World of Darkness House Rules for Dreams of Darkness
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World of Darkness House Rules for Dreams of Darkness
Credits Concept and Design: Jereme – Linniel Erithil – Lith Maethor – Luxifer Luxifer – Morwen Morwen Auriel Auriel – White White Wolf Wolf staff (errata (errata on original original material) Faction Concept and Design: Greg Weisman (inspiration for the Illuminati) – Lith Maethor (Cult of the Raven, Followers of Akhud, Illumina Illuminati, ti, Templar Templar Knights, Knights, Tiresian Tiresian Society) Society) – Morwen Morwen Auriel Auriel (Cult of the Raven) – White Wolf staff (VII concepts of Ahranites and Sleepers) Group Concept and Design: Jereme (Aegis Society, Griffin Inc.) Lith Maethor Maethor (Aegis (Aegis Society, Society, Chapel of Crafts, Crafts, Forge Forge Syndicat Syndicate, e, Griffin Inc., Trinity Network) – Morwen Auriel (Gemini Syn) – Rich (Forge Syndicate) – Sakura (Chapel of Crafts) Meri Meritt Conc Concept ept and and Desi Design gn:: Jereme Jereme (Statu (Status) s) – Lith Lith Maetho Maethorr (Ahranite (Ahranite Sorcery, Sorcery, Common Common Sense, Sense, Fighting Fighting Style: Style: Gun Mastery, Mastery, Status Status)) – Luxife Luxiferr (Iron (Iron Will, Will, Weird Weird Scienc Science) e) – Malko Malkom m (Tech (Tech Infect Infection ion,, first first seen seen in White White Wolf Wolf forums forums)) – White White Wolf Wolf staff staff (errata on existing material, VII rituals) Developers: Jereme – Lith Maethor Layout & Typesetting Typesetting:: Jereme Jereme – Knigh Knightma tmare re – Lith Lith Maetho Maethorr – Morwen Auriel Interior Art: Iann A.A. Watson (for most of the Faction and Group symbols) – Lith Maethor (for the rest) Cover Design: Justin Nawrocki Playtesters: All you players out there...
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Acknowledgment Thanks to all those that were forgotten, skipped or omitted for whatever reason from the Credits. Also, thanks to all our friends and the people close to us for putting up with the mood swings and the long hours we dedicated to this channel and the creation of this document. Special thanks to all the people in White Wolf for giving us one of the best Role Playing Systems out there, as well as to all the people who inspired us in any way – even though some of them are already mentioned in the Credits.
Dreams of Darkness is not connected to White Wolf in any way whatsoever, whatsoever, we are just a few of the people that enjoy their games, with a bit more extra time on our hands in order to create this document. We are responsible for whatever is written in here unless stated otherwise in the credits section This document includes elements from all World of Darkness related books – and some of those related to the other systems. The original books are still needed and all sections of this document were written under the assumption the reader either owns these books, or at least has legal access to them.
For more info on the channel and probably the place you got this file from, please visit our site: http://dreams.byethost2.com For more info on World of Darkness, please visit the White Wolf site: http://www.white-wolf.com For more symbols from White Wolf (and others') games, please visit WolfSpoor: WolfSpoor: http://www.wolf-spoor.org This document was created with OpenOffice.org, so pay these guys a visit if you have the time: http://openoffice.org
World of Darkness House Rules for Dreams of Darkness
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Table of Contents Credits
2
Appendix 1: Oddities
31
Chapter 1: The Secret History
4
Technomancers
34
Black Moon
5
Appendix 2: Edinburgh
35
Cult of the Raven
7
Hidden Protagonists: Mortals
35
Followers of Akhud
9
Fables of Old: Changelings
36
Illuminati
11
Keepers of Secrets: Mages
37
Templar Knights
13
Lords of the Night: Vampires
37
Tiresian Society
15
Savage Hearts: Shapeshifters
42
Aegis Society
17
Tormented Outcasts: Prometheans
Chapel of Crafts
19
Forge Syndicate
21
Gemini Syn
23
Griffin Inc.
25
Trinity Network
27
Chapter 4: Advantages
29
Chapter 5: Merits
29
Chapter 6: Dramatic Systems
30
Chapter 7: Combat
30
Chapter 8: Storytelling
30
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World of Darkness House Rules for Dreams of Darkness
Chapter 1: The Secret History Roads Less Travelled In pretty much every place on earth there are myths and legends about creatures that are not quite human... or in some cases, use humans as playthings, commodity or food. From Centauri and Medusae to Elves and Trolls and from Djinn to Banshees, such creatu creatures res have have been been alway alwayss with with humani humanity ty,, eve even n though though their their existence is at best only recorded in century old stories and bedtime fairytales. Some humans who are unlucky enough eventually find out the truth truth about about at least least three three of those those super supernat natura urall creatu creature res... s... Vampires, Werewolves and Mages. Some humans end up serving, or hunting, the “big three” and learn more than anyone else about the true face of the world they live in. Yet, there are many more creatures that remain hidden in the shrouds of disbelief, or occasionally show up in horror movies, video video games, games, fantasy fantasy and science fiction. fiction. Some Some records records speak of unbelieva unbelievable ble events, events, like zombies zombies plaguing plaguing the local graveyar graveyards, ds, missing links of human evolution roaming the deep forests, or of beasts that should have been extinct millions of years ago, hiding in plain sight. While While most people people are skeptic enough to consider consider such records records shady and possible possible attempts attempts at creating creating tourist traps – as is the common common outloo outlook k on “Nessi “Nessie” e” or Big Bigfoo foott – there there are those those unfortunate enough to actually encounter such beings. Most of the time, they do not survive to change their ways and spread the word.
Unrecorded History As many people have guessed throughout the course of time, history as we know it, is quite possibly an elaborate lie. With this, we do not mean stories about Vampires, Werewolves, Mages and all sorts of supernatural creatures lurking in the shadows, but about the hidden aspects of human history itself that are perhaps even more frightening. Secret societies, hidden sects, conspiracies and cults, the list is pretty much endless... there was always someone lurking in the shadows that did not need fang and claw to send shivers down the spines of normal people. After all, when you know you could easily be the the very very mons monste terr you you fear fear,, thin things gs are are more more pers person onal al and and disturbin disturbing. g. On top of everythi everything, ng, these factions factions always made the perfect scapegoats... especially when they were not real. As the old saying goes, history is written by the victors and in many cases, the rewrite was in order to conceal some of the darkest parts of human nature or to support someone's claim to power. Of course when that happened it was done by the hands of “visible” officials, whether of state or religion, not by any sort of obscure faction – even if the officials themselves were members of such. Perhaps even more so than the secret societies of conspiracy theories, overt groups were able to alter history to meet their own ends ends – or cove coverr thei theirr trac tracks ks.. Acti Action onss take taken n by King Kings, s, Duke Dukes, s, Presidents or even Popes may be revealed for what they truly are decades or centuries later, but by then it is already too late for people to undo what effect they had on history.
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Character Creation Even in the case that a Character is a supernatural or tied to them, it is likely he has some kind of presence in mortal society and as such is bound bound by the rules rules that govern govern all humans humans.. Bei Being ng a member member of mortal mortal society society comes with with not only disadvan disadvantage tagess of course and most supernaturals find it wise to be members of one or more Faction or Group – they are pretty certain their opponents have the same idea after all... and they are usually right. With notable exceptions, these Factions and Groups are not under the complete control of the supernaturals and their members have to follow certain rules if they plan to keep their membership in them, no matter what they are. While the powers in the arsenal of a Kindred, Uratha or Awakened are more than enough to grant him control over a group of mortals, the supernaturals have discovered the hard way that drawing too much attention can be disastrous.
Factions Humans are social animals and as such, they usually band together with like-minded individuals. Sometimes, and for various reasons, these gatherings are not public knowledge and membership to a faction – or in some extreme cases even knowledge of its existence – can be a dark secret most would prefer well hidden and go to great lengths to achieve that. While not all Factions are as bad as their reputation makes makes them – many many are and, in any case, when when certain Factions are involved, danger is in the air, even if the Factions themselves are not the ones directly responsible. Mankind fears what it does not understand and most Factions range from cryptic and conspicuous to outright alien and threatening.
Groups Witho Without ut the public public accept acceptanc ancee proble problems ms Factio Factions ns face, face, Groups are also created by the social nature of mankind. Clubs of variable theme, corporations, even ancient organizations fall into this category and while some have a notoriety of their own, it is usually not enough to turn the public against them – and more often than not, not, simply simply rumour rumourss spread spread by the compe competit tition ion,, where where that that is applic applicabl able.. e.... or at least least that that is what what they they lead lead people people to believ believe. e. Belonging to one Group or another comes with a variable amount of social status and doors open – or close – because of it. On the other hand, social status does not follow, but actually dictates membership in one group or another.
Advanced Characters Each Player is given four Character Slots, no matter what the Character using the slot may be, supernatural or not. The slots have 25, 50, 75 and 100 experience points, with experience points from sacrificed Morality trait not counting to that total, or being marked on the sheet. Any additional Characters get no more than 0xp. If and when a Character dies, the circumstances dictate if the Player is allowed to make a new Character that occupies the same slot, a lower (down to the 0xp mark) or a higher one (with 100xp being the maximum). As with most things, the Storyteller is the final arbiter regardin regardingg Players Players and Character Character Slots. A list of xp spent should should accompany every sheet – preferably as “Additional Notes”. Details about certain Merits like Allies, Contacts, Fame or Language should also be noted.
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Black Moon “It was just your imagination sir, there are no such things” In almost every “civilized” country in the world, there is the While it is doubtful that the Black Moon agents discovered urban legend of an intelligence agency that deals with the darkest the truth about the crimes, two things are certain. First, their priority aspects of life. Agents that safeguard knowledge that would send was to investigate the murderer, not to protect any future victims, society into a downward spiral if shared as thousands of conspiracy something entirely understandable for Victorian England – after all freaks would like. If the existence of the Black Moon was common the victims were part of the Great Social Evil. Second, and more knowledge, it would definitely fit the role of the traditional Men in important, the Whitechapel murders is the first recorded case of Black of urban lore. Black Moon agents contacting people with abilities beyond the norm. That That is exac exactl tlyy the the nich nichee it fill fillss for for thos thosee amon amongg law law For For the the next next cent centur ury, y, the the Fact Factio ion n had had a love love/h /hat atee enforcement agencies aware of it and the practices of its members. relationship with individuals that manifested powers outside what is The glimpse of a Black Moon badge is enough to silence most and consi consider dered ed normal normal for human human beings beings.. Telepa Telepaths ths,, pyroki pyrokinet netics ics,, the rest are dealt with with by those that know know better. When the Spooks clairvoyants clairvoyants and all sorts of “psychics” would find themselves dancing show up, others either stand aside and let them be, or do everything with with the Black Black Moon. Moon. The agency agency eithe eitherr kept kept an eye on such such in their power to stop the agents from stepping over their toes. individuals individuals or recruited them – in most cases, both. Like many similar outfits, the Black Moon has its roots in Faced with the reality of such abilities, most agents of the the Victorian Era of the, then, United Kingdom – more Blac Black k Moon Moon were were quic quick k to disc discre redi ditt any any repo report rtss of precisely the later half of it. With new theories about the supernatural creatures as a vulgar misinterpretation of nature of the world and humans, old legends and things they were already familiar with – after all, in folkl folklor oree were were re-exa re-exami mined ned under under a new light. light. In ages past people believed thunderbolts were caused simple terms, people started wondering whether or by a horny god on top of a mountain. That attitude not there really was something out there, something changed dramatically during the last few decades, as that could now be explained with science. more more and more more report reportss of supern supernatu atural ral activi activity ty Not all during during that period were content reached the ears of Black Moon agents. with what they were told to believe and many were To this day, no operative can claim proof of the those that wished to look deeper into the nature of existence existence of anything anything supernatural supernatural beyond beyond what is things, even if it meant crossing certain borders. That already known to the Faction. In fact, proof of things attitude extended to law enforcement officers who might like vampires, werewolves or mages being real beyond any have seen too much of the underlying darkness to be able to go back doubt would certainly mean a promotion for the lucky agent that to living normal lives. managed to get their hands on it. Thankfully for those creatures, they Under Under utmost utmost secrecy secrecy and risking their reputati reputations ons and have more means to hide the truth than the faction has to unveil it. careers, men and women from all walks of life were beginning to dig Overview deep into things best left alone. It was not until 1885 however that The Black Moon agency is in fact a joint effort by all the what is now known as the Black Moon agency was first formed. British governments. Ireland, Scotland and United Kingdom pooled Office Officers rs of police police,, fire fire depar departme tment nt and army army alike alike,, along along with with their resources in order to deal with the threats mundane agencies civilians with a knack for the supernatural were brought together by were unable to cope with. Highly trained agents were the first to be the failed machinations of a Seer cabal to use them as a weapon drafted into the highly classified project and they still are the bulk of against the mages of the Pentacle. its members. This is pretty much where the Black Moon's history with While the Faction does not exist officially, those that know genuine supernaturals ends. The Seers were killed before they could of it tend to give the operatives a wide birth, as they can – and often use the outfit for their purposes and the mundane, but inquisitive, do – act beyond the limitations of formal agencies, whether they are sleepers were left to discover the truth all by their own. These first dealing with with a potential threat or local local authorities. Even those not agents of the Faction had hints, clues and scraps of what one might aware of its existence however, are more likely not to bother the call evidence – no doubt in a burst of optimism – but no hard facts operatives operatives while at work, as they usually appear to be higher in rank. or proof that something different was really out there. Members Three years after the founding of the Black Moon, the agents Most of the Black Moon agents are highly skilled individuals individuals were faced with their first big case, the Whitechapel murders. To this that in one way or the other served the public before they were day, it is not known whether the one responsible was supernatural or recruited into the agency. While they are the backbone of the agency not, in fact even today people are still unsure as to whether the killer however, they are not its most valuable asset. That honour is reserved was just one person or many, all using the identity of the notorious for those that have lived through an encounter with something not Jack the Ripper as a blanket. entirely human – or are more than human themselves.
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Appearance: Contrary to popular belief, not all Black Moon Ignorance is bliss agents wear black suits and sunglasses. While many of them continue While While the reason reasonss someo someone ne joins joins the Black Black Moon Moon vary vary to operate within the ranks of their respective agencies, most agents greatl greatly, y, one thing thing is in commo common. n. Each Each and every operat operative ive was was follow a simple rule: blending in. Whatever look is needed to help somehow touched by something beyond the mundane. Knowing that them infiltrate or keep a low profile is the look that they assume. there are things that go bump in the night however, doesn't mean Background: Almost every Black Moon agent was a member that all are ready to handle it, therefore the agents are ordered to of some kind of law enforcement agency. The bulk of the agents only reveal the truth to those able to deal with it, in other words, come from the elite among soldiers, cops, firemen, or even actual only other agents of the Faction. spies. Precious few are individuals that came in contact with the real Rituals and Observances world and, whether or not they belonged to an agency, recruiting Given its nature, there are no formal rituals of the Faction, them was easier than eliminating. Even fewer possess some kind of beside besidess what what would would one one expect expect from from a forma formall law enfor enforcem cement ent special ability the Black Moon has a use for. agency or the army. Some practices however have taken on a life of Character Creation: While there are members of the Black their own and are known among operatives by one name or the other Moon that focus on each set of Attributes and Skills, Mental and without ever making it into any sort of manual. Physical ones tend to be more popular. Skills like Athletics, Drive, Jack ex machina Firearms, Weaponry, Streetwise, Subterfuge, Academics, Computer No self-respecting agent can work if the locals get in the way and Investigation are favoured, as are related Merits. all the time. Sometimes its just easier to divert them from the Advantages: For For each each dot dot in Stat Status us (Bla (Black ck true problem and give them something else to play with. Moon) (• to ••••) the character gains the Sworn Usually this diversion is enough to get the attention of Officer (• to ••••) Merit for free. Additionally, Additionally, the both local law enforcement and media alike, leaving Fighting Style: Police Tactics (• to •••) costs 1x the Black Moon to operate as they know best, away instead of 2x. from prying eyes. Drawbacks: It is impossible for any agent Total Eclipse to purchase the Fame (• to •••) Merit under any As one might guess, often research has to circumstances. If one reaches Status (•••) or higher be put aside in favour of less subtle and more violent in any other Faction or Group, then Status (Black solutions to a problem, or as a veteran agent once said Moon) (• to •••••) costs 3x instead of 2x. “we hunt things that go bump in the night, we bump Concepts: Black Ops, Elite Agent, Man in Black, back.” Such a situation however is always considered a worst Paranormal Investigator, Psychic Cop case scenario, with with them utilising utilising all their assets in an area. area.
