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Philip Freeman

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Philip Freeman from D.C. by Night

Philip Freeman















Philip Freeman is a Brujah trying to stop the drug trade in Washington D.C.

Biography Edit

Philip Freeman grew up on the streets of Southeast Washington, D.C. His earliest memory is of the riots that followed Martin Luther King, Jr.'s assassination. Growing up, he saw his family fall further into poverty, his older brother die to chance from a stray bullet, and his neighborhood fall to urban decay. Smart enough for college, but lacking any sort of financial aid required to attend, society forced him to start selling drugs to support his family.

Philip continued to sling marijuana and some pills, telling himself that he wouldn't sell anything bad, and only sell until he had enough money. His breaking point arrived in the form of his sister, who suddenly died from a handful of pills. Outraged, Philip took his gun, an AK-47, and left to deliver vengeance to his supplier. He destroyed his supplier's place, but couldn't seem to kill the supplier himself, no matter how many times he was shot. Philip stumbled back into the street, riddled with holes himself. An unknown voice congratulated him on torporing the Setite he just shot up, and gave Philip the embrace.

Changed into a Brujah, Philip started a crusade to rid D.C. of drugs, and his humanity constantly suffers for it. Anyone holding, or using for the first time, don't escape Philip's wrath. Raiding one of D.C.'s hidden armories, he stole a flamethrower and embarked on a mission to destroy all abandoned drug houses in the city. This has made him an enemy of the Followers of Set, who are trying to gain entry into the city by supplying drugs to the citizenry.

Character Sheet Edit

Philip Freeman[1]

Sire: Unknown
Nature: Fanatic
Demeanor: Loner
Generation: 11th
Embrace: 1984
Apparent Age: 22
Physical: Strength 2, Dexterity 3, Stamina 3
Social: Charisma 4, Manipulation 3, Appearance 3
Mental: Perception 3, Intelligence 3, Wits 4
Talents: Acting 2, Alertness 3, Athletics 3, Brawl 4, Dodge 3, Empathy 2, Intimidation 3, Leadership 2, Streetwise 5, Subterfuge 4
Skills: Drive 3, Firearms 3, Melee 3, Security 2, Stealth 3
Knowledges: Bureaucracy 1, Investigations 3, Law 1, Linguistics 2, Medicine 1, Politics 2
Disciplines: Celerity 3, Potence 2, Presence 3
Backgrounds: Allies 3, Contacts 2, Retainers 1
Virtues: Conscience 5, Self-Control 4, Courage 5
Morality: Humanity 3
Willpower: 9

References Edit

  1. VTM: DC By Night, pg. 46

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