William Benjamin Taylor

Ex-Army Intelligence; Hunter at Heart

Description:
Full Name Age Height Weight Hair Color Eye Color Virtue Vice
William Benjamin Taylor 29 5’ 10" 190 lbs Light Brown Blue Courageous Untrustworthy (Pride)
Notable Scars and Markings
Location Description Origin
Hands and Forearms Scars from at least a half-dozen cuts. Display case toppled onto him.
Right Fist Scars from more Small Cuts. Punched Daniel Reed’s Window.
Right Shoulder Deep, claw-like scars. Metal pin in his shoulder. Clawed by Silas Savage.
Traits
Size: 5 Defense: 3 Initiative: 7 (+ 2 w/ Firearm) Speed: 10 Memory: 4 Perception: 6 (9-again)

Attributes

Intelligence ● ○ ○ ○ ○ Strength ● ● ○ ○ ○ Presence ● ● ○ ○ ○
Wits ● ● ● ○ ○ Dexterity ● ● ● ○ ○ Manipulation ● ● ○ ○ ○
Resolve ● ● ○ ○ ○ Stamina ● ● ● ○ ○ Composure ● ● ● ● ○

Skills

Mental Physical Social
Academics ● ○ ○ ○ ○ Athletics ● ● ○ ○ ○ Animal Ken ○ ○ ○ ○ ○
Computer ● ○ ○ ○ ○ Brawl ● ● ○ ○ ○ Empathy ● ○ ○ ○ ○
Crafts ○ ○ ○ ○ ○ Drive ● ○ ○ ○ ○ Expression ○ ○ ○ ○ ○
Investigation ● ○ ○ ○ ○ Firearms * ● ● ○ ○ ○ Intimidation ○ ○ ○ ○ ○
Medicine * ● ○ ○ ○ ○ Larceny ● ○ ○ ○ ○ Persuasion ○ ○ ○ ○ ○
Occult ● ○ ○ ○ ○ Stealth ● ○ ○ ○ ○ Socialize ● ○ ○ ○ ○
Politics ○ ○ ○ ○ ○ Survival ● ● ○ ○ ○ Streetwise * ● ● ● ○ ○
Science ○ ○ ○ ○ ○ Weaponry ● ○ ○ ○ ○ Subterfuge ● ● ○ ○ ○
* Specialties: + 1 Die When Applicable
Firearms: Pistols
Streetwise: Undercover Ops (Interdisciplinary; Expertise)
Medicine: First Aid
Gnosis
● ○ ○ ○ ○ – ○ ○ ○ ○ ○
Mana
● ● ● ● ● – ● ○ ○ ○ ○
○ ○ ○ ○ ○ – ○ ○ ○ ○ ○
Arcana
Death* ● ● ○ ○ ○ Ghosts, Decay, and the Underworld
Forces ● ● ○ ○ ○ Fire, Gravity, Storm – Energy in All its Material Forms
Matter* ● ● ○ ○ ○ Stone, Metal, Plastic – All Inorganic Material Substances
* Ruling Arcana
Rotes
Arcana Dice Pool Description
Matter Int + Occult;
Sci + Matter
Dark Matter
Mage Sight – “This spell is especially good for reading resonance that is poderous (‘thick’, ‘sluggish’, or ‘dense’ as some have called it).”
Prime - (Soul-Shielding Spell, to fill in details later. Taught by Max).

Merits

Merit Dots Description
Fast Reflexes ● ○ ○ Your character’s reflexes impress and astound; she’s always fast to react. +1 Initiative per dot.
Interdisciplinary Specialty
(Undercover Operations)
Choose a Specialty that your character possesses when you purchase this Merit. You can apply the +1 from that Specialty on any Skill with at least one dot, provided it’s justifiable within the scope of the fiction. For example, a doctor with a Medicine Specialty in Anatomy may be able to use it when targeting a specific body part with Weaponry, but could not with a general strike.

Note combination with: Area of Expertise (below)
Area of Expertise
(Undercover Operations)
Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty in exchange for a +2.