Philosophy
Titles and Duties
In reality, there is nothing special about the Black Moon. Like so many other secret agencies it is there to keep secrets best left hidd hidden en.. Whil Whilee the the oper operat ativ ives es try try to find find the the trut truth h abou aboutt the the supernatural creatures of the world, their agenda is not to reveal this to the public but to know enough in order to deal with them as needed, should they be classified as threat. No rumour unnoticed If the agents of the Black Moon have learned something since the founding of the faction, it is that what is often considered urban legend or folklore has the potential to conceal a much more real real and and dark dark secr secret et bene beneat ath. h. For For that that reas reason on,, oper operat ativ ives es are are encouraged to turn every stone, hear every story, check every clue they encounter, no matter how strange it may originally seem.
The The titl titles es and and rank rankss foun found d in the the Blac Black k Moon Moon are are no different than in any similar organised body, with police being the closest match and army filling in the gaps where needed. Gaining a rank is more or less the same as in any other body and most recruits find themselves in familiar grounds, at least in that aspect. That said, there is at least one rank unique to the Black Moon. Karma Hound Nobody Nobody know knowss why these these operat operative ivess have have that that title, title, but when they step in, they are the supreme authority. Always from the ranks of the “Psi-Corps Division” these high ranking agents possess abilitie abilitiess beyond beyond the norm of human human beings. beings. Other Black Black Moon Moon operatives operatives are distrustful and fearful of them and rightly so, since the Karma Hounds double as internal affairs agents. Stereotypes
Cult of the Raven: “Just another group trying to revive the old ways, probably harmless” harmless” Followers of Akhud: “Religious fanatics are always dangerous, especially if their claims are real” Illuminati: “One of our many disguises, perhaps even our predecessors” Templar Knights: “Bible thumping idiots? Perhaps.. Perhaps.. in any case we keep an eye on them” Tiresian Society: “Sleeper agents... right... wasn't that in a movie somewhere?” Changelings: “You don't really believe such things, do you?” Mages: “Unlikely to be true, but we should s hould investigate all the same” Prometheans: “There are many weird things out there, who knows?” Shifters: “Just legends... I keep an extra clip of silver tipped bullets anyway” Vampires: “If they truly exist, then they are most likely a threat”
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Cult of the Raven “The old gods are not gone... they simply wait for us to bring them back... with blood” It is not not stra strang ngee for for the the loca locall poli police ce to get get repo report rtss of Talons are young and can trace their lineage at least five generations witchcraft, sacrifices and bloody rituals meant to awaken old gods. In back as proper Edinburgh natives. most most cases, cases, these these are just just the overre overreact acting ing fantas fantasyy of conce concerne rned d Appearance: If there was such a thing as an average Talon, conservative members of the community. However, sometimes the they would be young, attractive and with that extra something that report reportss hit the mark and when that that happen happens, s, things things get messy. messy. makes people look twice with awe and envy. When not among other Almost none of these reports have anything to do with the faction members, they dress to hide the fact they worship old gods but never known as the Cult of the Raven though... at least not the sacrifices, do they pose as devout Christians, when confronted about matters of because simply put the Talons know better than to attract that kind religion they simply avoid the subject or distance themselves from the of attention to themselves. Church. It is not uncommon to see a Talon dressed for a boardroom Sometimes police will find a building, public location or an meeting and still having a talon talisman, ring, pendant, earring or item marked with what seems to be a talon, when that happens key chain somewhere on his person. things go one of two ways. In the best case scenario, those who find Background: Talons come from all walks of life but it is the talons know better and the case is closed – or rather, there is no more common to find those who come from groups that maintain case to talk about – but things do not always go as planned. In some connection to either the occult in general, witchcraft or the the worst case scenario, overzealous detectives are quickly Celtic background of Scotland. Cultists are good at hiding silenced, preferably – but not always – in a manner that their true colours and rarely do their words lead someone does does not not draw draw atte attent ntio ion n to the the Cult Cult.. Many Many of to believe they are even remotely remotely connected connected to the Edinburgh's finest have a steady income because of this Cult. lt. Unsu nsurpr rprisi isingl ngly, many Talo Talons ns have have a very attitude, while a few vanish forever fascination with blood, sex, death and the moon, in Nobody knows the truth about the history various degrees – rarely healthy ones. of the Cult, yet two separate groups of supernaturals Character Character Creation: Creation: Cultists Cultists are social social creature creaturess claim claim it as their their own own creati creation. on. The The Awaken Awakened ed Spiral Spiral first and foremost and naturally their Social Attributes and Walkers of the Sodality of the Tor and the Vampire Acolytes Skills are primary, with Mental and Physical alternating of the Circle of the Crone both believe one of their numbers for Secondary. Many Talons have at least one dot in was the founder of the faction yet none can find enough proof Weaponry and perhaps a specialty in knives, while most are to settle the argument, for the most part they are content to work interested in history and the occult, something reflected in their with each other, leaving petty bickering aside. Academics and Occult ratings. Advantages: Since the Cult is connected to both the Circle of the Crone and the Sodality of the Tor, its members are often in One of the oldest factions in the city, the Cult of the Raven the middl ddle of ancie ncient nt magics ics and powers bey beyond the their is a group of people who worship the old pagan gods of the Celts, unders understan tandi ding. ng. Membe Members rs of the Cult Cult are able able to purcha purchase se the most most notabl notablyy the Morrig Morrigan. an. Never Never to be accept accepted ed openl openly, y, eve even n Sleepwalker merit merit at half cost upon joining the cult, if they begin play though more and more people grow distant from the church, the with Cult of the Raven Status (•) or higher then they gain the members of the Cult always meet and operate away from prying Sleepw Sleepwalk alker er (•••) (•••) merit merit for free. As part part of their their “supp “support ort the eyes... others would not understand them anyway. community” policy, members of the Cult receive a free dot in the As As a whol whole, e, the the Cult Cult acts acts as a cove covert rt but but marg margin inal ally ly Resources merit if they have none. On top of that, while few mortal beneficia beneficiall factor factor of eve everyda rydayy life in Edinburg Edinburgh, h, the Talons want Talons learn the truth behind some of the most prominent members people to be content, but not too content... especially if they worship and the powers they hold, the occult is something they learn about the Christian god. When forced to go public for whatever reason, and as such purchasing dots in that Skill comes at a cost of 2x new Talons disguise themselves as a revival group bent on bringing back dot, instead of 3x new dot. the old ways and strengthening the community's community's cultural identity. Drawbacks: Due to extensive exposure to the same magics that open their minds to the arcane, Talons are more susceptible to it and because of that suffer a -1 penalty when trying to resist any form Quite a few Talons are pillars of the community and nobody of magic used on them by a supernatural member of the Cult. This can guess their true colours and affiliation. The Talons believe what drawback does not affect supernaturals who hold membership in the they do is the right thing and the most active members of the Cult Cult but the risk of exposure is often enough of a problem as well as are charming socialites able to sway people with a few words always an added failsafe for their proper conduct. denying their membership to the Cult but always supporting the old Concepts: Spiral Walker, Acolyte, Wiccan enthusiast, Vitae ways one way or another. While not true for all members, most addict, Sex addict, Revivalist, Overzealous historian.
Overview
Members
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Philosophy Drawin Drawingg from from the philos philosoph ophyy of both both the Circl Circlee of the Crone and the Sodality of the Tor, Talons value creation and divinity above anything else – or at least that is the “official” view of the faction. In reality most members simply seek the thrill of the moment and an excuse to engage in otherwise forbidden activities. Creation is Divinity In a strange combination of the two philosophies, Talons believe that to create is to become a god. As is expected, most engage into activities that are common among Acolytes but try to pour some of their “divinity” into them. The vast majority of the Talons though, link creation to sex and orgies are quite common – especially after a Spiral Spiral Dance. Dance. The ultim ultimate ate creati creation, on, childb childbirt irth, h, is exalte exalted d and pregnant Talons are held in high esteem among the Cult members. Suffering leads to Enlightenment Unlike the other basic truth of the Cult, this is not used as a cheap excuse for sexual practices. The Talons honestly believe that unless someone has experienced pain, loss and suffering it is impossible for them to open their their mind mind to the myster mysteries ies of the world world and the power of the Morrigan alike.
Rituals and Observances As with the philosophies of the faction, its rituals and observances are coloured by those of both the Circle of the Crone and the Sodality of the Tor. Even so, the Cult's ritual ritualss are more more symbol symbolic ic and less less mysti mystical cal in nature nature and primarily meant to empower the Mages or Vampires in it. The Liturgy of Blood An amalgam of Circle Circle observances, observances, the Liturgy Liturgy of Blood Blood takes place once every three meetings of the Cult; the Talons bleed into a bowl as offering to the Morrigan, then proceed to consume that blood after the Voice cleanses it. Acolytes of the Cult often participate in this ritual, unable to resist the offer of free blood. The Spiral Dance Always led by a witch of the Sodality, the Talons dance around an altar in a specific pattern and after consuming a mild hall halluc ucin inog ogen enic ic,, as is cust custom omar aryy for for the the Soda Sodali lity ty's 's init initia iati tion on,, something that takes place at the end of the Dance if there is a Mage that that wish wishes es to join join and, and, of cour course se,, with with none none of the the Mort Mortal al participants realizing the truth of it. Those dancing are drugged, naked and wearing something that marks them as Talons.
Murder Hunt This is probably one of the observances that gives the Talons their notorious reputation. It all starts when an individual is marked for the Hunt, usually by the Voice. The reasons for marking are numerous, it can be someone who is meddling in the affairs of the Cult, someone who hurts the community or making the life of a Talon hard, or simply someone who is close to revealing the truth behind either the Sodality of the Tor or the Circle of the Crone. The target of the hunt is then captured by the Talons – most often by friends, co-workers or even lovers and family – and brought out in the wild. There, the Talons await, dressed in cloaks of crow feathers and wearing raven masks and try to cower the target into stopping whatever behaviour was responsible for him being hunted in the first place. There have been no reported deaths as a result of a Murder Hunt but it is possible it has happened and the Cult of the Raven took care of the evidence. When the ordeal is over, the target of the Hunt is returned home, recovering from the hallucinogens and with only a faint memory of what took place, but with a clear message, the Talons are to be left alone and nobody is to ever hear about the Hunt.
Titles and Duties Following the example of the Circle, the Cult does not use a large number of titles for its members. Although quite a few can be used for various reasons and with a number of hidden meanings by the various cells of the Cult, only two of the titles have any real authority and are recognized by all Talons in the city. Voice of the Morrigan The “leade “leader” r” and and HighHigh-Pri Priest estess ess of the facti faction. on. She is responsible for calling meetings to order, leading the various rituals – with the possible exception of the Spiral Dance – and for overseeing the introduction of new members. Always dressed in ceremonial ceremonial garb during rituals with the notable exception of the Spiral Dance. Raven Guard The martial part of the Cult, if there is such, the Raven Guards are the ones taking part in the Murder Hunt as well as the ones making sure the other rituals are not interrupted. When “on duty” they are dressed as raven-men, with the crow feather cloaks, raven masks and with ceremonial daggers strapped on. When “off duty” there is no practical way of telling who is a member of the the Guard.
Stereotypes Black Moon: “Great band... they were playing at the Crypt last week, right?” Followers of Akhud: “Foolish kids that do not know the truth about gods and demons...” Illuminati: “You mean these are real? Good one...” Templar Knights: “Our nemesis... champions champions of Church... or at least thats how things used to be...” Tiresian Society: “Don't believe everything you see in the movies... the Society may be true... but Sleepers? Pfeh...” Changelings: “If the old gods are real, why not the Fae?” Mages: “No no no... you got it wrong... not Mages, Wizards or Sorcerers... we are Druids and Witches” Prometheans: “Never seen one, but sounds like the ultimate creation.” creation.” Shifters: “Old wives tales and superstition... or perhaps the hand of the Morrigan at work... never seen one though” Vampires: “Why surprised? Blood is power... and some of our rituals come close... but real vamps? Doubtful...”
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Followers of Akhud Its nothing personal... the Master asked me to kill you “
”
Thousand of years ago, the great King Akhud of Gomorrah, Kindred and Awakened, going to great lengths in order to ensure the son of Ahran, son of Birsha, became dissolute and corrupt. Instead wish of the king – and that of the demons – becomes a reality. of ruling his city with justice and mercy, or seeking the greatness of For For the centur centuries ies that that follow followed, ed, the Ahrani Ahranites tes moved moved martial martial conquest conquest,, he indulged indulged his gluttony gluttony,, lust and appetite appetite for wherever they could find their prey. The curse of Shaddad made it excess in all things. This is more or less how the history of the easy for them to infiltrate vampire society and even the Vinculum Followers Followers of Akhud begins... and this is how it continues. could not ensure their loyalty to the undead lords of the night. Every He consumed the delicacies of many lands but, in time, tired now and then the Kindred would succeed in weeding them out of of them. He took many concubines, beauties of all nations, but, in course, but the Followers just kept coming back. time, his flesh weakened and they became only a reminder of his The last century has been extremely unkind to the Faction. flaggi flagging ng desire desire and tepid lust. He drank, drank, and sought sought herbs herbs and While one would expect technology to work in favour of the almost potio potions ns to give give him ecstas ecstasies ies of madne madness, ss, but, but, inevi inevitab tably ly,, they they mortal hunters, their numbers just kept getting lower. Around the disappointed disappointed him as well. globe there are no more than fifteen cells of the Followers and most Then, by night, a dark stranger came and taught the King of them remain remain in the Old World. World. The one one in Edinburg Edinburgh h was was new delights. The stranger won the love of the King through the supposedly rooted out during the “blood moon massacre.” perverse joys of his unhallowed blood, and, when the King was deeply enthralled, the stranger brought forth his despicable brood and fastened them, like a tick, Some Some of the the most most succ succes essf sful ul witc witch h hunt hunter erss in upon the people of the city. histo history ry were were Follo Followe wers rs of Akhud. Akhud. Even Even though though the When the King's three sons saw this, they tried Faction's primary prey is vampires and mages, they often to shake their father free of the stranger's influence. All find Uratha against them, as they don't seem to have three failed dramatically and were put to death by their much tolerance for those who invite demons into this own own fath father er,, but but it was was exac exactl tlyy that that,, that that made made him him world. reconsider his loyalties and see his master and his friends For that reason, as well as the fact humanity as a for what they really were. whole whole would would rise against them before before rising rising against against their their Managing to shake some of the influence off, Akhud prey, Followers of Akhud keep a low profile and are few in found within himself the power to seek aid in defeating the numbers. What nobody in the know – and the supernaturals stranger and regain his own mind. The answer came in the form of a that know enough not to confuse the Followers with VII or Banishers priest, one that worshiped a being named Shaddad. The priest, a are rare, – can ignore is that the Followers are there and they will not mage, told King Akhud only his master could grant him the power he stop until the last of them is dead – strangely, this includes the sought, but failed to mention the price for it would be more than sleeping king. simply building a temple for the creature of the Abyss and its ilk. If one was to find a way to gather all Followers of Akhud of Befo Before re Akhu Akhud d coul could d real realiz izee what what happ happen ened ed,, he had had Edinburgh in one place, he would be surprised that most of them are exchanged one master for another. Free of the stranger's influence either “people next door” or pillars of the community and the last but now with Shaddad (or another demon) sharing his body, Akhud person someone would consider cold blooded murderers and demon was able to lead the attack against the vampires – for that is what the hosts. Nobody knows the very same people who shout about the stranger and his brood were – but he had to share his curse with failing morals of modern society are the ones responsible for many of others, the first Followers, in order to do so. the mysterious mysterious homicides homicides that plague plague the city the last couple of decades. Appearance: The curse of Shaddad is never shared lightly, The legend continues with King Akhud falling into a deep never hastily and never for any reason but to further the Followers' trance, in a futile attempt to constrain the evil he unleashed. Some crusade. This means that targets for the Initiation are chosen for say he is still asleep, sealed in a sarcophagus filled with the blood of their personal accomplishment and ability – everyone in the Faction the priest, the one responsible for his liberation and fall. Before is expected to pull his or her own weight, so there's no point in sealing himself away for eternity, the king ordered his Followers to Initiating someone who won't be able to hit the ground running. hunt down vampires and mages and make sure none survive. Consequently, while Ahranites come in all human shades, are fat or With the king's order in heart and a legion of demons thin or tall or short or plain or lovely, most of them have a posture urging them to bring more into the fold, the Followers of Akhud, and carria carriage ge that that comes comes from from self-r self-resp espect ect.. They They may disgui disguise se referred to as Ahranites by others, began their crusade. For them, themselves as lowly, dirty or shamed, but typically dress well and carry there is no cause more sacred than the complete eradication of both themselves with dignity.
