Attributes: Strength 3, Dexterity 2, Stamina 3; Charisma 2, Manipulation 2, Composure 1; Intelligence 4, Wits 3, Resolve 2.
Secondary Characteristics: Health 6, Willpower 3.
Skills: Academics 1, Athletics 1, Brawl (Grappling) 3, Craft (Coding) 2, Drive (Motorcycle) 2, Finance 2, Firearms 1, Insight 1, Intimidation 2, Investigation 1, Larceny 2, Science 1, Technology (Computers) 2.
Disciplines: Presence 2 (Daunt, Lingering Kiss), Celerity 1 (Rapid Reflexes), Potence 1 (Soaring Leap).
Humanity: 6
Blood Potency: 1 (13th Generation)
True Age: 62
Apparent Age: 32
Date of Birth: 8 September, 1962
Date of Embrace: 23 April 1994
Sire:Â
Merits & Flaws: Contacts 3 (Criminal Network), High Functioning Addict 1, Haven 4 (Armory, Security System, CPU Lab), Mawla 1 (Lil Bill), Sect War Veteran (Lore Sheet) 1.
Sect War Veteran 1: . Once per story, you can ask the Storyteller for a piece of information relating to the sect war in your domain.
Bear speaks English and Russian.
Ambition - Rebuild / Replace Schrecknet.
Stop the poaching on my territory. - Desire
Theodore Tavish, born September 8, 1962, grew up on the rough streets of South London. His father was a dockworker, and his mother managed a small pub, leaving young Theo to navigate a world shaped by hard labor and harder fists. From an early age, Theo learned to rely on his strength and wits, developing a knack for street smarts and an innate defiance of authority. By the time he was a teenager, he'd fallen in with the London chapter of the Outlaws Motorcycle Club, a group of bikers who shared his disdain for social norms and penchant for rebellion; while at the same time dedicating his free time to the new phenomenon of computers, hacking, and phreaking.
Theo, now going by the nickname "Bear", rose quickly through the ranks of the Outlaws, earning respect for his loyalty and fearlessness. All the while leading a double life online as "KernalPanic" a renowned hacker. His life changed forever during a violent altercation between the Outlaws and a rival gang backed by the Sabbat. Bear fought ferociously, but the enemy's sheer brutality overwhelmed him. Near death, he was approached by a mysterious figure - a Brujah who had admired his tenacity and defiance. The vampire offered Bear a second chance, and in a haze of pain and adrenaline, Bear accepted. He was embraced in April of 1994, and thrust into the brutal world of Kindred politics.
After surviving decades of sect warfare, including battles against the Sabbat that waged across Europe, Bear found himself uprooted by the 2nd Inquisition attack that purged utterly the Kindred presence in London. Seeking refuge and opportunity, he left England and roamed the United States as a nomad. His travels brought him to Florida, where he encoutnered the San Augustin chapter of the Outlaws MC. Recognizing an opportunity to rebuild his influence in a city without Brujah of its own, Bear asserted himself as a key member of the chapter.
Despite initial resistance from the local Outlaws, bear proved his worth through unwavering loyalty to the Club and an uncanny proclivity for violence. The "11" patch on his vest - a secret marker indicating vampirism - sent a clear message to those in the know: Bear was not to be fucked with. Over time, he carved out a niche for himself in San Augustin's society, claiming Flagler University as his domain and forging alliances with the Gangrel Eddie Ducaigne and a second Brujah Bear brought to the city, River Daye.
Bear's domain encompasses Flagler University and its surrounding area, stretching from Carrera Street south to King, and from Cordova west to the San Sebastian River. Within this territory, Bear exerts a quiet but firm influence, ensuring that the university remains free of unwanted Kindred interference. He uses the campus as a testing ground for his hacking experiments and occasionally recruits promising students into the Outlaws.
Bear's bolt-hole beneath the Outlaws Clubhouse, the Giggling Gator, is a well-guarded haven stocked with supplies, weapons, and digital equipment. He also coordinates with other Outlaws members to maintain the club's operations, both mortal and supernatural. Though he carries no official title within the club, his vampirism earns him a modicum of respect and power.
Bear is an imposing, barrel-chested man with ruddy skin and dirty blond hair styled in a loose mullet that feels like a throwback to his mortal years. His perpetually weathered face is rarely seen without a cigarette dangling from his lips, another affectation from when he could breathe. His leather vest or jacket are both adorned with patches marking his rank and affiliations, including the "11" patch marking him as no one to be trifled with.
