best of them. It doesn't help that even when he's being serious, he still sounds like he's being sarcastic.
Nice Guy: He's sarcastic in personality, and he doesn't look the part, but believe it or not, Beckett is this. Rosa tells you early in the game that the only two people you can trust for certain are "the man on the couch" and the "lone wolf". Beckett's the "lone wolf", so that's an early clue that Beckett will never turn on you.
Sarcasm Failure: Both types. If a Malkavian main character shares his 'theories' on Kindred origins with him, his only response is a slightly off-key "Can't say I've heard that one before..." His last conversation with you, after Beckett has had a chance to study the Sarcophagus, is a serious version.
Totally Not a Werewolf: He's not, but you can ask if he is one (provided you're not a Gangrel) after seeing him use the Protean discipline early on.
Doubly so in the fact he can turn from a wolf into a human in front of a nearby bum who just ignores him.
Wolverine Publicity: Probably why he's in the game, despite having very little impact on the events of the plot.
Real terror is not the sight of death: it is the fear of death. What is the fear of death? Terror of the unknown. Is it these eyes you peer into? No, I am not the unknown. You and I are closer kin than you and it were.
A Nagaraja occultist found lurking in the basement of an abandoned hospital, she will trade you a number of useful items in return for rare magical artifacts. Unfortunately, if you want to gain her trust, you've got to help recapture her next victim. Voiced by Mary Elizabeth McGlynn.
Affably Evil: Unlike most Kindred, she eats live human flesh instead of drinking blood. (And, no, she doesn't *need* to kill living people for it, especially when she lives a short drive from a morgue.) Assuming, however, that you don't try to kill her, she's perfectly willing to cut a deal with you for artifacts, and she never goes back on her word.
Badass Bookworm: While a very scholarly woman, she's a tough and dangerous foe in a fight, especially early on.
Evil Sounds Deep: For a woman, her voice is quite low, and, outside of Ming Xiao, she's probably the most outright sinister female character in the game.
Flunky Boss: If you fight her, she summons endless zombies at you.
Hot Monster Girl: Unlike most lady vampires in the game, her inhumanity is heavily emphasized.
I'm a Humanitarian: As a Nagaraja vampire, she has to eat fresh flesh on top of drinking blood or suffer physical degeneration. Unlike many Nagaraja, she does it to living people.
Lesbian Vampire: Implied, given the name she gives you came from her lover while she was alive. She doesn't obey the trope in any other way, and gives no other indication of her sexuality or indeed if she even has one at this stage.
Necromancer: It's the Nagaraja's hat, and she uses her powers to create zombies if you fight her.
No Name Given: Pisha isn't her real name, and she says outright she never tells that real name to anyone.
The Spock: Calm, cool, and fiercely intelligent. So calmly analytical, she becomes one of the few characters in the entire game who isn't startled or confused by the Malkavian PC's dialogue; in fact, after being called "Black Widow," she goes so far as to state the inaccuracies of the nickname, stating that "Mantis" would work better.
The Brotherhood of the Ninth Circle
The doors have been opened! The seals broken! And the final steps into the abyss... the terrible mysteries of the Ninth Circle...
- Brother Kanker
A cult of vampires spreading a lethal disease among the prostitutes and beggars of downtown Los Angeles, they're also known as the Plaguebearers. They're dealt with in the secondary quests "Fun with Pestilence" and "More Fun with Pestilence", and though the Anarchs apparently kill off most of the cult between the quests, you meet three leading members yourself: Jezebel Locke (a Toreador seductress infecting prostitutes), Brother Kanker (a Nosferatu infecting homeless people) and Bishop Vick (a Brujah, or possibly Toreador, who runs the cult and "cares" for several dozen infected).
Bonus Boss: Infamous for being very tough for sidequest bosses.
Brotherhood of Evil: Despite having female members, they act like characters out of a pulp novel.
Face of a Thug: Vick looks rather sinister. Kanker does too, but he's a Nosferatu.
Freudian Excuse: Bishop Vick is unique in the sense that at least he gives a reason as to why he spreads his diseases; he seems to have genuinely lost his faith in humanity and God due to his Embrace, and the only thing left to him is to hasten the end of the world.
Flunky Boss: Bishop Vick is surrounded by a large number of people who have been infected by the disease and now seem very much like zombies.
Get Back Here Boss: Bishop Vick also has the Celerity discipline, letting him whisk across the room before you can land a hit on him.