Members
Overview
World of Darkness House Rules for Dreams of Darkness Background: Ahranite Ahranitess choose choose their their recruits recruits from from those those who have not only demonstrated survival skills but who have more – the survivor mentality. While fighting ability is sometimes sometimes sought, it's a convenience more than a necessity; what they're looking for is more a matter of personal strength and drive. They can teach a recruit how to shoot a gun. They can't teach him how to drive himself onward when a normal person would give up. Another vital trait is the ability to cope with murder and a talent for hiding their true affiliation when in the company of others, so low Morality but relatively stable individuals are the best choice. Character Creation: Physical Attributes and Skills are often paramount. Depending on the role for which the individual was chosen, Social or Mental traits may be equally valuable. Followers of Akhud looking to create a front-line fighter often look for someone with with low Presence or Intellig Intelligence ence (though high Wits) Wits) because because such individuals are less likely to make waves among the Ahranites or resist their mission. That said, some are groomed for leadership after they prove themselves in the field and learn by doing, how the Ahranites operate. Advantages: Members of the Faction with at least one dot in Status (Followers of Akhud) are able to purcha purchase se the specia speciall Merit Merit Ahrani Ahranite te Sorce Sorcery ry (• to •••••) that grants them powers that aid their cause. Teaching Teaching it to someone outside outside the Faction, Faction, not only does does not not work, work, but is reason reason for termina terminatio tion n of both. both. Additionally, any attempts to read the mind of a Follower of Akhud result in listening to the Whispers of Shaddad – the urging of their Abyssal master. The Whispers protect them from losing their Morality too quickly, quickly, offering a bonus of +1 to the roll. Drawbacks: Power is never free and Followers of Akhud find out soon enough what the price is. All member of the Faction have a higher chance of attracting Spirits and creatures from the Abyss, often with disastrous effects. In addition to that – and perhaps more immediate – no Follower can ever gain Status in anything but the Fact Factio ion n and and the the Fame Fame Meri Meritt is not not avai availa labl blee to memb member ers. s. Additionally, Additionally, no Follower of Akhud can attack or betray another. Concepts: Combat veteran, Terrorist, Professional athlete, Rescued castaway, Escaped kidnap victim
Page 10 three basic principles: loyalty, war and active pragmatism. All three presen presentt to ensure ensure the Ahrani Ahranites tes do not forget forget their their roots, roots, their their mission and the ways to achieve it. These principles are enforced by the Whispers of Shaddad, but since the Followers remain human, a guideline is still requited to avoid deviations.
Rituals and Observances There are no rites to speak of when it comes to organized ceremonies of any kind. The closest the Followers of Akhud ever get to that, is when casting one of their rituals. Ahranite Sorcery is said to be the result of centuries of research and is based on the magic of the priest that first brought King Akhud in contact with Shaddad.
Titles and Duties
Ahranites are as much members of a religious cult as they are members of a last defense militia against the supernatural horrors of the night – horror horrorss that that somet sometim imes es seem seem a better better option, as opposed to the practices of the Followers of Akhud. This is reflected in the titles the Ahranites can rise up to. High Priest The leader of the Followers in a city, the High Priest is the one responsible for pretty much all that takes place in his domain. Overseeing the rituals and by definition a skil skille led d sorc sorcer erer er,, the the High High Prie Priest st of the the Ahra Ahrani nite tess is someone you do not want to cross, even when there is no altern alternat ative ive.. He is the one one with with all all the empowere empowered d ritual ritual garments and most of the protective artifacts of the Faction. Slayer While many will attempt to ridicule the Vampire Slayers of the Ahranites – no doubt because of a certain show – few survive meeting one in combat. While fundamentally fundamentally mortal, the Slayers are often augmented by Ahranite rituals and rarely if ever strike in the open. Slayers are ruthless and will stop at nothing in order to get the job done, even if it means killing a few innocent bystanders. Recruiter Someone has to be on the lookout for new recruits, for people that had their lives ruined by Kindred, directly or indirectly. Some Someti time mess the the Fact Factio ion n take takess cert certai ain n libe libert rtie iess and and stag stagee such such situ situat atio ions ns,, so they they can can brin bringg new new bloo blood d into into the the fold fold easi easier er.. The very function of the Followers of Akhud works against Recruiters are the ones who do such things, they are masters of manipulation, and the face of the Followers before the them having any sort of philosophy other than “slay all vampires” deception and manipulation, and “let nothing get in the way.” Even so, the Faction is governed by Initiation.
Philosophy
Stereotypes Black Moon: “Fools. But they can be used to eradicate the beasts” Cult of the Raven: “Children trying to revive old rituals and customs... let them play” Illuminati: “Someone is playing you for a fool, they only exist in movies and books” Templar Knights: “Paladins of a god that does not hear their prayers... we are better than them” Tiresian Society: “Science will only get you so far... magic goes deeper” Changelings: “Whats next? The Little Mermaid?” Mages: “They betrayed us, now they have to pay for it” Prometheans: “A disruptive force, can be exploited to further our goals” Shifters: “Some sort of demons I guess... may have to take a closer look... some day” Vampires: “We hunt those beasts as our master commands”
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Illuminati “Forget what you have heard of us... the truth is even more interesting” No other Faction in human history has been in the highlight as much as the Illuminati... and no other Faction has clouded its own presence as successfully. Everybody knows about the Illuminati, they have seen the movies, have read the books, hell... they even watched cartoons about them. Nobody, however, truly knows a thing about the Faction, a Faction easily mistaken for a number of other Factions and Groups, including the Freemasons and the Templar Knights of past – and indeed, they had ties with both groups at some point in their long history. Few Few are aware aware of the truth truth behin behind d the existen existence ce of the Fact Factio ion n and and even even fewe fewerr know know that that thei theirr clai claims ms are are true true.. The The Illuminati were founded by none other but Sir Percival in the ruins of the legendary city of Camelot – the city of Arthur, Merlin and Lancelot – shortly after the death of the mythical king and the disappearance of both the Grail and Excalibur. The six founders of the Illuminati, including Sir Percival himself, drew a rather peculiar conclusion about what caused the fall of Camelot. According to them, King Arthur's own mortality was the problem and the source of the downfall. How can a city so bright survive if its its own own lead leader er does does not? not? Immo Immort rtal alit ityy came came as the the obvious answer to their problems. Some say Sir Percival was himself immortal but could not save Camelot on his own, for that he needed the other five knights and scholars. With a cabal of immortal rulers, the new Camelot would survive through the centuries without fearing for the ultimate fate of all great civilizations, Where Egypt and Greece, Rome and Carthage failed, the new Camelot would triumph. The six of them, took the name Illuminati “enlightened,” and indeed were – at least for their time. After leaving the ruins of Camelot behind, the quest for immortality began. With the Grail gone, whether that was the cup of Christ or the cauldron of Celtic lore, that option was lost to them so they had to search elsewhere. Sir Percival and one of the rest remained in Britain, while the other four head out to each point of the horizon. Nobod Nobodyy knows knows what what happen happened ed to the one who who headed headed north, yet it is safe to assume he froze to death. The one heading to the west also also met met his fate, but by unkno unknown wn means means,, Sir Percival Percival himself vanished a few decades later and that was where myth ends and histor historyy begins begins,, as far as the more more secula secularr membe members rs of the Illuminati note – for them Sir Percival is no more real than the undead Dracula, Nessie and Oberon. The The rema remain inin ingg thre threee Illu Illumi mina nati ti,, not not fore forese seei eing ng thei theirr brothers and leader returning any time soon, took disciples from the top layers of whatever society they were in. All idealistic scholars and warriors that truly wished the best for their people and their nations. It was at that point that the first cells of Illuminati society as it is now were formed.
Overview While the Faction was founded with best intentions in mind and higher ideals and aspirations, its evolution has not been as kind to the moral side of things. The only part of the initial quest left after all those centuries is immortality, the one and only true goal of the Illuminati. The Percivals no longer seek immortality for the sake of their cities, nations or followers, they seek immortality for the sake of immortality itself. True to their pop culture attitude, the Illuminati do not care about the means used in order to achieve their ends. Blackmail, murder, black ops, nothing is too extreme for those who wish to prolong their lives so that they lord over humanity.
Members Crème de la crème, those belonging in the Illuminati are among the most cunning, ruthless and influential members of society. Old money, successful businessmen, honoured scholars, they all have a place in a group bent on a quest so extraordinary and yet so fundamentally human as the search for immortality. Most Illuminati are fairly young and attractive, but this is by no means the image of the whole Faction. Crippled old men with enough power and money need immortality more than anyone. Appearance: Given their status, it is no surprise the members of the Faction look as if they belong in a boardroom, a high society event or a formal dinner with the Mayor. Illuminati have money and power and they are not afraid to show it. Expensive gowns and suits, fancy cars, the whole package and thankfully all in good taste. Background: The The Illum Illumina inati ti are among among the mover moverss and shaker shakerss of societ societyy and most are well verse versed d in histo history ry but but not not necessarily Academics. The Faction often recruits prominent citizens and a talent for secrecy is always appreciated. More so than temporal power however, the Illuminati appreciate knowledge – especially if it is related to immortality in any way. Charact Character er Creati Creation: on: Masters of subterfuge and manipulation, the Illuminati never are what they appear to be. Most memb member erss of the the fact factio ion n have have high high Mani Manipu pula lati tion on but but Ment Mental al Attributes as primary. As far as Skills go, it is the other way around with Social Skills being primary and Mental ones coming second – but Academics, Academics, Occult and Science often being quite high. The Percivals are not physical, they have minions for that kind of work. Advantages: If anything, the Illuminati are well connected. Membe Members rs of the Factio Faction n can purcha purchase se the Allies Allies,, Conta Contacts cts and Retai Retainer ner Merits Merits at half half the cost. cost. Upon Upon joini joining ng the Facti Faction on,, a Character gets the Mentor (•••) Merit for free, as an older member guides the new recruit through the landmine of Illuminati society. Drawbacks: In the world of the Percivals, there is no room for betrayal. For one of the Illuminati to reveal one or more of the
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Faction's secrets to outsiders is to sign his own death warrant. Most people do not believe the Illuminati exist outside the realm of fiction and the Percivals prefer to keep things that way. In addition to that, Illuminati are prime suspects for Narcissism and Megalomania, upon failing a Morality check. Concepts: Jaded Jaded milli milliona onaire ire,, Craze Crazed d academ academic, ic, Aging Aging paragon of society, Immortality seeker
probably in memory of Camelot – with a burning phoenix carved on it. Nobody knows what the significance of it is, but the Illuminati seem to consider it a crucial part of their history and purpose. Chasing Ariadne The Faction does not accept every mortal with a knack for the mysteries in their ranks. In a manner similar to the Labyrinth of the Guardians of the Veil – which is rather ironic as fake Illuminati Philosophy societies are often used as Labyrinth by the Order – they leave false Contr Contrary ary to popul popular ar belief belief and what what pop cultur culturee leads leads trails for their would-be members to follow. If the applicant manages people to believe, the Illuminati could not care less about creating a to weave his way out of the lies and deception, admittance is in world world governm government, ent, at least not before before they achieve immortalit immortality. y. order, if not they simply have one less person to worry about. Titles and Duties Naturally the Faction's cells have enough power and influence to suppor supportt the the rumour rumourss but that that is simply simply becaus becausee search searching ing for No self-respecting secret society is devoid of numerous titles something like this requires resources and contacts. and ranks that often hold little meaning to those outside its ranks. The Illuminati follow that rule and in most cells there are at least ten No secret is too small In order to get the job done, the Illuminati Illuminati will turn eve every ry different titles. That said, only four of them hold any meaning and are never absent from a cell of the Faction. stone, pull any string, follow every trail. Most of the time, the Magus secrets they unearth are mundane, that can be used as blac blackm kmai aill mate materi rial al or to lure lure thei theirr oper operat ativ ives es into into The Magus of an Illuminati cell is its leader and its follo followin wingg their their agenda agenda.. When When they they get lucky lucky,, they they most “enlightened” member. Responsible for all activities stumble stumble across a secret secret significa significant nt enough enough to further further of the cell in a region and overseeing most rites and their goals and bring them closer to immortality. ritu ritual als, s, the the Magu Maguss is the the sing single le most ost impo import rtan antt Illuminatus in the region. The one holding this rank is One step ahead In simple terms, the Illuminati believe that the also the keeper of the secrets the cell has unearthed. Regent evolut evolutio ion n of mankin mankind d is far from from over over and that prop proper er rule rulers rs of men men shou should ld alwa always ys be more more In every domain there are two to four Regents. They advanced advanced than their their subjects. subjects. Even Even immorta immortality lity are directly below the Magus in power and status itself is just such a step – albeit an important one – and it is from their ranks that the new Magus is and while most Illuminati are obsessed with attaining it there are chosen when the time comes. If two or more Regents give permission many more who try to find the next step in evolution. It is of no it is possible for an Illuminatus of Deacon status or higher to gain surprise that this very attitude has granted the Faction the attention access to the Faction's secret archives and the knowledge knowledge held inside. of the local Academy as well as that of the Consilium. Ambassador Despite what one might think, those holding that rank have Rituals and Observances little lit tle to do with diplomac diplomacy. y. Ambassadors Ambassadors are the Faction' Faction'ss secret The Illuminati do not meet often, doing so would attract too much attention and that is something they simply cannot afford. police and when blackmail or other non-violent techniques fail, they When they meet it is done under a veil of secrecy so thick that it step in and handle things in a much more unpleasant and direct would put to shame most supernatural “secret police” groups. While manner. Most know a fair share of the secrets of the Faction. Deacon it is not always masks, cloaks and robes, rarely is one member of the A person holding this rank is as low as possible with some Faction in a position to name more than two others. amount of power in his hands. Deacons have already proven their Phoenix Gathering Every four months, the members of the Illuminati meet and loyalty to the faction and its cause and are trusted with most minor secrets. A number number of Illuminati Illuminati became members members of the faction it is during those meetings that new members are brought into the secrets. because they managed to find such secrets in the first place. fold. All participants are cloaked and seated at a round table – most Stereotypes
Black Moon: “I am certain that if we can find some common ground with them, they will make efficient agents.” Cult of the Raven: “A relic of the past... and thats where they belong” Followers of Akhud: “Too much television will fry your brain... these guys are the proof of that” Templar Knights: “Once we were both part of a bigger whole... no more and thats how we prefer things” Tiresian Society: “Sleeper agents? Just rumours... even we do not have such means” Changelings: “According “According to the legends, the Fair Folk are immortal and can give us what we want, we need to learn more.” Mages: “There is magic in the world, so perhaps mages walk among us... we have to look deeper into this” Prometheans: “Even for us, this is stretching s tretching things.” Shifters: “If such creatures existed, we would know of it” Vampires: “If there are vampires, we have to learn their secret of immortality” immortality”
