Johann Matheson










Lawrence Mayhew


Gwendolyn Brand



Johann Matheson is one of the few surviving Ravnos after the Week of Nightmares.


Originally a promising student from Harvard, Matheson dropped out of University to go to Vietnam in the 60s. He nonetheless had gained the attention of Lawrence Mayhew, who invited him to private lessons. Matheson's grasp of archeology and related topics greatly impressed Lawrence, to the point that he decided to Embrace Matheson years before he actually followed through.

Unfortunately, Matheson had a predilection for chemical experimentation of which Dr. Mayhew disapproved. He tried to convince Matheson to stay away from pot and LSD, but Matheson laughed it off as something "everybody else was doing. Lawrence primarily opposed Matheson's drug use because he liked to use his "advanced students" as a herd, and the presence of drugs in Matheson's system made the Ravnos uncomfortable.

When Matheson had received the Blood, his addiction to drugs did not stop, it actually worsened. Matheson began to accompain his sire to his exvacations, hoping to gain some of the antiquities so sell them for money to spend on more exotic and dangerous drugs.

Johann is a young-looking man with sandy blond hair and green eyes. He dresses appropriately for the situation at hand. When meeting customers, he wears business suits and ties. When feeding, he usually dresses in counterculture styles. In India, he's taken to khakis and pith helmets, much to the coterie's amusement.

Character SheetEdit

Johann Matheson, Faithful Student
Sire: Dr. Lawrence Mayhew
Nature: Thrill-Seeker
Demeanor: Rebel
Generation: 10th
Embrace: 1971
Apparent Age: Early 20′s
Physical: Strength 3, Dexterity 3, Stamina 3
Social: Charisma 2, Manipulation 3, Appearance 2
Mental: Perception 4, Intelligence 3, Wits 4
Talents: Alertness 2, Dodge 2, Expression 3, Leadership 1, Streetwise 2, Subterfuge 2
Skills: Animal Ken 2, Drive 2, Firearms 1
Knowledges: Academics 4, Computer 2, Investigation 3, Linguistics 3, Occult 4
Disciplines: Animalism 3, Auspex 2, Chimerstry 3
Backgrounds: Contacts 4, Herd 2, Influence 1, Mentor 2, Resources 4, Retainers 1
Virtues: Conscience 3, Self-Control 3, Courage 2
Morality: Humanity 5
Willpower: 7
Crime: Drugs - he traffics in stolen artifacts, but his actual vice is drugs. He'll try anything once, usually many times more often. He tries to get his herd hooked on his favorite drugs (currently MDMA and cocaine) and then feeds on them while they're high.



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