Zombie Apocalypse: A small-scale one in the ruined crackhouse. And they keep coming. The only way to get rid of them is to kill Vick. Afterward, it's said the place had to be quarantined.
The Southland Slasher
A Gangrel neonate who's been murdering ex-convicts up and down Los Angeles.
Chekhov's Gunman: You can actually see him standing around in the Surfside Diner early in the game; while you can speak with him and (if you have auspex) see that he's a vampire, there's no guessing who he really is.
Vigilante Man: Thought of becoming one of these following the end of his rampage. It's not a great idea for the rest of the world, though, because it means that he'll use it as an excuse to vent his rage.
A group of young, high-generation vampires living under the Santa Monica Pier, all of them are outcast from mainstream vampire society and on the run from the Sabbat; as such, most of them are in need of your help - with the exception of Rosa, who seems to be expecting you.
Beware the Nice Ones: Lily might be weak by vampiric standards and more than a little bit shy, but that just makes her Beast-induced violence all the more startling.
Get Back Here Boss: If you choose to kill Julius instead of sparing him, the fight which ensues is technically a boss fight (Julius has his own life bar), but he'll just run in circles while trying to dodge your attacks.
Happily Ever After: With your help, Lily and E can successfully reconcile and escape from Santa Monica alive.
The American branch of the infamous family of necromancers, the Giovanni are comprised of humans, ghouls, and the rare few chosen to be Embraced and made into full-fledged vampires. Decadent, opulent and messed up beyond measure, the necromancers are a force to be reckoned with - especially when you're saddled with the task of crashing their reunion party.
Affably Evil: From the snippets of conversation you catch, "Uncle" Bruno Giovanni seems fairly cordial, planning to Embrace and Ghoul a few of his family members to celebrate their recent success. Note that he does this while openly discussing their plans to bring about the Eternal Night.
Big Screwed-Up Family: One you can mess with rather hilariously. With a high persuasion score, you can get each human member of the family to reveal their secrets. You can then betray them to each other and watch the chaos ensue.
Bonus Boss: If you choose the violent way to enter the manor, you'll eventually have to fight Bruno in a boss battle. If you choose the social or the stealthy way, you won't even meet him.
Dark Secret: Three of the most promising members of the family have secrets that would jeopardize their chances of being Embraced; Mira is HIV-positive, Adam's business has just gone bankrupt, and Christopher's mother had an affair. All three are prepared to pay handsomely for unveiling the secrets of the other two.
I Love the Dead: Nadia admits to being turned on by the the mansion's catacombs and should you try to seduce her, she'll try and talk you into having sex on the mortician's slab.
Mook Maker: Bruno will summon guards as he fights and then resurrect them as zombies when they fall.
Necromancer: Most of the high-ranking Giovanni are Necromancers by trade, as per the clan's unique discipline. Nadia Miliner is an apprentice necromancer, and if you're taking the persuasion route, she can be talked into taking you downstairs to tour the preparations room.
New Era Speech: Bruno gives one of these monologues at the party, though you can't hear all of it.
Politically Incorrect Villain: Corruption, slavery, incest, and necromancy is A-OK by Giovanni standards, but homosexuality and atheism could get you excommunicated.
Time Dissonance: During his speech, Bruno refers to the many years since he last saw his extended family as a brief period of time. That "brief period of time" included The Great Depression.
God Was My Copilot: It is a bit ambiguous if he really is Caine, but the player character certainly strongly suspects that he is, while the Malkavian player character doesn't doubt for a second that he's speaking to the proctor of his race.
A young woman found dying in an understaffed clinic. The only way to save her life is to feed her your blood- guaranteeing your own ghoul servant. If she stays with you to the very end she's kidnapped and brutally murdered by the Sabbat. There are patches that avoid this, but they vary by version and methods. Voiced by Courtney Taylor.
All Just a Dream/Laser-Guided Amnesia: A Malkavian can send her off by Dementing her into thinking that the time with you was all a dream. Doing so nets you both a masquerade redemption and a point of humanity.
Morality Pet: Heather is worth a Humanity Point for saving, and another one for letting her go later. Humanity gain is very easy in this game, but it's basically one (or two) points for doing practically nothing.
More Than Mind Control: The Blood Bond is a hefty form of it anyway but Heather also is grateful for you saving her life.
Sanity Slippage: She starts calling you 'master' un-ironically and brings someone back home for you to kill.