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Templar Knights “Once we were hunted unjustly, may God forgive those responsible, for we will not” A quick search on the Internet or most historical archives Not nearly as numerous as before and with only a fraction of will will give someone someone the history history of the Knights Knights Templar Templar,, the Poor their resources at hand – but the majority of their artifacts and prized Fellow-Soldiers Fellow-Soldiers of Christ and of the Temple of Solomon, the military religious treasures – the Crusaders made Edinburgh their new home order of warrior monks that was created to protect the pilgrims on and, little by little, sought to reclaim their heritage and lost status. their way to Jerusalem and that aided some of the greatest leaders of While this has not happened till now, the Faction flourished once all time, like Richard the Lion-Hearted. Lion-Hearted. more and the Templar Knights were free to return to their lives One will also find records of the Faction's growth – both without fear, provided they kept the whole thing secret. economic and political – as well as of their downfall when they Members became too powerful for the King and the Pope to control them. Though not the warrior monks of past, the Templar Knights One will read of accusations involving the worship of demons – have only changed their appearance throughout the centuries, as well Baphomet in particular – and most certainly about the death of the as the fact they are not public anymore. With most people taking last Grand Master, Jacques de Molay. them for urban legends and products of pop culture and best selling One will read how the order lasted from 1119 to 1328, how books, they do not have to be overly concerned about secrecy. That it became one of the most famous orders in history and how it fell said said,, if a know known n memb member er of soci societ etyy is reve reveal aled ed to be a in utmost disgrace. One will also find the various legends Templar Knight, the social repercussions are going to be about the Faction quite easily. Holy relics, Freemasons, dire and not far behind. the Battle of Bannockburn and many others – some Appearance: Noth Nothin ingg real really ly sets sets the the Temp Templa larr more more disturbi disturbing ng or unbeliev unbelievable able than the others. others. Knights apart from other people except perhaps for One will even read that the order never actually the fact they are almost all men and usually bearded disbanded and that it is still around, biding their – but always well trimmed and presentable. Due to time in the shadows. their semi-ascetic lifestyle, most are thin and wiry And you know what? Most scholars that though though more “solid” “solid” Crusader Crusaderss exist exist – but rarely deal with the history of the Templar Knights would obese ones. Often conservative in dress and manners, be dumbf dumbfoun ounded ded to find find out out that that all the legend legendss Templ Templar ar Knight Knightss are what what one would would expect expect from from regarding the Faction are actually true – or at least a great devout Christians. deal of them. Those who do find out, either join the Faction, Background: Nobody becomes a Templar Knight unless his remain silent about it, or are silenced by the Crusaders themselves – faith is unwavering and unquestionable. Many Crusaders of this time sometimes permanently. are direct descendants of those who helped the Scots and Robert the While the accusations about demon worship were mostly Bruce in the Battle of Bannockburn but blood ties to those brave false and an excuse for their enemies to destroy them, the Templars knights is not a requirement, faith to the Christian God is – though were more connected to the occult than most give them credit for. the particular dogma followed is secondary. The Faction is in the possession of many religious artifacts, including Character Creation: Templars often find themselves in the pieces of the Cross, original manuscripts about the life of Jesus and thick of things, so Physical and Mental Attributes become primary primary far some claim the order safeguards the Holy Grail, the Spear of Destiny, easier than Social ones. Similarly, Physical Skills are favoured by the the head of John the Baptist and the Ark of the Covenant. Crusader Crusaderss but Skills Skills like Persuasio Persuasion, n, Subterfuge Subterfuge,, Academic Academicss and Overview Occult are in great great demand among among the keepers of holy holy relics What remains of the order in the present is directly tied to Advantages: Fait Faith h is a stra strang ngee thin thingg and and the the Temp Templa larr the events following its official disbanding and the fates of those Knights have come to realize this. While it would not be possible for brave knights who left France for Scotland and, according to some them to do so under normal circumstances, the Crusaders are able to obscure records, helped the Scots against Edward II in the Battle of acquire and use low rank (up to •••) Fetishes, Artifacts, Enhanced Bannockburn. Some say it was their skill in weapons and faith that and Imbue Imbued d items items – almost almost exclus exclusive ively ly of relig religiou iouss nature nature or kept them going even when all hope was lost. significance to those following the Christian dogma. They can be After the battle was over, the remaining Templar Knights purchased at normal cost and Willpower is required to activate them. renewed their oath to each other and before God swore to safeguard Some Templars have the Sin-Eater (•••) Merit. the secrets of the order as well as bring it back to its former glory, but Drawback: Stay Stayin ingg true true to the the mott motto o of the the Knig Knight htss this time they were forced to do so in the shadows, not in the open as Templar, no member of the Faction can ever have a Resources rating they would prefer and as their history demanded, the risks of doing higher than 2. Additionally, at any interaction with members of the so were too high and the wrong move would cost them everything. Lancea Lancea Sanctum, Sanctum, as well as to resist resist a Theban Theban Sorcery ritual, ritual, the
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Crusaders are at a penalty of –1, as their own faith prevents them from resisting those they perceive as the Scourge of God. Concepts: Relic Relic keeper, keeper, Devout Devout catholic, catholic, Pagan Pagan hunter, hunter, Religious scholar
Philosophy
Crusaders is to introduce and welcome a new Knight Brother into the Faction. With the Grand Master or the Seneschal at the head of the table and the rest of the Templar Knights at the table, the new recruit drinks red wine from a cup – though some Kindred will say the cup actually has Vitae in. The whole atmosphere of the gathering is informal and it helps bring the Templars together. Midnight Mass Similar to a normal gathering of Christians, the Midnight Mass of the Templars also serves as a forum for the Crusaders where they can discuss whatever problems may concern them – but only after the ritual part is over. Following century old rites and imagery, those present claim they can feel the Holy Spirit among them and their conviction to the sanctity and authority of the Faction – and whoever is behind it – is strengthened.
Centuries of indoctrination and persecution alike forged the modern Templar Knights into what they are today, along with the knowledge that vampires are real and have a very specific – and appointed by God – purpose. The original doctrines of the Faction are still present, but tinted by new revelations, they have taken on a new and radically different angle than the originally intended one. Naturally the advancement of humankind and the flow of history make the function of the Templar Knights somewhat obsolete in these modern nights. Titles and Duties Two knights, one horse For the most part, the titles and the duties of the Knights Poor Fellow-So Fellow-Soldie ldiers rs of Christ Christ and of the Temple of Templar have remained the same as they were centuries Solomon was more than a name. While the Faction as a ago. ago. Follo Followin wingg the fashio fashion n of warri warrior or monks monks,, the whole had accumulated more wealth than many kings, modern Crusaders are not that different in attitude or even countries, the Knights themselves were very and devotion to their duties, times have changed, poor and more often than not, had nothing to their they remain the same. name except for a set of armour. While the motto Grand Master “two knights, one horse” did not mean they actually rode like that to battle, it was descriptive of their Jacques de Molay was probably the most attitude towards wealth and material possessions. famous of those who held the rank of the order's supreme leader. The Grand Master was a political, Righteousness holds back the Scourge mili milita tary ry and and even even reli religi giou ouss figu figure re for for both both the the Aware that vampires exist – even though that brotherhood and the outside world. Today, the Grand knowle knowledge dge is taint tainted ed with with the belief beliefss of the Lancea Lancea Sanctum – the Crusaders consider them God's Scourge for Master may not be able to prevent – or cause – war with a the wicked and as such, they believe vampires cannot touch the word, but his authority is absolute and indisputable. Seneschal faithful and righteous – namely them. For that reason among others, the Crusaders try to lead lives true to their beliefs and as free of sin as Acting as the second-in-command and a secretary for the possible – lest they become food for the scourge of God, a notion Grand Master, the Seneschal has traditionally been an advisor to the supported silently by the Sanctified. lord of the Crusaders and many notable individuals held the title. Presumably the last Seneschal of the official history of the Faction fell Rituals and Observances in the Battle of Bannockburn fighting against the army of Edward II. As much of a military order as they may be, the Templar Knight Brother Knights were a monastic order. Their rituals tend to focus more on The standard rank of a member of the Faction who has that aspect and borrow from Christian imagery and ritual, almost proved his loyalty, the Knight Brother is the lowest a full member of always in a highly mystical and outdated fashion. The Crusaders may the Templar Knights can be. Not as sophisticated as the higherhave adapted to the new world but their beliefs are the same and they ranked Crusaders, the Knight Brothers are footsoldiers, grunts and see no reason to change their ways after all those centuries. enfor enforcer cerss but some some show show enough enough skill skill to be truste trusted d with with other other First Supper assignments. Playing on the theme of the Last Supper, this gathering of
Stereotypes Black Moon: “The government always tried to get where it shouldn't, these guys are not so different” Cult of the Raven: “Our ancestors failed to enlighten all the heathens, the task now is ours” Followers of Akhud: “Once we were falsely accused of worshiping demons ..with them, its the truth” Illuminati: “Our brethren centuries ago... yet they lost their path and God” Tiresian Society: “The malice of Men knows no bounds” Changelings: “Pagan stories for children.” Mages: “To quote a popular movie... we found a witch, may we burn her?” Prometheans: “Blasphemy! Only God can create life.” Shifters: “Beasts to be destroyed on sight” Vampires: “Scourge of God”
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Tiresian Society “
The intenseness of the wish gives me power over another... uh-- where am I?”
In the 19 th centur century, y, the ember emberss of what what would would becom becomee capabi capabilit lity. y. The The traits traits Iznan Iznangg claim claimed ed were were critic critical al,, were were a slight slight modern science began to glow hot and red. Established fields of study largeness of both one's cranium and eyes. The combination of these began to separate into various sub-disciplines. Science was no longer two characteristics were said to indicate a brain with more “frequent” the domain of gentleman of luxury; it left the realm of hobbyists and use use as well well as a curi curiou ouss and and intu intuit itiv ivee natu nature re.. When When such such an the professionally curious and instead became publicly recognized as individual was identified, Iznang and the others would surround the something greater, greater, something better. Science was seen as a key part of subject with heavily magnetised rods and lull him or her into a the future in an age when futurism was a popular marvel. hypn hypnot otic ic stat state. e. From From ther theree they they woul would d atte attemp mptt to sway sway the the But science was not perfect. Scientists Scientists and doctors doctors alike personal personality ity toward toward opening opening the mind and allowin allowingg the shriveled shriveled struggled with procedure and identity. Explorations wandered across psychic sub-organs to swell and regain power. Iznang believed that fields, wild and untamed. While science was certainly not lawless, it although humankind had long ago let their psychic minds atrophy sometimes felt that way, as if its participants were partaking in an with disuse, they could be healed and brought again to the forefront unforeseen adventure. Explorers and pioneers, in various groups and with the appropriate magnetisations and suggestions. branches of learning would rise and fall during that time, all coming The group achieved limited success. Subjects were left pliable into the light to see if they could be a part of understanding and and open to suggestion, and many displayed minor psychic abilities categorizing the world around them. after the procedure. Some could accurately predict which During this time, a practice arose that was shared card would be drawn off the top of a deck with an 80– among scientists, doctors, but also such men who called 90% success rate. rate. Others Others could could identify identify secret objects themselves psychics or “swamis.” This process did not hidden hidden behind behind dark dark screen screenss or accura accuratel telyy discer discern n a necessarily have roots in pure science, but that didn't number number that that a docto doctorr had writt written en down down in anothe anotherr limi limitt its its acce accept ptab abil ilit ityy amon amongg both both Euro Europe pean anss and and room. None of it was true clairvoyance, clairvoyance, and, worse, not a America Americans. ns. It was called called phrenolog phrenologyy and involved involved single one had showed the tiniest hint toward other feelin feelingg and measu measurin ringg the skull skull to deter determi mine ne a more more “adva advanc nced ed”” psyc psychi hicc pote potent ntia iall such such as person person's 's temper temperame ament, nt, charac character ter,, intell intellige igence nce psychokinetic movement movement or actual ESP. The doctors quotie quotient nt and even even the indivi individua dual's l's capaci capacity ty for for were were disappoin disappointed. ted. Time and time again, Iznang Iznang ment mental al illn illnes ess. s. The The prac practi tice ce was was base based d on the the and his cohorts tried to produce something beyond assumption that the brain is a constantly growing and shifting a mere tremor on the psychic scale, but it was not to be. organ with various “sub-organs.” Overview A small cadre of doctors in Edinburgh decided to pursue the While their research on psychic abilities was not nearly as field of phrenology, not to uncover new mental illnesses or make a succes successfu sfull as they they expect expected ed,, the docto doctors rs found found the means means more more few pounds, but to explore one untapped possibility the mind may interesting that the ends. Hypnosis was a powerful tool and soon they possess: psychic ability. After all the mind was truly labyrinthine; new discovered they could implant thoughts and suggestions in the minds discoveries were made about the brain and body constantly, but the of thei theirr subj subjec ects ts that that effe effect ctiv ivel elyy made made them them thei theirr slav slaves es and and mind was larger by a thousandfold. In it was the power to heal or to unknowing servants. This very fact changed the focus and soon the destroy, the abilities to deduce or intuit new information. Psychic good doctors were more interested in power and control than psychic abil abilit ityy was was some someth thin ingg that that was was talk talked ed abou aboutt in rumo rumour ur and and research. At about that time, Iznang took the name Tiresias for conjecture, but never proved. These doctors set out to change that. himself, after the Greek seer and in much the same manner as Coming to the group from Germany was a man named Awakened mages take Shadow Names. Erich Iznang, a protégé of the late Franz Anton Mesmer, the creator The The Tire Tiresi sian an Soci Societ ety, y, as the the grou group p of doct doctor orss call called ed of the theories of “animal magnetism” and what would eventually themselves now, found a new goal and their priorities shifted. Now beco become me hypn hypnot otis ism. m. Izna Iznang ng brou brough ghtt to the the tabl tablee a weal wealth th of they were all about power, making sure to put all they could under knowledge beyond mere phrenology – he also utilized anthropometry hypnosis and creating more Sleeper Agents. Soon there was little left (the identification of hidden characteristics through examination of of the original idea and a secret society bent on domination was the facial structure) and, of course, hypnotism, whereupon subjects born. The sleepers made excellent tools that would stop at nothing are lulled into deep sleeps and are able to have their personalities and there was nothing to tie them to the guiding minds. Whether the “magneti “magnetised” sed” in one direction direction or another. another. Iznang, along with a Society members still try to nurture psychic abilities or not, is not handful of other prominent prominent doctors, formed this exploratory cabal in known – not that knowledge about them is something openly found. secret, meeting to test the boundaries of the human mind. The Tiresian Society does not thrive with the open exchange of Phreno Phrenolog logyy and anthro anthropo pomet metry ry were were use used d to identi identify fy information information and secrecy is their bread and butter. “potenti “potentials,” als,” those individu individuals als believed believed to possess possess latent latent psychic psychic
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Members despite the obvious change in objectives. Deep in the programming
If there there is somet somethin hingg that that connec connects ts the Sleepe Sleepers rs of the of every member is the need to explore and unearth unexplained Tiresian Society, it is the fact they were somehow special. Most of phenomena – and of course report back. Facts over Fiction them were mundane individuals with remarkable minds – even if not The Society expects even supernatural phenomena to have a always intelligent – but some possessed psychic abilities that brought scient scientifi ificc explan explanati ation on,, it doesn doesn't 't matte matterr if we are talkin talkingg about about the Faction back to its roots. Appearance: Blending in is the strength of the Sleepers of undead predators, shapeshifting hunters, willworkers after ancient the Society and there is no way to tell a sleeper agent from any other mysteries or stranger beingsy, it can be explained by science. Mind over Matter individual just by looks. looks. Depending on the the function they were were first For the leaders of the Tiresian Society there is no greater chosen for, they can be muscular or wiry, fat or thin, young or old. What is common among them is that they draw as little attention as weapon than a mind nurtured to its full potential. Mundane means are not nearly as effective or versatile as a trained mind – especially if possible, something expressed by the Unobtrusive (•••) Merit. Background: Sleepers come from all walks of life, they can this mind possesses psychic abilities that the Society values so much. be high class diplomats, desperate housewives, small time crooks, Rituals and Observances local shop owners, rare good cops or even university students that There are no real rituals and observances that are followed don't know better. The only thing they have in common is that at by the Faction. When needed, the high ranked Sleepers simply meet one point each met another Sleeper that brought them into and discu discuss ss curren currentt eve events nts.. Surpri Surprisin singg for a Factio Faction n so the fold. Only a few are active members of the Society and organized, there is no set time for these meetings, no a have any clue as to what really goes on. formal name for them. Efficiency and functionality are favour favoured ed over over theatr theatrics ics and fanfar fanfare. e. No low ranked ranked Character Creation: There is no standard build Sleeper has ever taken part in such a meeting. among Sleepers since they can be pretty much everyone. Some focus on Physical Attributes and Skills, others on Titles and Duties Mental and a few even in the Social ones. Their Skills The various titles and ranks of the Tiresian Society and Merits are as varied as one would expect from a are never used when two members meet, not unless seemingly random gathering of people of all kinds. it is a meeting of the highest ranking ones and the Advantages: While the very nature of the location is secure enough to allow such The ranks Society does not allow for any sort of “formal” social used used by the the Soci Societ etyy are are more more symb symbol olic ic than than backing, being a willing or unwilling member of the Faction is descriptive and guessing what are the duties behind each title is not without merit. Sleepers get a Psychic or Mental Merit equal to not as easy as it is for other Factions and Groups. their Status for free, as the programming programming enhances their brain. Numeral Drawbacks: High ranked members of the Tiresian Society Numerals are the minds behind the Tiresian Society. While are required required to perform perform acts that eventuall eventuallyy wear their Morality Morality they most definitely are not the original Society members, who are down, low ranked members are the subject of such acts. As a result, a quite possibly dead, the Numerals, known best by their actual titles Character's Tiresian Society Status puts a cap on his Morality. A ”First,” “Second,” etc... No more than five, they are the ones making Sleeper with Status 1 can never have Morality over 6, while one with all the decisions and are free of the Tiresian Society's programming. Status 5 is a monster with Morality of 2. What crimes they commit, are their own to live with. Concepts: Victorian plotter, Sleeper Agent, Hypnosis victim Archangel Someone has to spread the word to the masses and these are Philosophy The Tiresian Society is among the most secular organizations organizations the ones to do so. Archangels manage to see through the Sleeper around, every oddity, every mystery has an explanation, a rational programming enough to believe they are members of the Society out one. one. It is that that very very belie belieff that that origi original nally ly led the Facti Faction on to the of their own free will instead of being forced into it by hypnosis and resear research ch about about psychi psychicc powers powers and what what drive drivess them them even even now, now, hidden messages.
