Amber Archway

A bar in South Seattle. Hang out of Night's Cross and Joesphine.   Standard Dice Pools: Physical 5, Social 3, Mental 4 Secondary Attributes: Health 8, Willpower 7 Exceptional Dice Pools: Athletics 6, Brawl 6, Firearms 7, Melee 6; Intimidation 4; Awareness 5, Occult 5, Science 5 Special: These hunters are all equipped with handguns, knives, or stakes. They do not possess True Faith. Their knowledge of vampires is largely based on popular culture interpretations, but they’ve successfully killed three Kindred using a combination of crosses (which didn’t work as intended, but did confuse their victims), staking, gunfire, and sunlight. General Difficulties: 5/2   LEADER: JOSEPHINE HABERMANN Standard Dice Pools: Physical 6, Social 4, Mental 5 Secondary Attributes: Health 6, Willpower 6 Exceptional Dice Pools: Brawl 7, Firearms 7, Melee 7; Intimidation 5, Leadership 6; Occult 6 Special: True Faith 1 (Vampire: The Masquerade, p. 222)   Josephine’s a well-built woman in her mid-thirties, who came to Seattle from Berlin recently, establish- ing this bar in her own house. THE AMBER ARCHWAY. Her blonde, curly hair occasionally gets messed up by an attractive younger girl by her side, for as long as she’s sat at the table with her friends. Josephine’s left hand rarely leaves its position on her lover’s thigh, occasionally sliding in between them. The hunter has a lip ring and a septum piercing she plays with when not talking. She wears a black tight-fitting t-shirt with a pack of smokes in her left rolled-up sleeve. One of her teeth glistens silver in the light every time she smiles. A Wits + Investigation roll (Difficulty 3) reveals a handgun strapped to her right thigh. An Intelligence + Occult roll (Difficulty 3) reveals a necklace made from what appear to be fangs hanging under her collar, and the inside of her jacket occasionally opens to show off a row of three stakes attached with elastic bands. The fangs actually belong to dogs and other animals, but Josephine wears them for intimidation purposes.

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