Satellite Character: Invoked, given you put a blood bond on her that makes her life revolve around you. This is not a good thing for her.
Sex Slave: Has shades of this given her attire and her willingness to let you feed on her at any point.
Stuffed into the Fridge: If she stays with you long enough - the alternative is to chase her off (and break her heart in the process) before she gives you the final armor.
Stripperiffic: One of her outfits.
Trauma Conga Line: Orphaned as a teenager, near-fatally hit by a car... and that's before she meets the player. Having her mortal injuries healed by a vampire and then put under said vampire's protection might seem like a reprieve, but ultimately, the player has to choose between dismissing her from your service, leaving her heartbroken and with fate unknown (but probably not good) or keeping her close, only to have her Stuffed into the Fridge by the Sabbat as a result.
I can get anything anyone wants at any time. You could say it's my calling. 'Til the Astrolite, there wasn't anything I couldn't handle... well, back east, some shit went down, Big Apple, can't go back. I hate L.A., but whaddaya gonna do?
LaCroix's ghoul in Santa Monica, he prides himself on being able to find just about anything for anyone, from boats to military-grade firearms. Unlike his master, he's a nice guy. Voiced by André Sogliuzzo.
Beware the Nice Ones: Explicitly stated to be one of the two people you can put your trust in. However, if you decided to retrieve the astrolite from the drug dealers without killing them, you'll later find out that they suffered the full penalty for crossing him: overdosing is a painful way to go. Especially if your kneecaps are on the floor next to you.
Chivalrous Pervert: When asking him about Jeanette, he will comment on how "she's got a body built for bedrooms" to a male character. When a female character asks him, however, he hesitates before saying "Call me old-fashioned, but I don't feel right talking about this in front of a lady."
Mistreatment-Induced Betrayal: He knows his life is forfeit if LaCroix finds out about his screw-up with the Astrolite, so if the player tells him to his face that they're going to tell on him in spite of all his begging, Mecurio decides he'd rather kill them to save his own skin.
My Master, Right or Wrong: For all that he has to be a fully bound ghoul, he's remarkably clear-headed about his situation. Contrast with Knox and Heather.
(On LaCroix) Just so you understand, my loyalties are all but written in blood, so my opinion of the guy is moot.
The Scrounger: You could say he has a talent for it. Need a weapon? Mercurio can get it for you, given some time.
What the Hell, Hero?: He delivers one at the end if the PC comes see him after siding with the Kuei-Jin and tells that he'll still sell you guns this time but after you'll leave he doesn't want to have anything to do with you again. He'll remain nice if you sided with Strauss or the Anarchs, though he's still incredulous at your betrayal of the Camarilla in the latter ending.
Far as I know, I'm the only person around Hollywood who considers marksmanship an art.
Isaac's ghoul in Hollywood, he guards the local graveyard, preventing any of the residents from leaving. You can learn a few tips about using firearms if you help him (by finding him a prostitute or by fighting the zombies back for 5 minutes).
Friendly Sniper: Takes pride in his ability to shoot down anyone, and is a hospitable host for the player.
The Gunslinger: He loves killing zombies, even though he admits that he wishes he could do something else with his nights sometimes.
Hold the Line: Well, the gates of his cemetery. Defending them for him of the cemetery is probably the hardest mission of the whole game bar none. Characters without Celerity, a powerful gun and a lot of practice, or Protean need not apply.
I Call It Vera: Jaime Sue, his rifle that he'll give you if you help him out.
Need a Hand, or a Handjob?: Literally. You can help him defending the graveyard from the zombies or you can bring him a prostitute.
A non-Nosferatu female character can skip the "finding a prostitute" part and just perform the, ahem, service herself. It's actually the quickest and easiest way to complete the mission, too.
Bertram Tung's ghoul, Knox enjoys his status as a blood-bound slave a little too much for his own good, and seems to mainly function as a smokescreen for his master's more obvious plans.
Keet: Knox is bouncing off the walls in just about every single scene you can meet him in.
Motor Mouth: Maybe ten minutes after you receive a lecture about hiding your vampirism from humanity, talking to Knox sees him realizing what you are and refusing to shut the hell up until you remind him it's supposed to be a secret.
Not-So-Harmless Villain: It turns out he actually used to be a Bounty Hunter for Arthur Kilpatrick, which is one of the reasons Bertram hired him in the first place, and he's quite clever and manipulative with the player if you don't have the points to see through his scheme.