Stereotypes Black Moon: “A new player, misleading them would be best, recruiting some of them may prove wise” Cult of the Raven: “Bloodthirsty “Bloodthirsty idiots who will draw too much attention one of these days” Followers of Akhud: “You better be kidding... are they for real?” Illuminati: “They do not exist... some of the things people say they did are our work” Templar Knights: “Some people have a hard time letting go... they are a perfect example of this” Changelings: “Their existence goes against logic.” Mages: “No such thing as magic... mind control is our turf though... and apparently works” Prometheans: “Unlikely, but then again, it may be worth looking into.” Shifters: “...and you think people stop believing in fairytales after a while” Vampires: “Riiight... “Riiight... what else is out there... werewolves?”
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Aegis Society We are nothing without the Arts... it is the duty of all to protect the artists”
“
Some claim there is no civilization civilization without fine arts, without this expression of the human soul, without this proof of the power of imaginati imagination. on. In almost almost every every society, society, there have been those those that protected the arts – and by extension, the artists – be it by providing them the means to express themselves, or by making it known to the world around them. In the city of Edinburgh, the role of this guardian of the arts, plays plays a non profitable profitable organizatio organization n known known as the Aegis Society. Society. Created by the combined efforts of many socialites, businessmen and members of high society, the Aegis is a private club for the rich and famous – or sometimes just the rich – that also helps artists focus on their their art instead of being being bothered bothered with trivial concerns concerns such as finance. The Society was first formed in the early 17 th century, as many heirs of old money took an interest in either the arts arts or the the arti artist stss – alth althou ough gh some some say say a grou group p of Englishmen was responsible for the Society instead of local Scotsmen. While the public face of the Aegis changed through the centuries, as did the faces of those those the Society Society supported, supported, one thing thing remained remained constant, the artists of Edinburgh had someone to keep keep them them crea creati ting ng – with with a coup couple le of nota notabl blee exceptions, mentioned below. Duri During ng the the late late 18th centu century, ry, the Aegis Aegis underwent its greatest change, as it evolved from simply a group of spoiled rich socialites to a reputable organization with membership open for all those that could afford it. For the first few decades, the ones running it however, came from the very same families that were part of the original Society. This all changed since these individuals often went too far and either treated the Society as their own private club, or they preferred to divert the passion of the artists under their wing to venues other than art, leading them into passionate but uncreative debaucher debauchery, y, somethin somethingg that shook the Group's reputation reputation for a couple of decades – but the worst was yet to come. The Society truly suffered during the two World Wars, as its members and artists were either drafted, or were forced to fund the military. The blow was more than financial though, people were not intere intereste sted d in art anymor anymore, e, they they were were inter interest ested ed in surviv survival al and politics. On top of that, morale was broken and those few that did try to create art failed to provide the Society with something to boast about. This of course changed as the world went back to relative peace Even though the members of the Aegis do not shun any of the fine arts, musicians and thespians are those that receive the less support from them, at least for the last few decades. Nobody knows exactly why this is, but some suspect the reason is quite practical – those artists have more chances of success on their own, than other less popular ones, like sculptors or painters.
With the advances in technology the last decade or so, the Society is now faced with a new generation of artists, one of a digital colour. colour. Patrons are generally generally divided divided when it comes comes to this new breed. On one hand, there are those that do not consider them true artists and remain true to the classic values. On the other hand, those that see the new artists as just that, argue that their medium also gives them the means to promote themselves. A main reason why the Society members are reluctant to aid digit digital al artist artistss is that that there there is littl littlee room room for for them them to promot promotee themselves as well. This however is not enough to discourage all Patrons, some of them choose to support artists of a digital era and the vast majority of them are well versed in technology themselves. Using the internet as a launching platform, these modern Patrons find new ways to promote their wards and themselves in the process, much to the surprise of their less advanced peers.
Overview Claiming some of the most prominent citizens of Edinburgh among its members, the Aegis Society is a subtle but always present power in the local scene. Whi While le the the Grou Group p has has no offi offici cial al affi affili liat atio ion n to politics – and indeed, members of all parties are in it – it remains a factor in the daily – or nightly – games of its members and their own version of the world. Among the artistic community of the city it is known that without the support of the Aegis Society, few artists survive in their chosen field.
Members Given the demands of the Aegis Society, its members are usually usually either either members members of wealthy wealthy families, families, successful successful artists, artists, or businessmen that have money to burn. Almost every single family of good standing has at least one member in the Aegis Society and at times it feels almost as if it is a contest between the Houses of the city. Of course this matters little to the public, or the artists that benefit from this either way. Those familiar with it, just pray it never ends, or even try to keep it going. Appearance: Unsur Unsurpri prisin singly gly,, the membe members rs of the Aegis Aegis Society are what one would expect of men and women of their class. Evening gowns and tuxedos, fine suits and dresses, always in good taste. For a Patron to make an appearance in poor taste, is an nearly unforgivable sin – sometimes even if it is part of a show, meant to promote an artist under their wing. On the other hand, few Patrons are prepared to get so hands on, the social repercussions are more than most are willing to deal with. Background: More More often often than not, the members members of the Aegis Aegis Socie Society ty are those those consi consider dered ed high high societ society, y, those those with with the resources and ability to enjoy the finer things in life, even if such things mean nothing to the majority of people. Sons and daughters of old money families, successful businessmen that try to improve
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their image, or even some artists that were once under the aegis of people into greatness – sometimes even into atrocities – and for the other Patrons, all find a place for them in the Society. Aegis Society, passion is what will help human civilization to survive Character Character Creation: Creation: For For the the aver averag agee Patr Patron on,, Soci Social al and evolve. There is no bad publicity Attri Attribut butes es and Skill Skillss are param paramoun ount, t, with with Mental Mental ones ones coming coming seco second nd.. Sinc Sincee many many memb member erss of the the Aegi Aegiss Soci Societ etyy are are arti artist stss While for the most part the members of the Society are themselves, skills like Expression, Crafts and Academics are highly paragons of class, etiquette and quality expected by high society, they valued as is the Resources Merit, which is a requirement requirement to belong in understand the way the modern world works and are no strangers to the Society to begin with.. the manipulation of media. Its not rare for a Patron or the artist he Advantages: Those hose who who supp suppor ortt the the arts arts are are easi easily ly supports to be involved in scandals, real or fabricated, just to get the recognize recognized d and people often look up to such individu individuals als as role attention of the public and more importantly, of the media.. models, potential friends or simply celebrities. Members of the Aegis Rituals and Observances Society are able to purchase the Fame (• to •••) Merit at half its Given the nature of the Aegis Society, there is no real ritual cost. Additionally, they get an extra Skill Specialty for free, in either or formal practice its members follow. Every social gathering, every Persuasion or Socialize, always related to the purpose of the Society. art related event, everything related to either the members or their Drawbacks: Being a patron of the arts is not easy and it is protégés has special importance to them. Socialites as they are, the not cheap. Once per month, the Resources rating of a member of the Patrons of the arts take any chance they get to promote their wards, Aegis Society is considered two ranks lower. If at any art and, of course, themselves. point, point, besides besides the monthly monthly donation, donation, the Characte Character's r's Titles and Duties Resources rating falls under 2, he is expelled from the Pretty much as expected, there are no real titles for Society. The Aegis cannot support its members as members of the Aegis Society. There is of course a well as their wards. president and a board of directors, but that is pretty Concepts: Busi Busine ness ssma man, n, Pill Pillar ar of the the much much all all there there is. That howe however ver,, does does not stop community, Old money heir, Socialite, Successful several highly informal, and sometimes vulgar, titles artist to come to light.
Philosophy
Even in the most degraded and debauched form of the Aegis Society – or perhaps especially then – its members were driven by passion, or their thirst for it. The details may vary but after all is said and done, the purpose of the Group's existence can be summed up in three simple truths, all members acknowledge and follow. No form of expression is too low Some forms of art are clearly more easily accepted by the public and thus easier to promote, but no Patron will turn down an artist of true talent just because their style may be out of of the ordinary. To that end, they often use their more palatable protégés in order to slip the less acceptable one through. The future is in art As is natural, each member of the Society has his or her own personal taste and favourite kind of art, all of them however agree on one thing. Even the lowliest or most controversial form of art, bears the seed of the future of humanity. Powerful art inspires, motivates
Butterfly As the name implies, this term is used for those Patrons and artists that get one short run in the spotlight before they fade away into obscurity. As expected, referring to someone as a butterfly can be quite insulting and most would think twice before using it for anyone influential. Relic Another obvious title, reserved for those living in the past and and havi having ng a hard hard time time lett lettin ingg go of what what at one one poin pointt was was considered good and in style. In the superficial world of the Patrons, to be a Relic is the same as being dead, unless of course you are a Relic and refusing to consider that a bad thing. Kite The exact opposite of Relic and no less insulting, a Kite is someone who is quick to adopt new styles that may or may not survive the test of time. Unsurprisingly, most Kites are reduced to Butterflies before long, but some manage to remain Kites for a long time and even become famous because of their attitude.
Stereotypes Chapel of Crafts: “Science is their art.. too serious to create anything new though” Forge Syndicate: “They wouldn't know art if you hit them with it” Gemini Syn: “Their art is not one we support, they are capable of doing so without our help” Griffin Inc.: “Great patrons of the arts, like ourselves” Trinity Network: “Some can be considered artists, albeit of a digital era” Changelings: “If only real people had as great a taste.” Mages: “Art is magic my friend” Prometheans: “Oh it sounds dreadful... yet, strangely a work of art” Shifters: “Badly represented in most films” Vampires: “Great inspiration for many works of art... but little else”
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Chapel of Crafts “Do not believe everything you read, we are simply men of science... most of the time” The history of the Chapel of Crafts started in 1736 when the Probably due to this separation, the Chapel is not in the Grand Grand Lodge Lodge of Scotl Scotland and was was found founded. ed. For For the next couple couple of centre of many conspiracy theories. There are always those that try to centuries the Chapel was nothing more than a group within the attribute to the Masons some kind of devious ploy or other but by largest masonic society or, according to some, a front for some of the and large nobody really believes there is any truth to them and are more clandestine factions within the Grand Lodge. generally discarded as paranoid ramblings. During the second world war and with rumours about secret Perhaps Perhaps the most important important of these theories theories is that the societies in Germany, masonic lodges suffered a major public relation Chapel Chapel is behind behind recent recent disappea disappearance rancess and replacement replacement of key blow. That was the beginning of the schism that eventually helped figures of the city, something that was actually the result of the two form the Chapel as a separate entity with only minimal connection to supernatural sieges of the city, with no ties to the Chapel. That said, the Freemasons and their support network. the Masons were the ones to choose most of the replacements and In the following decades, the Chapel grew into an entirely have quite the influence still. different Group and all ties with the past were severed, at least as far Members as the public public goes. Now, Now, it was a socie society ty of scientis scientists ts and the It really takes two things for someone to join the Chapel of intellectual elite of the city, where people could socialise with their Crafts. The first one is that to be accepted, one must be well equals and make plans for a better future. educated, the second is success. The Masons do not suffer What solidified the separation was the founding failures and among their ranks one can find the most of the Provincial Lodge of Edinburgh in 1997, making promisin promisingg doctors, doctors, architects, architects, lawyers lawyers and people people of it clear that the Freemasons and the Chapel were no similarly prestigious occupations. longer affiliated. This of course did not stop people Appearance: Since the members of the Chapel are from drawing connections and rumours kept strong. men and women of science, they tend to look the With some of the most successful members part. part. Custom Custom tailored tailored suits, designer designer gowns and of the the comm commun unit ityy in thei theirr rank ranks, s, it was was hard hardly ly dresses, carefully chosen jewelry and of course the surprising that the Chapel of Crafts could command ring of the Chapel. Most members are young and some measure of political clout, especially with some of attr attrac acti tive ve,, easi easily ly foun found d on the the head headli line ness of loca locall the local authorities holding membership in the Group. newspapers – and sometimes sometimes tabloids. Over the years, the Chapel has managed to establish a Background: Not Not all all Maso Masons ns come come from from weal wealth thyy and and rather extensive network in the city with key members in the City established families, but since all of them are in the Chapel because Hall, the Police and various other authorities. With their fingers in they are successful, they are often quite wealthy with an interest in many dark places and with a number number of secrets in their their arsenal arsenal few the higher aspects of life. Naturally a great deal of them can be dare to challenge the Masons, at least openly. described as snobbish bastards, but thats hardly the party line. It is hardly hardly surprising surprising that members members of the Chapel keep an Character Character Creation: Creation: The intellec intellectua tuall elite elite of the city city is eye on the local academic community, especially the University of naturally required to show it. Members of the Chapel have Mental Edinburgh as it is a fine source of possible new recruits. Donations Attributes and Skills as primary, with Social ones a close second. are often and many Masons have ties to the faculty there. Many are While a healthy body is generally appreciated, Physical traits tend to invited into the Chapel even before they are done with their studies. be tertiary and receive the least focus. On the supernatural side of things, its hardly a surprise that Advantages: Members of the Chapel can always rely on a the Chapel Chapel has caught caught the eye eye of the Invictus Invictus,, the simila similarit rities ies support network unmatched by most other Groups and Factions. To between them are simply too many. Before the blood moon massacre, reflect this, Characters with Status (Chapel of Crafts) • or higher can the Chapel was also a good recruitment ground for Forsaken and purchase the Allies, Contacts and Resources Merits at 1xp per new Pure alike, specifically Storm Lords and Ivory Claws respectively. dot instead of the normal 2xp. Overview With With the separation separation from the main main body of Freemaso Freemasons ns came some fundamental differences. First of all, membership to the Chapel is not limited to men, women that display traits that would make a man a fine candidate are invited to the Chapel and are treated as equals. This of course is just the official policy, some of the oldest members of the Chapel are rather reluctant to accept women among them.