Note combination with: Interdisciplinary Specialty (above)
Language (Arabic) Your character is skilled with an additional language beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language.
Language (Kurdish) Your character is skilled with an additional language beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language.
Police Tacics ● ○ ○ Your character is trained in restraint techniques often used by law enforcement officers. This may reflect formal training or lessons from a skilled practitioner.

● Compliance Hold: Gain a +2 bonus to overpowering rolls to disarm or immobilize an opponent.

● ● Weapon Retention: Opponents attempting to disarm your character or turn her weapon against her must exceed your character’s Weaponry score in successes.

● ● ● Speed Cuff: Against an immobilized opponent, your character may apply handcuffs, cable ties, or similar restraints as a reflexive action.
Firefight ● ○ ○ Your character is comfortable with a gun. She’s been trained in stressful situations and knows how to keep herself from being shot while shooting at her opponents. This Style is about moving, strafing, and taking shots when you get them. It’s not a series of precision techniques; it’s using a gun practically in a real-world situation.

● Shoot First: In a firefight, the person who gets shot first is usually the loser. Your character has trained herself to fire first in an altercation. If her gun is drawn, add her Firearms score to her Initiative. If she has Quick Draw, she can use Shoot First to draw and fire with increased Initiative in the first turn of combat.

● ● Suppressive Fire: Sometimes, the purpose of a shot is to distract, not necessarily to hit. Your character is trained to fire off a handful of rounds with the intent to startle opponents and force impulse reactions. When using the Covering Fire maneuver (p. 200), her opponents cannot benefit from aiming against her. She can apply her Defense against incoming Firearms attacks in addition to any cover bonuses. As well, her training allows her to use Covering Fire with a semi-automatic weapon.

● ● ● Secondary Target: Sometimes shooting an opponent behind cover is all but impossible. A bullet can knock objects off balance, however, or cause ricochets. By using Secondary Target, your character opts to not hit her target but instead strike them with any collateral objects that might be nearby. She causes bashing damage instead of lethal, but ignores all cover penalties to the roll. The weapon’s damage rating does not add to the damage in this case.
Quick Draw (Pistols) Choose a Specialty [that you already have] in Weaponry or Firearms when you purchase this Merit. Your character has trained enough in that weapon or style that pulling the weapon is her first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time her Defense applies.
Resources ● ● ○ ○ ○ Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower without issue. An item one Availability level above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. She can procure items two Availability level below her Resources without limit (within reason). For example, a character with Resources •••• can procure as many Availability •• disposable cellphones as she needs.
Trained Observer ● ○ ○ Your character has spent years in the field, catching tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again.
Safehouse ● ○ ○ ○ ○ The hunter has a place of his own where monsters cannot find him. A safehouse might be the headquarters for a cell, or it might be a personal hideaway for an individual. Hunters often rig a safehouse with traps, hidden weapons, security systems and escape routes, because as impregnable as it might be, monsters are persistent and clever. They’ll probably find the way in, and the best a hunter can do is make it hard on them.

A safehouse might be a storage shed that the hunter rents out and uses as a weapons locker, an apartment that is rigged to set the building on fire if he flicks a switch, or a mansion belonging to his organization that is woefully lacking in security. In game terms, dots spent on the Safehouse Merit need to be distributed among four categories: Size, Cache, Secrecy, and Traps.

Thus, the storage shed might have no dots of Size or Traps, but several of Secrecy. The apartment doesn’t hold much in the way of Cache (as the owner is afraid to leave anything there), but has a high Traps rating. The mansion has five dots in Size and probably a few in Traps and/or Cache, but none in Secrecy.

Will has contributed his point of Safehouse to the Secrecy of Kenneth Lawrence Vandiford III’s new house for the purposes of using it in the future as the base of operations for the Northgate Hunter Cell.
Alternate Identity ● ● ● Your character has established an alternate identity. The level of this Merit determines the amount of scrutiny it can withstand. At one dot, the identity is superficial and unofficial. For example, your character uses an alias with a simple costume and adopts an accent. She hasn’t established the necessary paperwork to even approach a bureaucratic background check, let alone pass. At two dots, she’s supported her identity with paperwork and identification. It’s not liable to stand up to extensive research, but it’ll turn away private investigators and internet hobbyists. At three dots, the identity can pass thorough inspection. The identity has been deeply entrenched in relevant databases, with subtle flourishes and details to make it seem real even to trained professionals.
The Merit also reflects time the character has spent honing the persona. At one or two dots, she gains a +1 to all Subterfuge rolls to defend the identity. At three dots, she gains +2.
This Merit can be purchased multiple times. Each time representing an additional identity.