Here again? What's the matter? Can't bring yourself to tear into the neck of some quote-unquote "innocent?" All that blood out there and you have to buy the prepackaged stuff!
Therese Voerman's ghoul, Vandal runs the bloodbank in the basement of the local clinic, using his position to secure choice bloodpacks for his demanding mistress. Unfortunately, as altruism appears to be running low these days, "donations" of blood come from the clubbers, vagrants, and Thin-Bloods that Vandal kidnaps. Voiced by James Arnold Taylor.
Ax-Crazy: Apart from the techniques he uses to supply his mistress with blood, he also lets slip that he was planning to kill his coworker Phil before Lily tore his throat out.
Cloud Cuckoolander: A really dark version. Also a hint to Therese's true status as a Malkavian.
Deadpan Snarker: Mocks everything he can think of, including his own miserable situation if you Dement him.
Nightmare Fetishist: In the event that you manage to help one of his captives escape, one of the options for getting him to sell you blood again is to tell him a story of ultraviolence from your Multiple Choice Past - resulting in a very excited Vandal.
Sycophantic Servant: Unlike most, however, he's bitter, cynical, and very much aware that he's a slave. As a result, he hates Therese with a passion, calling her by the derogatory nickname "the Queen Bitch". Also, though he's too cowed to dare attack a vampire, he's very dangerous to humans.
Knife Nut: The female version is armed with a knife.
Malevolent Masked Men: All of them are wearing muzzles to keep them from biting, after one of them once broke his restraints by chewing off an arm.
Man on Fire: At the end of the Grout Mansion quest, when Grünfeld Bach lights the place on fire, several flaming hostile ghouls are met. Their mere contact inflicts fire damages to the player character.
Wolverine Claws: The male ghouls attack with long claws protruding from their fingers.
Neutral and Friendly Humans
Everybody comes in here's got to have to a shot - house rules: inhibition's the first thing to go. Two more of these, and you'll be telling me your nastiest, dirtiest stories; I am your Beat Priestess and it's time to confess.
The beautiful owner and bartender of the Confession Nightclub. Having started her club with the aid of a local Russian Mafia boss, she's gotten sick and tired of paying her benefactor with sexual favors, and needs an assassin - you.
Vampires Own Night Clubs: Subverted in Camarilla Edition and Final Nights. In the new content, you find a computer belonging to some vampire hunters, which contains data stating that they suspected her to be a vampire until they spotted her walking outside during the day with Fat Larry. However, she was supposed to be the ghoul of an unnamed vampire during early development. Played straight in that when you complete her quests, you become her silent partner and she keeps a cut of the profits for you to pick up.
Big Damn Heroes: If you help her with her quest and she survives, she will appear in the Golden Temple and help you deal with the Kuei-jin in the Unofficial Patch.
Foreshadowing: A random computer in Hollywood contains e-mails from a classmate who wonders what she's up to in America.
Gratuitous Japanese: She randomly inserts Japanese words into her dialogue, such as "Arigatou godaimasu" ("Thank you very much"). She also pronounces Los Angeles as "Rosu Angeresu", despite not having any trouble differentiating between L and R at any other point. Her pronunciation of "Los Angeles" is also completely different from how Japanese normally pronounce it (Rosanzerusu).
It's Personal: She's come to America to hunt the Hengeyokai Zygaena, who devoured her master.
Panty Shot: As a consequence of wearing a skirt and fighting with an acrobatic martial arts style.
Shout-Out: To the "teenage girl hunting monsters" genre of anime.
Van Helsing Hate Crimes: Strongly averted. Yukie says that her culture differentiates between good and bad demons, and if you prove to be the former she wishes you well after you help her kill Zygaena.
Horrible Judge of Character: Believes Ming Xiao to be a holy woman, and won't hear anything wrong about her. This is a shame, as she is behind the various attacks on him and is plotting his death. Finding out and warning him can save his life, though he still has trouble believing the truth.
I Have Your Wife: His daughter, Kiki, is kidnapped by a local street gang during the Chinatown quests, and he agrees to help you in return for her rescue.
Nice Guy: Wong Ho is one of the small pool of genuinely moral people in the game, and, assuming you aren't a monster yourself, he never fails to give you thanks and respect for your actions.
Non-Action Guy: Well, he's a mild-mannered middle-aged business man and his enemies are a gun-toting street gang, an army of corporate mercenaries, and a Kuei-jin and her violent cult of killers.