Drawbacks: Given the highly secular nature of the Group, members members are strongly strongly discourag discouraged ed from followin followingg any establish established ed religion, revelation of doing so can result in immediate expelling from the Chapel. Beyond that, members with City Status lower than •• are given a month to change that or they are removed from the Chapel's roster. Concepts: Power behind the throne, Ardent atheist, Next Gen Mason
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Philosophy Those familiar with Freemasons are surprised to hear that members of the Chapel are not required to believe in a Supreme Bein Being. g. In fact fact,, one one of the the majo majorr beli belief efss of the the Chap Chapel el is that that ever everyt ythi hing ng can can be expl explai aine ned d with with scie scienc ncee and and this this incl includ udes es supernatural phenomena, folklore and religious experiences. Science explains All As men and women of science, the members of the Chapel are predisposed to regard any mention of supernatural phenomena as superstition or at least lack of understanding from the uneducated. For the Masons there are no things that science cannot explain, just things it cannot explain yet. Leadership must be Enlightened Above all else, the Masons believe that those ruling the masses must be enlightened. How each understands this differs and has often led to rather snobbish attitudes, but most members of the Chapel try to be role models for those outside, especially young people as they are the future.
Rituals and Observances In tune tune with with their their Freem Freemaso ason n roots, roots, the rituals of the Chapel are as shrouded in mystical trap trappi ping ngss as they they are are focu focuse sed d on meet meetin ingg and and greeting. They are the means for Masons to confirm their their Group Group identity identity and engage engage in the ages ages old tradition of rubbing elbows with the ones in power. Amur Ga Alba In a ritual playing with the theme of death and rebirth into the Chapel, with heavy use of traditional Celtic imagery, the new member is brought into the fold. This is often done at the beginning of an Audience, unless other more urgent matters need to be addressed first. Audience of the Craft Once every two months, the members of the Chapel meet and hold court, or at least that is what the Audience looks like to an outsider. Quite formal and laden with type and rite it has little in common with the Chapel's social gatherings, scheduled or otherwise. Winter Passing A few days days after after New Years Years Eve, the Masons Masons gather gather to celebrate the death and rebirth of the year. In a party that bares similarities to the initiation ritual, members of the Chapel socialise with everyone who matters in an atmosphere similar to All Hallows Eve festivities.
High Summer Similar to the winter party described above, the mid-summer one is also an excuse for members of the Chapel to socialise and have fun. fun. The theme theme of this this gather gathering ing is also also borro borrowe wed d from from simila similarr festivities, festivities, with Celtic imagery prominent. Needless to say these don't matter more than decoration for the guests.
Titles and Duties Loyal to their Freemason roots, the Chapel of Crafts keeps many titles and ranks the same, others display variations, given the differences between the original form of the Group and what it has now evolved into. Even so its impossible for someone outside either group to notice. Master As expec expected ted,, the one holdin holdingg that that title title is the supreme supreme authority in the Chapel. Responsible for pretty much everything and overseeing all the rituals of the Group, except for the initiation of new members. To this day, all Masters of the Chapel have been male, though there seems to be nothing forcing this beyond circumstance. Scribe In a way way the the bear bearer er of this this titl titlee is a glor glorif ifie ied d secret secretary ary,, more more speci specific ficall allyy of the Master Master of the Chapel. Besides that, the Scribe is the record keeper of the the Grou Group p and and resp respon onsi sibl blee for for all all offi offici cial al paperwork, including members information. Keyholder Its Its not not hard hard to gues guesss what what the the Ke Keyh yhol olde derr is responsible for. All resources of the Chapel are his to handle – always to the best interest of his Brothers and Sisters of course. As expected, only the most trusted members of the Chapel ever get to be Keyholders. Warden While neither Scribe nor Keyholder answer to the Warden except for special occasions, he is the second in command of the Chapel. Overseeing the initiations of new members and standing in for the Master when needed, the one trusted with that role is one of the most influential members of the Group. Warder Even an organization such as the Chapel needs protection sometimes sometimes and the Warders serve exactly that purpose. In most cases they they are are simp simply ly keep keepin ingg unwa unwant nted ed peop people le away away from from Chap Chapel el gatherings but there have been rumours of the Group employing a small private army often used for illegal activities.
Stereotypes Aegis Society: “Patrons of the arts... needed I guess” Forge Syndicate: “Every society needs workers... these ones have power” Gemini Syn: “Distracting... “Distracting... but necessary in every society” Griffin Inc.: “Family business... some say gone wrong” Trinity Network: “Technocrats, scientists... yet, so unlike us” Changelings: “Surely just legends of old” Mages: “A paradox if they were real... luckily they are not” Prometheans: “A marvelous ideal, but little else.” Shifters: “Old superstitions we are better off without” Vampires: “Fantasy and horror material”
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FOrge syndicate “we are the liFeblOOd OF this city given FOrM... and purpOse” Organized crime has been a part of the world as long as MeMbers civilization, though some would argue that civilization comes from Member Memberss of the Syndi Syndicat catee come come from from all walks walks of life, life, such groups. Either way it is and always has been a necessary part of though the majority are considered blue collar. Petty thugs to consociety – or so claim the ones involved. No one knows exactly when men, each has their place in the grand scheme of things. While the Syndicate first solidified into what it is today, but its reach is maintain maintaining ing the appearance appearance of a corporat corporation ion on the outside the immeasurable now. Edinburgh Edinburgh owes its prosperity and security to the Syndicate is in essence a strictly organized gang. The number one rule Forge Syndicate. Their purpose is to stability, though most would not is loyalty; no member will deny the request for aid from one of their understand that idea as most of their members are in fact criminals, brethren, so long as it does not jeopardize the group as a whole. Such the the fact fact rema remain inss crim crimee cann cannot ot be eras erased ed.. Howe Howeve ver, r, it can can be requests are not made lightly however, while aiding one another is controlled. In some areas, such as Leigh, the victim of a crime is among their prime tenets, the fact remains that it is a dog eat dog more likely to get a hold of the Syndicate than the police. world and anyone too weak to keep what is theirs is in jeopardy of The history of the Forge Syndicate goes further back than losing it. most realize. Long before the first worker unions were formed, there Appearance: Most members are strong willed, prideful men. were craftsmen guilds that made things easier for those involved Not to say they don't accept women into their midst, just that in them. These guilds provided support to their members, the very nature of the machine attracts more men than both in a financial manner and in – perhaps more women. They tend to dress as business men, which important – a social one. The working class now had most of them are, as some would say – but never to someon someonee to watch watch over over their their back, back, someon someonee to their face – well dressed thugs. protect them from those that would exploit their Background:The average Syndicate labour. At least, that was the theory behind it. member member comes comes from mill workers workers,, dock dock workers, workers, Soon after these these guilds guilds started started gathering gathering and common common working class families. families. The Group Group real power, the local local criminal criminal underworld underworld started started welco welcomes mes anyone anyone with with loyalt loyaltyy and the drive drive to crawli crawling ng in, slowly slowly but steadi steadily ly taking taking over over and succeed with open arms. Lawyers, murderers, thieves enforcing their rules over the, till then law abiding, and even policemen all have their place within the guilds. This change in status was not entirely negative Syndicate’s forces – though official authority tend to avoid however, with new problems came new strength and those clear affiliation with the Forge Syndicate. involved in the guilds were now better supported than ever before, Character Creation: Social Skills and Attributes are a must the criminals behind them needed a sound legal front after all and for Syndi Syndicat catee membe members, rs, with with Mental Mental and Physic Physical al ones ones tied tied for the guilds provided the perfect cover. second; depending on their role in the faction. One cannot hope to By the time the first unions started to form, guilds were a attain much sway in the faction if their only skill is cracking skulls. remn remnan antt of the the past past,, surv surviv ivin ingg only only beca becaus usee of the the crim crimin inal al The very nature of the Syndicate encourages financial gain, reflecting undergrou underground nd they protected. protected. Following Following the flow of the era, the the fact the trend in medium to high resources scores. Contacts play criminal minds behind the whole organization started muscling their an important role for those members seeking more power. influence to the unions and before long the guilds started fading out Advantages: Than Thanks ks to the Synd Syndic icat atee ties ties to many many of the scene, to be completely replaced by the newly formed unions. organizations in the city – both mundane and supernatural – its In truth, little had changed and as the new outfit came to be, its members receive a discount for the Merits Allies and Contacts. These name became known to all, the Forge Syndicate was now a reality. Merits may be purchased at only half the normal experience-point Overview costs. This cost break does not apply to purchases of these Merits The Forge Syndicate controls some parts of the city through during character creation. Additionally, because of the nature of the fear and extortion. Through numerous legitimate companies they Syndicate, learning the Politics Skill costs only 2x new dot instead of sculpt the city to their designs, gaining influence and making money the normal 3x new dot. being their main goals. They have little care for the squabbling of the Drawbacks: The strength of the Syndicate is in the fact its other Groups and Factions or other organizations, so long as they members stand up for each other no matter what. Because of this, don't interfere with their dealings. Between the hordes of lawyers at members of the Forge Syndicate – regardless of their Status – are their disposal, the loyalty of the unions, and their iron fist around treated as Allies (•••). Due to a number of reasons, this can become the criminals of Edinburgh, not to mention the fact that over half more of a problem than the advantage it appears to be at first glance. the city's police are on their payroll, the Syndicate is an integral part Concepts: Mobster, Undercover cop, Union leader, Worker of Edinburgh and possibly the whole area, if not the country. politico
World of Darkness House Rules for Dreams of Darkness philOsOphy It is obvious that in order to keep the rabble of criminals in line a rigid structure of rules need be set in place, though tempered with an equal amount of personal freedom. The Syndicate stands by three principals that govern day to day activities and interaction between members. Loyalty above all else As menti mentione oned d above, above, the membe members rs of the Syndi Syndicat catee are always there for each other, ready to meet every threat as a whole instead of individually. This attitude however only goes as far as outside threats are concerned, when it comes to internal disputes and rivalries, all bets are off. Sharing the wealth Despite the sound of that, the Syndicate is no charitable organi organizat zation ion or a bunch bunch of would would-be -be Robin Robin Hoods Hoods.. Sharin Sharingg the wealth is just a euphemism for the cut the high ranking members enjoy from the loot of the lower ranking ones, or even those they can push around and demand it from. Honour among thieves Each member of the Syndicate is expected to warn others of serious danger and in the case that that some someon onee is caug caught ht purp purpos osef eful ully ly work workin ingg agains againstt anothe another, r, the reperc repercuss ussio ions ns are severe severe.. Howe Howeve ver, r, in the the case case that that the the offe offend nder er is not not caught, business goes on as usual. rituals and Observances It is hard for a Group like the Forge Syndicate to function, without the members having a sense of identity and purpose, without something to keep them focused on what needs be done. It is for this reason that various observances and semi-ritualistic customs have developed over the years. Casting the Mold Not all members of the Forge Syndicate know the inner workings, or even its true nature. Those that do, were trusted with that knowledge after undergoing a period of trials that test their loyalty to the Group and to the Assembly. This process involves tests, as well as a healthy dose of near brainwashing and peer pressure, to shape these persons into truly Made Men. Feeding the Sharks For whatever whatever reason, reason, almost every every single single member member of the Group needed the assistance of the army of lawyers at their disposal. Sometimes, they are innocent, most of the time they are not. Every
Page 22 now and then, a member of the Group needs to be sacrificed for the greater good, that of those higher in the hierarchy. Recycling As one might expect, this is simply a “clean” way to speak about about remov removing ing an obstac obstacle, le, whethe whetherr in or outsi outside de the Forge Forge Syndicate. In most cases, this removal is permanent and quite fatal for the unlucky subject. titles and duties The Forge Syndicate is in no way a cult, it is a machine to shape the city. Every member owes the Syndicate and has to earn their keep, whether hired muscle or a Union leader, they all play a part in the maintenance and direction of Edinburgh. The machine is comprised of many different cogs, each spurring another into action. The Assembly Behind the scenes making all the decisions at the helm of the machine is an assembly of five. They are charged with deciding the direction of the Group, influential business leaders, and criminal criminal mastermi masterminds nds collabor collaboratin atingg to kee keep p the machine focused and deadly. The assembly is also responsible for coordinating action when problems appear. Alchemist Taking care of the legitimate aspect of the Forge Syndicate, the ones with this title are in a way the research department of the Group. Whether it is a new alloy that will help save lives in the docks, better and cheaper security measures, armour piercing bullets to make cop killing easier, or a new and improved drug, these are the ones that will make it known to the rest. Shark As any large business the Syndicate finds itself in need of many lawyers. McKinnon and MacGregor fill that need, one of the oldest law offices in Edinburgh, they rise up to win any and all legal dispu disputes tes.. Though Though not not of much much rank rank withi within n the Syndi Syndicat catee their their function cannot be ignored and comes with its own respect. Made Man There are some men you don’t touch without word from on high, Made Men. Most have worked their way up from the lowliest thugs and thieves to this esteemed position. Made men answer only to each other and the Assembly, and woe be to any who should interfere with them. The death of a Made Man has more than once led the united Syndicate on a deadly tide of blood and retribution. stereOtypes
Aegis Society: “Most of them living in the clouds, most of them can afford to do so” Chapel of Crafts: “Masons, or so the rumours go...” Gemini Syn: “A thorn that has to be removed soon... by any means possible” Griffin Inc.: “They are old money... we are working class... figure it out” Trinity Network: “Mad scientists the lot of them... and hackers” Changelings: “...and I'm bloody Titania...” Mages: “Yeah, Merlin and all that shit... grow up” Prometheans: “Didn't they make a book out of the movie?” Shifters: “Leave the old wives tales for children and fools, will ya?” Vampires: “Bloodsucking “Bloodsucking creatures? Sure they exist... and they often wear suits”
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Gemini Syn “Families stick together... see that you don't stand between us” During the last five years, something stirs in the underbelly Overview of Leith, especially in regard to prostitution and related activities. The vast majority of Edinburgh citizens are oblivious of the Nobody knows exactly how it started, or who is really behind it, but Gemini Syn and the secret war waging between the Companions and the working girls of Leith have banded together, under the banner of the Forge Syndicate, that will decide who will control prostitution in Gemini Syn, a legitimate escort service, run by twin sisters, that go by the city. For For most most people people,, prosti prostitut tution ion is simply simply not not an issue, issue, the moniker monikerss of Nemesi Nemesiss and Tyche. Tyche. For For some some reaso reason, n, the two someone else's problem, nothing proper people would ever have to seemingly harmless girls, in their early twenties, have manage to hold worry about. What they fail to realise is that prostitution is a very real back old and powerful criminals and organizations that controlled problem and that the girls of the Gemini Syn cannot be considered and regulated prostitution up till the founding of Gemini Syn. prostitutes by any measure. In many cases, a guest of honour of such The escort service has under its wing a large number of a proper citizen shows up with a Companion or two at their side, women, women, from lowly lowly streetwa streetwalkers lkers to highly highly trained trained companio companions. ns. while the host remains oblivious of their true nature and function. There is no overarching rule, each girl sets her own rules on the spot, Those aware of the Group and its struggle for survival are but in the case these rules are broken, Gemini Syn always know and, most of the time the ones that employ the girls, even if their reasons more often than not, retribution is swift, relentless and final .At for doing so vary. To them, the Gemini Syn has achieved a the very least, clients that for whatever reason broke the legendary lege ndary status, status, a romanti romanticc version version of itse itself, lf, where where a rules, are banned from using the service again – there are struggle for survival on a personal and financial level rumours about some of them showing up dead a few takes a new twist and lowly streetwalkers are elevated nights nights later later,, floati floating ng in the water water.. On the other other to heroes. The truth of course lies somewhere in the hand, those that abide by the rules and are generous middle, while there is some nobility to what the to the girls, often receive equally generous bonuses. Gemini Syn is about, the Companions are simply More More so than than most most Groups Groups,, the Gemini Gemini doing what everybody else is, trying to survive and Syn is tied to the supernatural reality of the world. A have a better life. large percentage of the girls are aware of the presence Members of creatures that are not quite human, mostly Vampires It takes no genius to figure out what kind of people and shapes shapeshif hifter ters. s. Those Those girls girls soon soon found found out that that join the Gemini Syn, or more accurately, are invited to join. membership to the Gemini Syn offered them some level of Every single member of the Group is a gorgeous young woman, protection against such possible threats, though they are unable to fathom exactly why that is. All that matters is that anyone wearing almost every single member is also a Companion. The first to don the sword and the wheel were streetwalkers, prostitutes previously the Sword and the Wheel is off limits to all but the foolish. More More importa importantl ntly, y, a few of the girls girls are superna supernatur tural al under the “care” of the Forge Syndicate. With more power and money, more sophisticate sophisticated d individ individuals uals were were brought brought in. Among Among creatures themselves, choosing that kind of life for their own reasons, money, usually protection. These Companions know exactly why the Group certain circles, the girls of the Gemini Syn are in very high esteem, is a safe haven, they know that Nemesis and Tyche are mages, a more than some would like to admit at least. Appearance: Given the nature of the Gemini Syn, all its Mast Mastig igos os and and an Acan Acanth thus us resp respec ecti tive vely ly,, of some some stan standi ding ng in Awakened society and with allies among the other species as well. members are gorgeous women, even if the specifics vary. The original Hardly Hardly surpri surprisin singg really really,, since since the vast vast major majority ity of them them were were members were either streetwalkers that wanted to escape the iron grip of the Forge Syndicate, and its fairly easy to recognise them even recruited by the twins in a manner that made their nature obvious. One such member of the Group, a Galateid Promethean now, or independent ones that got tired of getting smacked around foll follow owin ingg the the Refi Refine neme ment nt of Gold Gold,, is the the epit epitom omee of what what a every other day. As the Group gained more power, the girls became Companion should be. Ironically enough, the one trying to become more classy and now some of the high class call girls find themselves human has a great number of humans trying to be like her. Well in the Gemini Syn roster. Background: While almost every member of the Gemini educated, with knowledge of philosophy, religion and art, she is able Syn is a working girl, not all fall into that category. Proper members to outclass even the daughters of the finest families of the city. Lately there have been voices among the Companions to of the Group function as support personnel, lawyers, doctors, social allow men and transgend transgendered ered individuals individuals into the Gemini Gemini Syn. workers, all have a place in the Gemini and all are treated as equals Supporters of this idea claim that everyone working in the escort by the other girls. Whether in the job or not, one trait is common, business faces the same risks and denying them protection would be no man has ever been accepted in the Group and its unlikely that this is going to change anytime soon. against the very purpose of the Group. Character Creation: As expected, the girls of the Gemini
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Syn are quite focused on Social Attributes and Skills, with Presence, Rituals and Observances Empathy, Persuasion, Socialise and Streetwise being prominent. A The nature of the job is practical and this is reflected in the number of them have high Expression and Academics ratings as well, way way Comp Compan anio ions ns do thin things gs.. No gran grand d ritu ritual al and and pomp pompou ouss most of them far from the average average streetwalker streetwalker.. Naturally Naturally,, every every ceremonies for them. Even so however, certain aspects of their lives Companion Companion has the Striking Looks (•• or ••••) Merit. have come to be referred to by names that hold some meaning for Advantages: If there is one great reason to join the Gemini the ladies of the Gemini Syn. Syn, its the support network it offers. This is reflected in the Allies (• Adoption to •••••) Merit that comes free with each dot of Status in the When When the twins twins or anothe anotherr high high rankin rankingg Compa Companio nion n Group. On top of that, it is a lucrative business, which allows the chooses to bring another into the Group, the new Sister is said to be Companions to purchase the Resources (• to •••••) Merit at 1xp Adopted. There is no ceremony about it, sometimes its as simple as per dot instead of the original 2xp. the two of them meeting for coffee and the amulet of the Gemini Drawbacks: While While far from from the truth, truth, the reputa reputati tion on of Syn being offered. After that, the new member is treated as an equal whores usually follows the Companions. Because of it, most people by all the rest and is expected to live by their rules. are reluctant to see them as anything else, for the Gemini girls, the Dinner Date City Status (• to •••••) Merit costs 3xp per dot instead of the Only used by the Companions in the know, this term is used original 2xp. Naturally, all are barred from gaining any Status in the for when they are employed by a vampire in order to be their Forge Syndicate as they would sooner kill a Companion than dinne dinner. r. Espec Especial ially ly popula popularr among among the Carthi Carthians ans,, the accept her in their ranks. practice is one of the main sources of income for the Concepts: Call Call girl, girl, Escor Escort, t, Girl Girl next next door, door, Gemini Syn – to this point no Companion has been Modern Geisha, Runaway, Streetwalker harmed by this.