Will’s Alternate Identity is under the name Benjamin Wallace.
“Vestments”
PRIDE Supremacy ( Streetwise ):

At the time this Vestment is purchased, the character must pick one Skill (combat Skills excluded: no Brawl, Firearms or Weaponry).

Any time that character uses this Skill to pursue her primary Vice or to perform an action that the Storyteller deems appropriate, that action becomes a rote action (see p. 134, World of Darkness Rulebook).
PRIDE ● ● Arrogance

You can often spot them at a distance. It’s something in the way they move, their mannerisms or the way they carry themselves that gives it away. An almost palpable aura of arrogance surrounds people who truly think they are better than everyone else. That air of arrogance makes others hesitant about approaching someone they feel will treat them with cool indifference. It isn’t fear that causes people to hesitate, it’s discomfort, almost shame, with the actions of the arrogant. You can magnify that feeling of hesitation, making it nearly tangible. When this Vestment is activated, anyone who wishes to attack you must roll Resolve + Composure minus your dots in Pride. If the roll is failed, the character may not attack and loses her action for the turn. If the roll succeeds, the character may attack normally but suffers a –1 penalty from that brief second of hesitation.
Health Willpower Anticipation
● ● ● ● ● – ● ● ● ○ ○ ● ● ● ● ● – ● ○ ○ ○ ○ ● ● ● ● ○ – ○ ○ ○ ○ ○
Wisdom Breaking Points
10 . . . . . ○ What is the Worst Thing Your Character Has Done?Killing Someone in Self Defense Who May have been Innocent.
9 . . . . . ○ Will shot a member of the Iraqi police to prevent his cover from being blown. He knew if the cop turned over Will to the corrupt chief of police that Will would be a dead man. Will has never forgiven himself for not being able to find a better solution that day than killing someone who may have been perfectly innocent.
8 . . . . . ○ What is the Worst Thing Your Character Can Imagine Personally Doing?Killing Someone for Revenge.
7 . . . . . ○ One of Will’s closest friends and contacts from his time under-cover in Iraq was gunned down by insurgents, along with her husband, her elderly father, and her three children. Will has oft contemplated how much he’d like to be able to kill whoever was responsible for those deaths.
6 . . . . . ○ What is the Worst Thing Your Character Can Imagine Someone Else Doing?Killing Someone for Fun.
5 . . . . . ● The Joker from Batman comics and movies – especially the most recent Chris Nolan films – is Will’s least favorite villain. In William’s opinion people like that should just be shot for the good of the whole human race.
4 . . . . . ○ What is Your Most Identified with Aspect of Humanity?Still a Hunter.
3 . . . . . ○ Will still considers himself a hunter and will fight any accusation to the contrary. He will always try to choose the safety of humanity over any obligations or expectations of being a mage.
2 . . . . . ○ What was Your Character’s Most Traumatic Experience?Being Trapped in the Middle of a Kill Zone.
1 . . . . . ○ On what Will has deemed to an Army Psych Evaluator to be “the single worst day of my entire fucking life” he spent thirty minutes early one morning in Iraq trapped in a cramped closet holding a stolen, half-unloaded pistol in one hand and trying to stop an innocent bystander’s nearly fatal chest wound from bleeding out with the other while a heated fire fight raged outside between a US Army Patrol and a group of insurgent ambushers. It was by a stroke of what could only be called luck or divine providence that Will and the bystander were found by members of the army patrol before allies of the insurgents found the three corpses that William left in the back doorway to the shop he was hiding in. Ever since that day Will has had recurring nightmares about being trapped waiting for certain death in times of extreme stress . Also, he suffers from a relatively mild, undiagnosed claustrophobia that often motivates him to spend his free time out of the house if possible.
Conditions
Breaking Point / Source Condition Resolution
Worst Thing Ever Fugue Exceptional success on a breaking point, gain or lose integrity
Aspirations
Short: Help Kill at least Three Vampires