Spoiled Brat: He loves his daughter very much, but she's got a rotten personality.
A fat security guard initially assigned to guard a Santa Monica art gallery - up until you break in and vandalize the paintings. He's then reassigned to guarding the Venture building for Prince LaCroix. Voiced by Daran Norris.
Backup Twin: Kill him during your first encounter, and his identical twin will be manning the desk at the entrance to the LaCroix building.
Big Fun: Very jovial, as a PC with Dominate can show by sending him off to the Asylum to show off his dance moves.
Good Is Impotent: Chunks is a sweet guy, but he also has very little power or ability to defend himself.
Inappropriate Hunger: When you speak to him when going back to meet LaCroix after escaping Grout's Mansion in flames, he'll notice some smoke and charred flesh smell surrounding you, then loudling express sudden desire for some sort of grilled junk food.
Nice Guy: Very sweet to the player and everyone else. If he meets a Malkavian player for the first time, he gives them some money and tries to help them find a homeless shelter.
Potty Emergency: One of the times you meet him, he tells you that he couldn't go to work the previous night because he suffered from a bad case of diarrhoea after eating some tainted junk food bought in the street. It saved his life: it was the night when some Sabbat mooks made a raid inside Venture tower.
Shoo Out the Clowns: He definitively leaves the game when the player characters enters LaCroix building for the final fight, either killed or persuaded / hypnotized to leave the place.
Owner of the pawn shop below the Fledgling's Santa Monica haven. He sells weapons to you on either Mercurio's or Knox's word.
The Stoner: Implied. He's got the typical stoner drawl. The Unofficial Patch re-adds a side quest to get him a fix from the Santa Monica Clinic.
Nightmare Fetishist: A Nosferatu player character's appearance usually causes anything from violent revulsion to heart attacks. Trip, meanwhile, has nothing but compliments for what he thinks are some awesome body modifications.
You can call me Fat Larry with an F-A-T, cuz I know I got a weight problem an' I just don't give a fuck!
An enthusiastic black-market salesman, he operates out of the back of his truck, selling just about anything to anyone - though getting to his special stock may take a few favors. He's a friend of Venus Dare's, and will put in a good word for you with her if you help him out.
Fat and Proud: The Malkavian will even call him "Fatman" without Larry so much as reacting.
Tseng: Selling remedies is honest work! I came to America after discharge from Chinese Arm- uh herbal remedies forces, to help aging parents with store! Definitely I am now American citizen! God bless the allegiance flag!
Two NPCs involved in a Chinatown Sidequest. They are former friends and retired Tong hitmen, who hid a pretty amount of cash (the bounty of a difficult contract they executed together), stored in a box with two keys (each being held by one of them). Each of them tries to hire the player character in order to kill the other and steals his key, then share the treasure with the player character.
The Alcoholic: Lu Feng. He spends his time walking between the Red Dragon bar and the toilets.
Take a Third Option: You are supposed to kill one of them and bring his key to the other, who then shares the treasure with you. With a high enough level in persuasion, it is instead possible to convince then to become friends again and share the money. Killing one of then grants 4 XP, a (variable - it is possible to increase your part by talking with both) share of the treasure, and a Humanity loss. Reconciliating them grants 6 XP and two Humanity gain (one for each of them), but no money, of course (which shouldn't matter all that much unless you've been really trigger happy with the flamethrower).
There is a Good Bad Bug which allows to convince both of them to increase your share to the maximum (80% of the treasure), then convince Ji Wen Ja to become friend again with Lu Feng (which closes the quest with the good ending), then kill Ji Wen Ja and bring his key to Lu Feng. You'll then gain 6 XP, money and no humanity lossnote More accurately, there would be an humanity gain for completing the quest, which is immediately balanced by the coldblooded murder of a helpless old man.
A group of catholic vampire hunters. They are the successors of the Inquisition.
Badass Longcoat: The katana-wielding elite hunters wear a armored trenchcoats.
Badass Normal: They go toe-to-toe with beefed-up vampires who have terrifying superpowers, and they win often enough for vampires to fear them.
Bald of Evil/Beard of Evil: Low members of the Society have both shaved heads and goatees, though how evil they are is debatable.
Christianity is Catholic: They are the only explicitly Christian characters in the game. The Society is openly called the successor of the Inquisition and a loading screen says they take their orders from the Vatican.
Fiery Redhead: The female generic model is a redhead woman carrying a lit torch.