Philosophy
Nobod Nobodyy would would expec expectt a Group Group with with the history and function of the Gemini Syn to have any sort of philosophy worth mentioning, that however doesn't mean that is the case. The chance to view human society from a different angle than most has spawned a few interesting ideas. Family Matters, Family Grounds For its members, the Gemini Syn is one big family. They may have their differences from time to time and, as with all families, there may be an argument gone too far, but for the most part, the Companions stand by one another and can be rather overprotective at times. This attitude extends to the territories claimed as their own or even to places with some significance to the Group. No Sister Left Behind While this applies only to those willing, the standing policy of the Gemini Syn is to bring into the fold all the escorts and prosti prostitut tutes es they they can reach. reach. More More than than that, that, the members members of the the Gemini Syn are striving to become more than they used to be. Its not uncommon for Companions to start reading on philosophy, history, art or to educate themselves in areas they were lacking before they join.
Titles and Duties Since the Compani Companions ons see each other as family, family, they they do not not concer concern n themse themselve lvess with with title titless and ranks. With that in mind, some titles have evolved over over time time to descr describe ibe the diffe differen rentt functi functions ons the Companions fulfil in the Group. Sword of Justice The Sword of the Gemini Syn is the branch responsible for revenge revenge,, retributi retribution on and protecti protection. on. Lawyers Lawyers,, martiall martiallyy inclined inclined Companions and informers alike are all part of the Sword. When someone finds himself on the wrong side of the Gemini Syn, the Sword sweeps in to take care of things. Wheel of Fate On the other end of the spectrum, the Wheel is those Companions with a positive effect, both on other members of the Group, like the healers, and on outsiders, like some of the most sought out among them. The Wheel is who people want to meet. Sister Every single Companio Companion n is referred to as Sister by the others. Even members of the Sword or Wheel, or even the Twins themselves. To call another Companion by her name is considered bad form and is generally avoided.
Stereotypes Aegis Society: “They protect all arts except our own... at least they make decent clients.” Chapel of Crafts: “They have money and power... and usually one of us at their side.” Forge Syndicate: “A plague that has to be removed soon... by any means necessary.” Griffin Inc.: “Family business, sometimes clients, more to them than meets the eye.” Trinity Network: “Geeks. That about sums them up. They called us Companions first, something to do with fireflies.” Changelings: “If they are as cute as legends say, I'd do them... no charge.” Mages: “Magic? Don't be a fool lad... if you want magic, all you have to do is hire me” Prometheans: “Its a metaphor, lad... the whole book is a metaphor” Shifters: “Look dear, if you want it doggie style, you just have to ask... and find a whore” Vampires: “Sexy... or they would be... if, you know, they were real?”
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Griffin Inc. Families stick together... see that you don't stand between us
“
”
Everybody in the city of Edinburgh, in Scotland too, knows family name, Griffin Incorporated, or Griffin Inc. as it is known in the Griffin Inc. and their endeavors. endeavors. Few however know know exactly what other countries outside Britain and the old United Kingdom. the Gryphons are doing and what they mean to the citizens of the In reality, Griffin Inc. is a blanket company covering almost city. For many, Griffin Inc. is a shinning beacon of hope in a world every aspect of industry and services. Several smaller companies are of darkness, for the shapeshifters of Edinburgh however, its even owned by the Gryphons, from smelters and companies creating heavy more, a vital instrument for their survival. machinery, to construction crews and supermarkets. The only areas For centuries centuries the Clan of Gryphons Gryphons has played played the part of wher wheree Griffi Griffin n Inc. Inc. has no real real hold hold is dockin dockingg and techno technolog logy. y. protector and breeding ground for the Uratha, both Forsaken and Especially in Edinburgh, these two areas are dominated by the Forge Pure. Werewolves, wolf-blooded and their families all had someone Syndicate and Trinity Network respectively, leaving the Gryphons to watching after them, even if it was not always done tenderly or combat in an arena they know little about. without casualties due to the differences of rival groups. Even they however were not aware of the true power behind Griffin Inc. In the beginning, every single member of Griffin Inc. was a At the very top of the Group there is a hidden power that, member of the Clan of Gryphons and every single one of them had even though wishes no ill to the Uratha, looks after its own interests the blood of wolves in them. As both the company first first and foremo foremost. st. For For decade decadess now, now, at least least a and and the the clan clan expa expand nded ed howe howeve ver, r, a numb number er of dozen dozen of wolf-blo wolf-blood oded ed in the top ranks ranks of the shapeshifters were brought in, as long as their goals Gryphons have been brought into the Baal-Hadad, where where not contra contrary ry to those those of the company company of the bull gods that look after the whole area of cour course se.. Rumo Rumour ur has has it that that some some of the the uppe upperr Edinburgh and not just the city itself. echelons of Griffin Inc. are actually Baal-Haddad, While its the bulls that run the show, they bull shifters that lay a claim on wolf-blooded just are not the only shifters involved in Griffin Inc. like Uratha do. The cats of the local colony keep an eye on the Appearance: There is no standard look for Group, since many among them were wolf-blooded Griffin Inc. employees, or members of the Griffin at some point, and there are rumours of aquatic clan for that matter. Almost all of them have the and airborne shifters having ties to the Gryphons. blood of Father Wolf in them and as expected this Perhaps the greatest service to all gives them some shared traits, mostly regarding how other people supernaturals was done by the Gryphons during the second siege of react to their heritage. Partly because of their blood, they tend to be the city. In the tallest building of the city, Griffin Tower, was one of healthy looking and on the attractive side of the spectrum. the greate greatest st bastio bastion n of the defend defenders ers,, housin housingg wolfwolf-blo bloode oded, d, Background: To be a shareholder of Griffin Inc there is only sleepwalkers, ghouls and others related to the supernaturals but not one requirement, one has to be in some way related to the Uratha, strong enough to take on the attackers on their own. With them, Forsaken or Pure. Whether an actual Forsaken, a Wolf-Blooded or a were a small number of free agents among the supernaturals to boost shapechanger with an agenda that doesn't go against that of the the defenses. Tribes Tribes of the Moon, Moon, there there is a place place for them them in the compan company. y. Even during the sieg siegee however however,, the various various shapeshift shapeshifters ers Normal employees employees are only expected to follow the company line and were fighting each other for the greatest resource of them all, possible know their place. new members, with the scales eventually tipping in favour of the bull Character Character Creation: Creation: Since Since there there is no real real standa standard rd for gods and the cats instead of the various Forsaken packs of the city. Gryphons, any spread of Skills and Attributes can be encountered, The few Pure that tried to storm the Tower were met with deadly perhaps with a focus on those that would be useful in the corporate efficiency, sending a clear message to the rest, those inside the Tower arena. arena. Merits Merits like Resour Resources ces (• to •••••) •••••),, Status Status (City (City)) (• to were not to be disturbed or harmed. •••••) and Wolf-Blooded (•• to •••••) are obviously quite common. The Clan of the Gryphons is one of the oldest in the Advantages: Upon Upon purchasing purchasing the Wolf-Blo Wolf-Bloode oded d (•• to country. Whether they went by Griffith, Griffin, Gryphen or any •••••) •••••) Merit, Merit, membe members rs of the Group Group autom automat atica ically lly gain gain the other variation, they have always been around and have always been Watched (• to •••••) Merit of the same strength. Additionally, among among the most influent influential ial and wealthy wealthy families families of the country. country. thanks to the Group's vast resources, the Fetish (• to ••• for WolfEdinburgh is said by many to be the very heart of their empire and Blooded and • to ••••• for Uratha) Merit can be purchased at 1 where where the most most impor importan tantt membe members rs reside reside.. The gem of their their experience point per new dot instead of the normal 2x. Members of financial empire is of course the gargantuan company that carries the the Group normally unable to purchase the Merit are given access to
Members
Overview
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it thanks to the Group. Drawbacks: So deep is the loyalty to the company and the family, that for a member to act against the best interest of either, a Willpower point must be spent. If at any point a member of Griffin Inc. involves outsiders in an internal dispute, the repercussions from the rest are akin to social suicide – unless of course the the one doing so wins the dispute and manages to silence the rest. Concepts: Shifter Shifter in hiding, hiding, Wolf-Blo Wolf-Blooded oded businessm businessman, an, Corporate shaman
Cat Scratch Fever A perfect example of a term used for a mundane situation, its used by members of Griffin Inc. for when a member of the Group feints feints illness illness or provides provides false or inadequa inadequate te explanat explanation ion for not performing their duties. As expected its quite insulting for someone to be accused of suffering from this. Meeting the Sun When a member of Clan Griffin is brought into the fold of the Baal-Hadad, they are said to have met the sun. Traditionally, the one chosen for this is abducted by the rest, drugged and waking up It is no surprise that the bulk of what Griffin Inc. stands for on a stone slab under the midday sun with the other Bull Gods is in accordance to the core tenets of the Oath of the Moon as well as standing around them covered in cloaks. Shedding the Sheepskin the Oath of Urfarah, after all the group's main function is as a Is not very common common but some Wolf-Blood Wolf-Blooded ed eventual eventually ly support support network network for Uratha Uratha and other shapeshift shapeshifters. ers. That said, said, undergo the First Change and become fullblooded Uratha, ready to mundane business tactics had a say in the mindset of the Gryphons. join join the the ones ones they they saw saw as supe superi rior or befo before re.. Some Some call call this this just just Gryphons above All Shedd Shedding ing or Growi Growing ng Up or even even Wolfin Wolfingg Out, Out, With With a reputa reputatio tion n for ruthle ruthless ss busine business ss whateve wha tever r the term used however, howeve r, the message is tactics and a rather vicious way of handling things, clear. its only natural that members of Griffin Inc. believe that the Group deserves to be higher than all others in their chosen fields. Those employed by the Clan It is not not surpri surprisin singg that that most most titles titles and and of Gryphons will do all they can to make sure this duti duties es foun found d amon amongg the the Gryp Grypho hons ns are are thos thosee happens, regardless of who gets caught under. typically found in large corporations. That said, due to the unusual heritage of the Group, there are a Watching the Flock few quite unconventional titles and duties tied to Iron Ironic ical ally ly enou enough gh,, for for the the Gryp Grypho hons ns the supernatural aspect of Griffin Inc. shap shapes eshi hift fter erss and and thos thosee rela relate ted d to them them are are Librarian consid considere ered d flock flock all the same. same. While While a pack pack of Uratha rarely needs the help of the Group, its best The lorekeepers and acquisitors of the Group, they to keep an eye on things and intervene when needed than to worry are the ones holding all the information on supernaturals in the about the consequences consequences and the, often often irreplaceable, losses later. domains where Griffin Inc. has a foothold. The ones holding the Quality over Quantity rank are also the ones that are responsible for any Fetishes, Relics or While some would argue that the Gryphons are spread thin Artifacts under the care of the Gryphons. Shepherd and have their fingers in too many pies, they believe its better to specialise in something and be the best at it, than be average in many Uratha Uratha are not not the only ones with with an intere interest st in WolfWolfthings. This attitude is part of why Griffin Inc. businesses are most Blooded. The Shepherds of the Gryphons are responsible for keeping often the best in their field, or at least close to the top. For the same an eye on such individuals as well as anyone that may one day be a reason it takes a while for them to branch out in something new. member of the Group. Those marked by any shapeshifting breed are treated the same as those with the blood blood of Urfarah in their veins. Watcher Given the unique nature of the Group and its ties to the Ideally the Watchers would not be needed, but some people supernatural and shapeshifters in particular, it is not strange that do not learn from past mistakes. Those entrusted with this duty are some customs directly tied to such creatures are part of the function of the Gryphons even in an altered or watered down form. Some responsible for keeping a record of all shifters in the area as well as any and all important events. Changes in hierarchy, pack dynamics, such rituals have bled over to entirely mundane situations. deaths and births, all are catalogued by the Watchers.