Vengence is more about satisfaction than justice…
Short: Witness the Re-Uniting of a Body and its Soul

Though it is an incredible tragedy that Jacob’s soul was ripped from his body by the Kael’adahn, Will is exceptionally curious to see the process of re-uniting them and hopes it will be an enlightening experience on the topic of souls and how the function.
Short: Put Together a Vampire Equipment Kit

After what happened in the warehouse Will is convinced that everyone needs to have a short list of vampire equipment available at all times. He wants to put together small kits and make sure everyone gets one.
Long: Finish Purging New Orleans

With Malcolm Savage and Howl Reese dead, it’s time to finish the job. Dozens if not hundreds of vampires plague the streets of New Orleans. As far as Will is concerned, it would be doing the people of that city an injustice not to mop up the rest of the vermin too.

Allies and Contacts

*Ally or Contact* Name and Description
Ally What’s left of Hunter Cell Alpha:A Downtown Houston based Hunter Cell. Safehouse; Creeper Van

Equipment

Weapon Damage Range Reload After Initiative Size
Light Pistol 1 Lethal 20/40/80 17 + 1 +/- 0 1
Item Bonus Associated Skill Durability Size Structure
First Aid Kit + 1 Medecine 1 2 3
Flashlight + 1 Darkness Penalties 2 1 3

Will also owns a computer, but it is far too simple and powerless a machine to warrant a die bonus of any kind.

Experience
Current Experience Available: Experience Spent to Date: Total Experience Earned to Date:
- 3 - - 60 - - 63 -
Bio:

Born June 2nd, 1984 William Benjamin Taylor was the second child in his family. He was never exactly a shining star of success as a kid, making C’s all the way through high-school despite being a relatively hard-working young man. He made varsity soccer, but wasn’t really good enough to warrant a big scholarship for college.

Shortly after his graduation from High School in the class of ‘02 he started talking about the possibility of enlisting in the Army. His parents tried to dissuade him from this course of action, but were only successful for about a year. During his entrance testing and boot-camp training Will demonstrated an aptitude for social integration, improvisation, and subterfuge. On January 18th 2004 Will was deployed to an Army base in Afghanistan to serve 6 months as “security personnel.” At the end of his fist six month deployment William was “unexpectedly” re-deployed directly to Iraq for twelve months, during which time he was very rarely able to contact any of his friends or family and was never able to talk about what he was doing or where he was except to reassure them that it "[wasn’t] really that dangerous, honestly."

The details of Will’s deployment are still classified, but he has told his fellow members of the neighborhood watch that he was deployed in Iraq under a cover identity during the war to gather intelligence on insurgents. As far as his friends and family are concerned, though, he came back with a lot of nothing to say about the experience and two new languages to say it in. Will still occasionally watches Arabic-language television online if he has nothing better to do with his time and there’s nothing good on Comedy Central.

Since his return he has gotten a bachelor’s degree in business administration – a process that took six years and a lot of hard work – and had good job waiting tables until his neighborhood became a hot zone for paranormal activity. He spent a while working as a waiter, then a few weeks as an Army Recruiter, but finally Will has landed himself a job he is unlikely to lose: Body-Guard for Diane McKnight, and – as he sees it – thus as the first full-time member of the Northgate Hunter Cell.


Notable Accomplishments (In-Game):
Produced – overnight – a flame-thrower, an extra get-away vehicle, and a set of assault-rifle-wielding members of a survivalist commune to act as look-outs and cover-fire. Will then killed 2 vampires – Morton Hill and Silas Savage – with said flamethrower in Three Rivers, Michigan – with some help from the rest of his hunter team, of course.

Killed an invisible vampire with the invaluable help of Kenneth Lawrence Vandiford III and his impeccable preparedness and fashion sense.


Music List:
This is music which I think reflects Will’s personality and / or experiences well. The list is not necessarily in any particular order and, of course, does not represent Will’s tastes.

William Benjamin Taylor

Sins of the Father Ghandi