Flunky Boss: The mods Camarilla Edition and Final Nights add the hunter Edgar Hirst, which is accompanied by standard hunters. Final Nights alters the Chastity and Grünfeld Bach boss fights to give them backup.
Hyperspace Arsenal: During her boss fight, Chastity manages to pull a sword and a crossbow from... somewhere. She is an undercover hunter posing as a stripper and is fought on the floor of a peep-show while only wearing sexy underwear.
Kill It with Fire: The female members are armed with a lit torch, which inflicts aggravated damages.
King Mook: Edgar Hirst from the Camarilla Edition mod. He looks exactly like the standard longcoat wearing, katana-wielding elite hunters, but he has better damage and more health.
Knight Templar: Some of them are rather... overenthusiastic about killing.
Vampire Hunter: Their usual roll in gameplay is to periodically jump players who have been too cavalier about breaking the Masquerade.
Van Helsing Hate Crimes: While the game in no way minimizes the largely negative impact on the setting, the Society always seems to target the least threatening, dangerous vampires for extermination.
Warrior Monk: Most of them are fairly religious on top of being skilled fighters.
As you burn, tell them it was Grünfeld Bach who sent your damned soul to that lake of fire! All agents of Satan shall return to whence they came!
An elite vampire hunter and Inquisitor of the Society of Leopold. He's after LaCroix, who killed his grandfather and father.
All There in the Manual: Players unfamiliar with the old World of Darkness might be wondering why this puny human has the ability to blind you with holy light and take superhuman amounts of punishment after Smiling Jack told you that religious symbols were useless against you. This is actually an application of True Faith, an extremely rare and powerful skill that particularly fanatical hunters may learn.
Determinator: Has apparently hunted LaCroix for decades, across a continent no less, refusing to accept that he might share his ancestors' fate.
Generation Xerox: Both his grandfather and his father were vampire hunters devoted to bringing down LaCroix, and one dialogue with the Prince implies Bach may also have a son who will become a hunter as well.
A drug dealer, and the leader of a small group of thugs that can be found above Santa Monica's beach. Mercurio tried to buy explosives from him to destroy a Sabbat warehouse, but Dennis double-crossed him. No matter how the quest of retrieving the explosives is completed by the PC, Dennis and his gang eventually meet a harsh ending.
Dennis: Before we do business, before anything changes hands, I want you to hear this: if you try to cross me, I will fuck you. If you tell the cops about me, I will find you, then I will fuck you. And if you are a cop... I will fuck you and your whole family, includin' that squirrel in your front yard!
Batter Up: A couple of those thugs wield baseball bats.
Berserk Button: Dennis immediately becomes hostile if you say him you that Mercurio sent you.
Cluster F-Bomb: He seems incapable of carrying on a conversation without at least one here or there.
Karmic Death: If the PC completes the quest without bloodshed (it is possible with persuasion), the whole gang will be killed by Mercurio, through an overdose.
Mugging the Monster: Beating Mercurio and stealing his money instead of selling him the requested explosives drew the attention of a more dangerous character... And if the PC didn't kill the whole gang, Mercurio himself will.
Starter Villain: Dennis is the first specific person who ends up on your shit-list. His threat level is on the level of the rest of his mooks; even Tremere or Ventrue should have no problem feeding him his own intestines.
Would Hit a Girl: If the PC is female, Dennis will explicitly states that no matter if you're a girl, he'll still kill you if you "fuck him".
A dealer of prosthetics and medical supplies living out of a basement studio in Santa Monica. He's actually a serial killer.
Affably Evil: He is a genuinely bright and cheery man, despite being a murderous serial killer.
Early Bird Boss: His sidequest is pretty early in the game, and he'll give you a run for your money if you haven't gotten settled yet.
Grievous Harm with a Body: He fights you with a mutilated arm, which was quite possibly taken off of the bounty that Carson was after.
Handicapped Badass: To be able to fully understand what having a prosthetic limb involves, he cut his left arm and replaced it by a prosthetic one. It doesn't really make him weaker during his boss fight.
Karmic Death: One way to end the "A Bounty for the Hunter" quest involves this. If you have the "Replanting a Lily" quest enabled when you meet him, with a high enough persuasion level you are able to convince him to go visiting the hospital morgue and to look for Vandal as a guide. It has the double interest of ending the search for Carson without a fight, while giving Vandal another blood source without losing humanity.
