Zephrine Carter

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Zephrine M. Carter
ZMCarter.jpg
First Episode Game 01
Concept Investigative Reporter
Theme Song TBD
Played By Sophie Marceau
Profile
Full Name Zephrine M. Carter
Legal Status Caitiff
Known Aliases Z. M. Carter (byline)
Age 25
Birthplace Chicago, Illinois, USA
Favored Weapon Her pen

Background[edit]

Born 23 Mar 1900, Zephrine is the only daughter of Jeanne-Marie Duplantier, of the French New Orleans family Duplantier, and American businessman Joseph William Carter, a printer and newsman from the Midwest.

Jeanne-Marie fell in love with the man, much to her family's horror, and eloped with him to Chicago. The Duplantiers promptly disowned her for having the bad taste to fall in love with a foreigner. Zephrine was born ten months later. Jeann-Marie's family thawed somewhat after Zephrine's birth and while Joseph Carter was never fully accepted into the fold, relations at long-distance were established for the sake of the new baby. Through regular family correspondence and her own life stories, Jeanne-Marie taught her daughter her French background even as she raised her in the American ways of her father. Joseph was a good provider, working tirelessly running a small-time press and newspaper. He died on the printing floor of his business when Zephrine was ten, in what the police determined to be an accident. (Rumor held it wasn't, but no proof could be produced to back up those claims.) Joseph had a provision in his will to provide for his wife and daughter, giving his wife the controlling share in his business as well as passing on to her all his assets.

It sounded good on paper but in reality it meant Jeanne-Marie was constantly fighting for control against her adversarial business partners, who were understandably put-off by having a woman at the head of the business. Jean-Marie, however, was made of stern stuff, facing her opponents down and giving back as good as she got. She possessed a good head for business and she knew to hire canny lawyers and financial advisers to safeguard her assets. Under her guidance the press and newspaper did not decline as the others feared but kept up a modest yet steady growth under her leadership, doubling in size and profits over the next decade. It did well enough to keep Zephrine in a good school and send her to college, where she pursued studies in Literature and wrote for the campus newspaper. When she graduated, Zephrine declined a reporting position in her family's paper, choosing instead to strike out on her own with another paper.

Two years later Zephrine was solidly installed as one of the junior investigative reporters in the bullpen. She earned the postion by tackling any assignment, chasing down any lead, and writing under the byline of Z. M. Carter. Her star was on the rise when Jeanne-Marie died suddenly and Zephrine was left everything her parents had built--the business, the money, everything. Before she could take up the business her mother had passed on to her, she was tasked to take Jeanne-Marie's remains home to New Orleans to be buried with her family. Zephrine arranged a leave of absence and traveled south by train to see it done, never suspecting what lay ahead.




Psychological Profile[edit]

Zephrine is energetic and inquisitive, a thoroughly independent and modern woman, and not always so nuanced in sticking her nose in other people's business. So of course she gravitated to journalism and it's no surprise she chose investigative reporting as her career. She works for one of the smaller Chicago newspapers and she's always on the look-out for that one big story that will send her fledgeling career skyrocketing to the top. She has a hard time standing still and doing nothing. She'd rather be out there doing something, like digging up stories and writing them. Once she gets a lead, she sticks to it like glue, following it wherever it goes. Friends (and she actually has a few) are worried that her inquisitive streak will prove her undoing. Zephrine is determined to prove them wrong.


Character Sheet[edit]

Character Name: Zephrine M. Carter
Campaign: The Big Easy
Nature: Survivor
Demeanor: Seeker
Concept: Investigative Reporter.

Physical Description:
Zephrine looks the part of the Fresh Young Thing/Flapper, which she wasn't above using to her benefit as a hungry investigative reporter in Chicago. Now as a newly-minted vampire, she's paler than her breathing healthy-looking self, but otherwise the details haven't really changed: short dark hair, brown-green eyes, and a lithe body of average height with enough curves to keep it interesting. Not fussy about her clothes but can dress the part, whatever that part might be, neither is she fussy about putting her back into anything to get it done.


Attributes:[edit]

Physical (5)
Str: 2
Dex: 2
Sta: 3

Social (3)
Cha: 2
Man: 2
App: 2

Mental (7)
Per: 4
Int: 3
Wit: 3

Abilities:[edit]

Talents (13 + 4 FP):
Alertness: 2
Athletics: -
Brawl: 2
Dodge: 2
Empathy: 2
Expression: 2
Intimidation: -
Leadership: -
Streetwise: 2
Subterfuge: 3

Skills (9 + 4 FP):
Animal Ken: -
Crafts: -
Drive: 1
Firearms: 2
Etiquette: -
Melee: 1
Performance: 2
Security: 3
Stealth: 3
Survival: -

Knowledges (5 + 2 FP):
Academics: 2
Computer: -
Investigation: 3
Law: -
Linguistics: 1
Medicine: -
Occult: -
Politics: -
Finance: -
Science: -

Disciplines, Background, Virtues, & Finishing Touches[edit]

Disciplines (3):
Celerity: 2
Auspex: 1
Presence: -

Background (5):
Allies: Duplantier Family - 1
Contacts: -
Gen: 2
Resources: 2

Virtues (7 + 2 FP):
Conscience: 3
Self Control: 3
Courage: 4

Finishing Touches:
Humanity (Self Control + Conscience): 6
Willpower (Courage + 3 FP): 7

Merits and Flaws[edit]

Merits (2):
Medium - 2 - Zephrine has the natural ability to sense ghosts and spirits. She can communicate with them. Making deals with them, however, is not to be taken lightly.

Flaws (2):
Incomplete Understanding - 1 - Zephrine is still a bit fuzzy on how the Camarilla or the Masquerade works, leading to potential mistakes and relevant consequences.

Deep Sleeper - 1 - Zephrine finds it difficult to wake up during the day. If she does, she tends to be groggy.

(More Flaws witheld by GM for story/play purposes.)


Experience Points[edit]

Game Date XP Bonus XP Thing Learned XP Balance
01 03 Nov 2012 2 3 Zephrine could become a raging bloodoholic. 05
02 17 Nov 2012 2 2 Unlife comes at you fast. Brace yourself. 09
03 01 Dec 2012 2 5 (Of the Sabbat Knights) They know what side their neck is buttered on. 16
04 15 Dec 2012 2 6 [Zephrine's] the wolf staked out for the sheep. 24



Story Calendar[edit]

Game Start End
01 17 Jun 1925, Wed *18 Jun 1925, Thu
02 *18 Jun 1925, Thu *20 Jun 1925, Sat
03 27 Jun 1925, Sat *29 Jun 1925, Mon
04 11 Jul 1925, Sat *13 Jun 1925, Sun
05 --- ---
*Denotes Predawn Hours




Nav Links[edit]

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