Background: Seraphina Frost's mortal life was immersed in the esoteric realms of magic and the occult. Born into a family with a history of practicing ancient mysticism, she displayed an early aptitude for manipulating supernatural forces. Her innate talents drew the attention of the Tremere clan, who recognized her potential as a Thaumaturge. Embraced by a mentor within the clan, Seraphina transitioned into the world of vampires, marking the beginning of her eternal existence. Importance for the Bar-Restaurant: Seraphina Frost contributes a unique and mystical dimension to Elysium's Embrace. As a Tremere, her skills in blood magic and occult rituals enhance the barrestaurant's mysterious allure. She is instrumental in crafting and maintaining protective wards that shield the establishment from unwanted supernatural attention. Seraphina's presence adds an extra layer of security, ensuring that the delicate balance between vampire and human patrons is maintained, and the Masquerade remains intact. Skills: 1. Occult Knowledge: Seraphina possesses an extensive understanding of supernatural phenomena, ancient lore, and mystical traditions. Her knowledge contributes to the coterie's ability to navigate the intricacies of the hidden world they inhabit. 2. Mystical Insight: Seraphina has an innate ability to sense and interpret supernatural energies. This skill aids the coterie in detecting potential threats or disturbances within Elysium's Embrace. Ambitions: Seraphina's ambitions are entwined with her thirst for occult knowledge. She seeks to delve deeper into the secrets of Thaumaturgy, unravel ancient mysteries, and uncover hidden truths within the vampire society. Additionally, she harbors a desire to strengthen the Tremere's influence in the city, positioning them as formidable players in the intricate tapestry of vampire politics. Fears: 1. Loss of Control: Given the intricate nature of blood magic, Seraphina fears the potential consequences of losing control over her mystical abilities. The unpredictable nature of supernatural forces poses a constant source of anxiety for her. 2. Betrayal: As a member of the Tremere clan, Seraphina is acutely aware of the political dynamics within the vampire hierarchy. The fear of betrayal, either from within her own clan or from external forces, lingers in the background, shaping her decisions and alliances. Seraphina Frost's character adds a layer of mysticism and strategic importance to the coterie. Her magical prowess not only contributes to the defense of Elysium's Embrace but also introduces intriguing possibilities for the unfolding narrative Seraphina Frost, drawn to Elysium's Embrace due to its mystical history, discovers that the bar is built upon a sacred place with potent mystical energies. For personal gain and knowledge, she has been researching this sacred site, uncovering its secrets. One day, she stumbles upon a shocking revelation – a ward she placed to contain the mystical energies had unexpectedly dropped, resulting in a chaotic release of power. This event triggered a surge of power that affects the surrounding area, causing disturbances in the natural world and risking exposure of the supernatural to unsuspecting humans. Animals in the vicinity reacted erratically, and nearby objects displayed telekinetic activity during the release of mystical power. This chaotic event catched the attention of mortals posing a significant threat to the Masquerade. Fearful of the repercussions, Seraphina decides to keep the incident a secret. She understands that admitting her lapse could not only damage her standing within the Tremere clan but also expose her to suspicion and potential danger for her life Seraphina Frost in Vampire: The Masquerade 20th Anniversary Edition (V20): Clan: Tremere Generation: 10th Nature: Visionary Demeanor: Confidant Attributes: • Physical: • Strength: 2 • Dexterity: 2 • Stamina: 2 • Social: • Charisma: 3 • Manipulation: 3 • Appearance: 2 • Mental: • Perception: 3 • Intelligence: 4 • Wits: 3 Abilities: • Talents: • Alertness: 2 • Subterfuge: 2 • Intimidation: 2 • Skills: • Occult: 4 • Etiquette: 2 • Knowledges: • Academics: 3 • Investigation: 2 • Medicine: 2 Disciplines: • Dominate: 2 • Thaumaturgy: 2 (Path of Blood) Backgrounds: • Generation: 3 • Resources: 2 • Herd: 1 Virtues: • Conscience: 3 • Self-Control: 4 • Courage: 3 Willpower: 6 Merits and Flaws: • Occult Library: Seraphina has access to a vast occult library that provides a bonus die on relevant knowledge rolls. • Supernatural Taint (Flaw): Seraphina's association with blood magic has left a mystical mark, making her more susceptible to supernatural detection.