Mugging the Monster: Luring you into his lair wasn't his brightest move, though he was hardly to know who he was dealing with.
Nightmare Fetishist: Along with his love of prosthetics and amputation, Gimble actually finds the Malkavian speech patterns quite charming.
Vodka Drunkenski: When she sends you to kill him, Venus mentions that he probably spent the whole afternoon drinking alcohol.
You and your kind may play mortals for weaklings and fools, and that may be fitting for some, but you underestimate me''.
The apparent CEO of the Fu Syndicate, he's been manipulating the Chinatown Tong for his own dark purposes.
Bad Boss/We Have Reserves: Quite happy to let the PC kill his underlings if they displease him, and even happier to use his security guards and mercenary soldiers as experimental guinea pigs.
Baddie Flattery: Begins complimenting the PC in a very condescending way in the latter stages of the experiment.
You have shown considerable mental and physical acumen... and I'm quite perplexed as to how something that should be dead can possess such strong survival skills.
Bullying a Dragon: Makes the mistake of experimenting on Kindred at least twice, with disastrous effects. In the first case, the test subject is Barabus - which gets Gary's attention; the second case, you're the test subject, and it costs him his life.
Smug Snake: His arrogance is, to put it bluntly, not well-founded.
The Ocean House Hotel ghosts
The ghosts of an aggressive serial killer who haunts the old abandoned Ocean House Hotel, and the ghost of his wife (one of his victims).
An Axe to Grind/Ax-Crazy: The killer committed several murders with an axe in the hostel, including his family. When the PC explores the haunted hostel, the killer's ghost can be spotted several times, still holding his axe.
Disc One Nuke: The Unofficial Patch allows to find the killer's axe hidden in one of the rooms, which is very powerful. This weapon can normally not be acquired before Dowtown (Fat Larry sells them).
Laughing Mad: Once he confronts you in the warehouse, he laughs a lot.
Meaningful Name: His name comes from the Smooth Hammerhead Shark (Sphyrna Zygaena).
One-Winged Angel: As soon as the battle begins he sheds his puny human form and takes his Warform. This also is very typical for Rokea, as most don't see the benefits of taking human form other than in situations where they absolutely must.
In fact, given that he's first encountered in a Masquerade zone, as opposed to Elysium, it's very possible to just knife him in his puny human form if you figure out who he is early enough.
Psycho for Hire: He kills people for money, and pretending you want to hire him is part of how you lure him out. It's implied he actually took a contract on you, and that he was luring you out.
There's something in this store for everyone. Everyone gets what they deserve.
A mysterious shopkeeper in Chinatown, peddling curiosities and trinkets- most of which seem to have very morbid origins and purposes in mind. He enlists your help - first in retrieving a pair of "envious eyes" from the corpse of a thief, then in delivering a Bad Luck Charm to a target's locker.
All-Powerful Bystander: Implied. Nobody knows exactly what he is, but he certainly isn't harmed by being shot at.
Prophecies Are Always Right: Shortly after you place the Bad Luck Charm in the target's locker, said target promptly appears and gets into an argument that ends with you being forced to kill him - exactly as Ox intended.
A massive stone monster created by Strauss and used as a bodyguard - up until he went rogue and hid himself inside the old Chinese theatre in Hollywood. You can be sent here by Strauss or Isaac (or both) to kill him, or convince him to work for the Anarchs.
Berserk Button: The Gargoyle, already hostile towards Kindred, is downright infuriated by members of the Tremere clan or the slightest mention of Strauss.
A werewolf inhabiting Griffith Park, of indeterminate age and gender, and the last 'boss' you encounter before the endgame. When its habitat is set on fire during a peace summit with Nines, it gets somewhat cross, and you just so happen to be the closest available outlets for its rage. Lucky you.
Advancing Boss of Doom: Fortunately for you, the Griffith Park observatory is right next by and it can't fit through the doors.
Barrier-Busting Blow: Unfortunately for you, it doesn't need doors. Hope you weren't hiding in the bathroom.
The Dreaded: Nines is terrified of the prospect of facing one. Although, as later events show, he handled the other werewolf that came after him well enough.
Fur Against Fang: An individual battle, though as Nines reveals it's endemic to the setting. Staying in its territory was crazy, which was why nobody expected him to be hiding there.
Guide Dang It: It is actually possible to defeat it, though it requires activating a series of switches you probably won't be looking for in your mad dash to escape and then using yourself as bait to catch it between the observatory's shutters.