Personality-wise, Bear is a mix of raw aggression and calculated pragmatism. He is fiercely loyal to those he considered "brothers" and has little patience for perceived betrayal or incompetence. Though he comes across as gruff and blunt, Bear possesses a sharp intellect, particularly when it comes to computers and problem-solving. His South London accent and world-weary demeanor make him a commanding presence in any room.
Commanding Presence: Speak with confidence and authority, using your South London accent and blunt language to intimidate or inspire. Let others know you mean business.
Loyal to a Fault: Show fierce loyalty to those who consider allies or brothers. Be quick to defend their honor, but ruthless against perceived betrayals.
Pragmatic Hacker: Balance that rough biker persona with a sharp intellect. Lean into your computer skills when problem-solving, always preferring to "hack it" before using brute force.
Alpha Biker: Project dominance within the Outlaws and san Augustin's Kindred society, despite your youth, your reputation precedes. you. Mortals especially will fear the "11" patch on your vest, and not knowing why offers an air of mystery.
Calculated Aggression: Save your temper for when its most effective. When you do lash out, make it clear you've thought through every move, leaving no room for error.
Allies: Eddie Ducaigne, River Daye, San Augustin Outlaws Chapter.
Rivalries: Deacon Stone, Colette Silver, the "Lonely Ones".
Contacts & Mortal Allies: Dingo Buckshot
Convictions and Touchstones: Never fight a brother. (Gram "Hammer" McClusky, Outlaws Shot Caller); Always Hack it if you can (Dade "Z3R0K00L" McClusky, Hacker White-Hat).
1. Easy Rider.
Bear learns that a group of Thin-Bloods (from Savage Garden) have been sneaking into Flagler University, possibly spying on his domain or tyring to poach mortals from his feeding grounds. He tasks the PC(s) with figuring out what they're up to and scaring them off - nonviolently, unless they're hiding something worse. Bear is aware of Colette Silver's dorm room, and that of Eddie Ducaigne. He knows that Professor Masters is Kindred.
The PC(s) uncover that the Thin-Bloods are testing a stolen piece of SI tech, a surveillance drone programmed to track Kindred Vitae signatures. The device is faulty, but could still lead to problems. The Thin-Bloods insist they're only trying to protect themselves, but Bear doesn't care about their motives.
The PC(s) either convince the Thin-Bloods to vacate the campus (and hand over the tech), scare them off permanently, or turn them over to Bear. If they hand him the tech, bear begins experimenting with hacking it, starting a subplot about Kindred tech warfare. The PCs can parlay either (or both) outcomes into favor with Bear and/or Savage Garden.
2. The Wild One.
Bear invites the PC(s) to the Giggling Gator for a drink (or whatever passes for one) and tests their loyalty. He asks them to investigate a recent break-in at the Outlaws Clubhouse. Someone hacked into the servers, stealing files tied to the club's activities and exposing several secrets.
The PC(s) investigate and discover the culprit is a rogue hacker, possibly a mortal or rogue Nosferatu, selling information to the highest bidder. The PC(s) must locate and neutralize the hacker, either by stealing back the data, sabotaging the equipment, or cutting a deal on Bear's behalf.
Bear rewards the PC(s) with a token of trust, like limited access to the Clubhouse or information from the recovered data (Perhaps a relevant Kindred's Secret?). He warns them this isn't just about him - there are bigger players interested in Kindred secrets.
3. Glory Stompers.
Bear learns that a former Outlaw has betrayed the club by selling information to the Camarilla or a local Hunter group. He tasks the PC(s) with tracking the traitor down, recovering any data they've stolen, and sending a message that betrayal won't be tolerated.
The PC(s) uncover that the traitor is working with a faction that believes the Outlaws' activities (and Bear's presence) threaten the Masquerade. The PC(s) must decide whether to handle the situation diplomatically (convincing the traitor to return the data and leave) or violently (eliminating them). Either way, the PC(s) must prevent the information from falling into the wrong hands.
Bear respects the PC(s) choice of methods, though he values results over restraint. He offers them greater trust and access to his resources (Boon), warning that loyalty isn't optional in his world.
3. Hell Ride.
A rival biker gang is causing problems for the Outlaws, encroaching on their territory and attacking members. Bear decides it's time to rally his allies - including the PC(s) - for a decisive show of strength. He wants the PC(s) to gather intel on the gang's operations and recruit support for an all-out assault.
The PC(s) learn that the rival gang includes supernatural members (likely Day-Drinker Thin-Bloods, but Changelings or anything is possible) and uncover their plans to disrupt Bear and Outlaw activities across San Augustin. The PCs must plan their infiltration carefully, coordinating with Bear and their other allies to ensure maximum impact.
The raid is a success, with the PC(s) and Bear driving out the rival gang. Bear rewards the PC(s) with one of the rival bikes, the possibility of prospecting the MC, or access to shared resources like the Bolt-Hole or a piece of tech. The victory solidifies Bear's influence in the city and earns the PC(s) his loyalty.
4. The Girl on the Motorcycle.
Bear begins experiencing strange phenomena in his Bolt-Hole - a restless Wraith has taken an interest in him, likely tied to his violent past. The haunting threatens his operations, and he tasks the PCs with investigating the source and finding a way to put the spirit to rest.
THe PC(s) uncover that the Wraith is tied to one of Bear's past actions - possibly a betrayal, accidental death, or Sabbat-related atrocity. To resolve the situation, the PC(s) must delve into the Shadowlands and confront the Wraith directly, either by bargaining with it or forcing it to move on.
The Wraith is either appeased or banished, restoring peace to Bear and the Bolt-Hole. Bear rewards the PC(s) with access to an artifact tied to the Shadowlands or a piece of advanced tech, and a Boon. He acknowledges that some ghosts are harder to leave behind than others, hinting at buried guilt.
5. Werewolves on Wheels.
Bear receives word that a pack of Lupines is heading toward San Augustin, likely in retaliation for Kindred activity in nearby areas. Knowing the danger they pose, Bear decides to rally a coalition of Kindred, Outlaws, and other allies to intercept them. The PC(s) are tasked with gathering support and preparing defenses.
The PC(s) uncover that the Werewolves' true target tied to San Augustin's History and the Fountain of Youth. The PC(s) must decide whether to defend the target at all costs, negotiate with the Lupines, or sacrifice the target to save the city. The situation grows increasingly tense as the Lupines grow closer.
The PC(s) decisions shape the outcome of the confrontation. If the Lupines are defeated or appeased, Bear solidifies his position as a Kindred Leader. If the PC(s) fail or betray Bear's trust, it could lead to devastating consequences for San Augustin's supernatural community. Either way, this quest marks a turning point in Bear's story and his relationship with the PCs.
The Fall of London. Bear's arrival in San Augustin after the fall of London was not entirely voluntary. He fled the city not just because of the chaos caused by the SI, but because of a major mistake he made while trying to protect the Outlaws' London chapter. Specifically, Bear hacked into MI5's surveillance systems, inadvertently exposing several Kindred havens and contributing to the Inquisition's sweep. Though bear destroyed the local data afterward, the damage was done, and he left London under a cloud of suspicion from other surviving Kindred. If this information were revealed, it might damage his credibility and reputation among San Augustin's Kindred, painting him as a liability.
The Missing 30 Seconds. One of the patches on Bear's vest reads "30 Seconds", a badge of readiness to act - the last two words you're likely to hear before the shit hits the fan, signifying a willingness to see things through to the end. While Bear still wears his, and considers himself willing to follow through, the truth is much darker. During a Sabbat Ambush in Amsterdam, Bear abandoned a fellow Brujah coterie mate - his Childe. The childe was captured and subjugated to brutal rituals before being destroyed, and Bear has carried the guilt ever since (it is likely the source of his abject hatred of Thin-Bloods). If someone uncovered the truth about this history, it might shatter Bear's tough, loyal image and lead others to question his reliability.
Double-Dipping in SchreckNet. While Bear is vocal about rebuilding or replacing SchreckNet with something much more secure - and secret - he has already begun working on fragments of the old network in secret - and he's not working alone. He has been in sporadic contact with rogue Nosferatu in other cities, sharing information in exchange for access to their surviving Nodes. However, this effort has inadvertantly tied him to some Nosferatu who are enemies of San Augustin's local Kindred. If this double-dealing were exposed, Bear could find himself ostracized or even targeted by those who see his actions as a threat to the city's fragile balance of power.