Philosophy
Titles and Duties
Rituals and Observances
Stereotypes Aegis Society: “Paragons of culture and society, its best if we are considered such as well” Chapel of Crafts: “The League of Extraordinary Scientists... keeping an eye on them is wise” Forge Syndicate: “Workforce, manual labour, labour, different names, same thing... we pay, they work, we make money” Trinity Network: “They are onto something... we need to find more about their secrets” Changelings: “There is no smoke without fire... the old legends may have a hint of truth” Mages: “We have seen much... some of it appears to be the work of magic” Prometheans: “An interesting tale for sure, but more than that? Who knows” Shifters: “Don't believe in fairytales, lad... what? These silver bullets? They are just for show, pay no attention” Vampires: “Undead lords of the night? Most probably just fiction... but you never know”
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Trinity Network Resistance is futile... just joking, welcome to the Firm
“
It all started back in the 40s, when computers were the size of a room and less efficient than a modern pocket calculator. While most scientists in Scotland had other concerns, far more immediate, some of them decided to focus on that new field of technology and managed to see the infinite potential it held. Among those pioneers, three were able to make a breakthrough and before long, they were on par with their colleagues across the Atlantic. During the second World War they were forced to put their research on hold in order to create weapons powerful enough to stop the Nazi war machine. It was during that time that the three of them became known as Trinity, while their real names were lost under a veil of secrecy, both for their protection and that of the military projects they had under their supervision. It was not long before Trinity was on the lips of every high ranking officer when a new kind of weapon was needed. By the time the war was over, the Trinity were quite famous and every scientist that wished to learn more was seeking them out in order to expand their own own know knowle ledg dgee and and capa capabi bili liti ties es.. Arou Around nd 1952 1952 Trinity Network was founded and the top scientists still in Europe, as well as some that fled to America, were were among among its membe members. rs. As many many criti critics cs of that that time pointed out however, not all Trinity members had moral moral bound boundari aries es about about what what scienc sciencee had a right right to touc touch h and and tamp tamper er with with,, some someth thin ingg that that woul would d be a problem later. As years went by and technology made leaps ahead outside the walls of Trinity Network, it moved with the speed of light inside them. them. Rumours Rumours speak speak of successful successful cloning taking place decades decades before Dolly ever made the news, and that is but a hint of how far ahead of their time Trinity Network scientists were. Despite that, funding a problem now that the government was not backing them and they had to turn to private investors. When that happened the scientists were forced to work on projects that promoted the agendas of their investors rather than their own quest for knowledge and the desire to push the envelope furthe furtherr with with each each new breakthr breakthroug ough. h. It was was not long before before the Weapons Division was reinstated and some left the Network due to moral or creative differences, including one of the original Trinity as well, something that stirred things quite a bit as many were those that followed him out. A turning point in the history of the Thirds was during the early 80s and the major changes in computing. While they already had some aspects in far more advanced versions, the advancements made by those outside – some still believe it was thanks to those Thirds that left the fold – made them try harder and could now use their own toys in public without any risk. Having spent decades distracted by other fields of science it was time for them to return to computers once more, with far more possibilities now.
”
Overview The people of Edinburgh see Trinity Network as another techn technolo ology gy based based megac megacorp orp.. Most Most know know of their their ties ties with with the University of Edinburgh but that is to be expected and raises no brows. The scientifically inclined see the Thirds as the epitome of secular thinking and scientific focus, as well as a safe haven for those not afraid to bring science a step ahead. Being accepted into the Trinity Network is a great honour but its even more impressive for someone to be actually invited to join. Most people are also aware of what sort of things the Thirds are researching... or so they think. It is common knowledge that the Network has three major divisions, one dealing with computers and everything about them, one dealing with biology, genetics and similar fields and one dealing with applied science, physics, chemistry and engineering. There is no public record of the notorious Weapons Division or the genetics lab that would make fictional mad scientists cackle with glee, those are not for any but the most trusted Thirds.
Members Locals tend to think of the employees of Trinity Network as the technological elite, the ones that get to see the future before the rest of the world. Most who are interested in science consider it the greatest honour to find themselves among the other Thirds as equals. Most speculate that the Group has the faculty of the University of Edinburgh in its payroll, so that new talents are brought in without unnecessary delay. Appearance: The majority of Thirds look exactly like what someone would expect from techies and nerds. That said, there is a good percentage that adopts a slightly different lifestyle and look, one that follows the movie image of the techie or the Geek sub-culture. Even in those cases, there is little chance of people mistaking them for anything other than what they are. Background: Witho Without ut excep exceptio tions, ns, all membe members rs of the Trinity Network are either either experts in a specific field field of science, or working their way there. Given the nature of the research taking place in Third labs, the personnel includes some of the most skilled and knowledgeable people in the city, if not all Scotland. Someone does not just join Trinity Network, they are invited, whether they want to or not. Character Creation: It is no surprise that Mental Attributes and and Skil Skills ls are are the the focu focuss of any any memb member er of the the Grou Group. p. More More specifically, Academics, Computers and Science tend to have quite high rating. rating. Social Social and Physical Attributes Attributes and Skills Skills are usually nothing beyond the ordinary and in fact tend to have low ratings. Almost all thirds have the Technophille (• to ••) Merit and a good percentage of them have the Encyclopedic Knowledge (••••) Merit. In recent days, a fair percentage of Thirds follow the beliefs of the Technomancers.
World of Darkness House Rules for Dreams of Darkness Advantages: The Network wants its members to be able to afford cutting edge technology and be one step ahead from everybody else, because of that, all Thirds can purchase high-tech equipment as if their their Resour Resources ces rating rating is two two dots dots higher higher,, to a maxim maximum um of •••••. Additionally, Academics, Computer and Science skills can be purchased at a rate of 2x new dot, instead of 3x new dot. Drawbacks: Being a geek is no easy job and if you are part of an organization like Trinity Network, things get even worse. To be a Third means to devote your life to technology and research. As a result, members of the Group gain Status in anything other than the Group at a rate of 3xp per dot instead of 2xp. Beyond that, Skills like Empathy and Survival cost 4xp per dot instead of 3xp. Thirds also have a high chance of being afflicted by Tech Infection (• to ••••). Concepts: Black lack Hat, at, Mad Scie cientis tist, Net Net Junki unkiee, Technomancer, White Hat
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Rituals and Observances Being a corporation as they are, means there is no real ritual or unique formal practice Thirds follow. Everyday life goes on exactly as expect expected ed in any simila similarr scient scientifi ificc outfi outfit, t, eve even n in the hidden hidden departments and divisions – only that there, things take a somewhat more more militaris militaristic tic tint, tint, or something something closer to secret secret governme government nt agencies and black ops.
Titles and Duties
With the bulk of the Network's research done around and using computers, its no surprise that most of the unique titles of the Group are related to programming and computer science in general. Even Even if those those holdi holding ng them them are not focusi focusing ng on softw software are and hardware in the traditional sense, the terms still apply. Root Not even the President of Trinity Network could escape the Philosophy trend with Third titles. The Root is at once the one in charge of Ther Theree is noth nothin ingg real really ly surp surpri risi sing ng abou aboutt the the everything, as well as the public face of the Thirds, and the philosophy and mentality of the Thirds. Given the fact one that manages the departments, making sure people they employ some of the most renowned scientists, its know what they need to know – and only that. not hard for someone to guess what the average Third Technomage believes in, at least on the surface. That said, there are If the Thirds are good at something, thats pushing some fundame fundamental ntal difference differencess between between scientist scientistss the limits of what technology can do. The spearhead elsewhere and members of the Trinity Network. Network. of this effort are the Technomages, the Research Magic is just unexplained science and Development department of the Network, men Thirds do not discount the supernatural as and women that are not afraid to break the mold – or fairytales, not when among their own at least. For them, some eggs to make an omelet, figuratively speaking. everythi everything ng has a scientific scientific explanation explanation and things things that Agent don't make sense simply have rules governing them that If the Thirds Thirds have have anythi anything ng remote remotely ly close close to a people just don't know yet. military branch, its in the form of the Agents. Employees skilled in Nothing holds back Progress combat or other more subtle functions and abilities, according to While they pay lip service to various humanitarian or even some even industrial espionage. Some say the Agents are responsible religious concepts about moral boundaries and where science should for abductions. stop, but in private and as a whole nothing is sacred to them. If it Daemon makes sense in terms of numbers, they will do it and morality is not With With the range of projec projects ts the Thirds Thirds have, have, they they need need something something that will hold them back. That said, many among among them someone to bend the rules and this is exactly where Daemons come hold a personal moral code, but its not something enforced by the in. Usually hackers and crackers wearing both hats, they go where no management. other other Third Third goes goes and usuall usuallyy witho without ut any offici official al suppo support rt from from Ignorance is not bliss, its annoying Trinity Network. If there is something Thirds cannot tolerate it is ignorance, Tech Support especially when it comes from members of high society and those As the name implies, the lowest rank of the Thirds is for supposed to lead people. Not knowing something is only acceptable people that provide support to the other branches. Not much respect if measures are taken to remedy that and there is absolutely no excuse for them but the rest are perfectly perfectly aware they are the reason things things for not knowing basic scientific concepts and theories. keep running with as few problems as possible.
Stereotypes Aegis Society: “The artsy crowd... you know, opera goers, gallery freaks...” Chapel of Crafts: “They build the base we work on... can't be too bad” Forge Syndicate: “Necessary for everything to work... thats all the credit they deserve” Gemini Syn: “Efficient against all odds, what could their secret be? ...who cares, the ladies are hot!” Griffin Inc.: “These guys give me the creeps... but maybe they are okay” Changelings: “Sexy chicks with pointy ears, where do I sign?” Mages: “Wizards and magic... right... how many dice?” Prometheans: “Entirely within the realm of possibility.” possibility.” Shifters: “They were with vamps in that movie, right?” Vampires: “Dracula and all that? Sure man, whatever works for you”
World of Darkness House Rules for Dreams of Darkness
Page 29 altering/controlling altering/controlling effect, like a Discipline, Gift or Spell. This Merit offers no bonuses whatsoever when it comes to resisting powers that affect emotions.
Chapter 4: Advantages Morality The The hier hierar arch chyy of sins sins for for Mora Morali lity ty (and (and by exte extens nsio ion n Humanity) is changed in the following manner: Morality
Sin
10
Selfish thoughts and minor selfish acts (roll five dice)
09
Minor injury to another, intentional (roll five dice)
accidental
or
Mult Multii-Li Ling ngua uall (• to •••••) Effect: Since the original merit did not take into consideration the fixed version of the Language merit, it has been changed so that it grants four new languages per dot instead of two. Everything else stays the same.
Language (•)
Effect: Your character character known known an addition additional al language language besides his own, one that he can read, write and speak with fluency. If he wishes Grand or petty theft, like shoplifting or burglary to convince others that he is a native speaker however, the Storyteller (roll four dice) might call for an Intelligence + Expression roll, contested with a Major injury to another, accidental or reflexive Intelligence + Academics roll by anyone who is suspicious. You must specify which language your character is familiar with when intentional (roll four dice) purchasing this Merit multiple times, with a different language for Intentional ma mass pr property da damage, li like ar arson each. (roll three dice)
08 07 06 05
Impassioned crime, like manslaughter (roll three dice)
04
Planned crime, like murder or kidnapping (roll three dice)
03
Inhuman be behaviour, lilike to torture or or ra rape (r (roll two dice)
02
Casual and/or callous crime, like serial murder (roll two dice)
01
Utter perversion, heinous act, like mass murder (roll two dice)
Chapter 5: Merits When purchasing a Merit with experience, its only needed to pay for the levels that actually grant the Character a bonus, not all the levels till the one wanted. For example, if a Character is to get Striking Looks (••••) 12 xp are needed as only •• and •••• give a bonus and thus have to be paid for.
Mental Merits Common Sense (••••) Effect: This This Meri Meritt is by defa defaul ultt take taken n by all. all. NPC NPC and and Play Player er Characte Characters rs alike alike will will be treated as if this Merit Merit has been purchased purchased upon Character creation. No loss of merit points or experience is used. As it is a standard Merit for all characters, it is not necessary for the player to note it on the sheet.
Iron Iron Will ill (• to •••••) Prerequisites: Resolve ••• Effect: Each dot in this Merit provides a character with an additional die to their Resistance roll when faced with a mind
Sleepwalker•(•• or•••• ) Effect: In addition to immunity to Quiescence and the fact they do not provoke Paradox, the four dot version of the Merit grants the Sleepwalker the Merit Unseen Sense, when it comes to Awakened magic and Mages. The three dot version of the Merit does not grant any other advantag advantagee to the Sleepwalker Sleepwalker apart from immunity immunity to Quiescence.
Physical Merits Fighti Fighting ng Style: Style: Gun Master Masteryy (• to
)
•••••
Prerequisites: Dexterit Dexterityy ••••, ••••, Firearms Firearms •••• and Weaponry Weaponry •••• Effect: Your Character is trained in using firearms in ways most cannot even imagine. Whether it was a promising career in the army, law enforcement or membership to an organization willing to create an elite strike force, something led to this Fighting Style. Those unlucky enough to face a master of Gun Mastery regret it for what's left of their lives. Quick Quick Draw Draw (•): (•): Affecting Affecting melee weapons, weapons, ranged ranged and firearms firearms without the need to be purchased multiple times, Details in the WoD rulebook (pg 113), now part of this Fighting Style. Disarm Disarm (••): (••): As in WoD WoD rule rulebo book ok (pg (pg 110) 110),, now now part part of the the Fighting Style Gunslinger (•••): As in WoD rulebook (pg 112), now part of the Fighting Style Dodge Mastery (••••): Whenever the Character performs a dodge, the highest of his Weaponry and Firearms Skill is added to his doubled Defense. Otherwise works like Weaponry Dodge (pg 114) Gun Kata Kata (•• (••••• •••): ): Thro Throug ugh h a near nearly ly inhu inhuma man n mast master eryy of weapons, be it melee, ranged or firearms, the Character is able to able to dodge and attack in the same turn, while gaining the benefits (and drawba drawbacks cks where where applic applicabl able) e) of the previo previous us levels levels of the Gun Mastery Fighting Style.
World of Darkness House Rules for Dreams of Darkness
Tech Tech Infe Infect ctio ionn (• to to
••••
)
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Chapter 6: Dramatic Systems Crashes
Prerequisite: Any sort of metallic implant or graft that contains an electronic component. If your fool ass gets run over, its lethal damage, not lethal No one has an explanation for how a tech infection begins, “...Each success on the resulting roll inflicts a point of lethal damage or why. At first, the bearer may notice a slight tic coming from the to the target.” In other words, stay away from moving vehicles unless site of infection, as stray electrical pulses are released from the device you are on them. that began it all. As the infection progresses and spreads, it becomes systemic to its host, filling them with metallic components, joints and filaments. A lucky host is able to sense his growing infection, and the host can gain a measure of control over its actions. The unlucky can only watch in shock as their bodies are consumed, and the thing that replaces them slowly kills them from the inside. Each dot increases the range of sensing electric devices by 10 feet and the range of influencing them by 5 feet. To stake an opponent, an attacker must target the heart. Initial Stage (•): In the initial stage, nothing appears out of the Wielded in hand, a stake calls for a Strength + Weaponry roll. Fired ordinary. X-rays will reveal that the device or implant seems larger or from some kind of projection device or thrown, a stake demands a more bulbous than it should be, but most doctors would just write Dexterity + Firearms or Athletics roll. The damage your Character inflicts is lethal but must also be sufficiently high to pierce muscle, this off as a poor x-ray. Second Stage (••): At the second stage, the host begins to feel a bone and organ. All totaled, efforts to stake a resisting target are at a heaviness inside them originating at the site of infection. X-rays show 3 dice penalty; an exceptional success must be scored to strike all the obvious protrusions from the original implant, and the character can way to the heart. If an ordinary success is achieved, damage is done, begin to feel the infection moving as she moves. A character with a but not enough in the proper spot to have any special effect on a second second stage stage Tech Infection Infection begins begins to have metallic metallic compone components nts monstrous target. throughout her body. Third Stage (•••): In the third stage, a Tech Infection begins to wrap wrap around around and support the character character’s ’s internal internal organs. organs. It may become like a flexible exoskeleton under the skin, or replace parts of the natural skeleton with metal joints and fibers. In some places, the Resisting disease is not a contested action. Typically only a infection has spread to cover his flesh with smooth metal or pulsing single success is required on the Stamina + Resolve roll and this roll wires wires.. At this this stage, stage, a charac character ter can consume consume small small metal metal and is modified by the severity of the disease in question. In some cases, electronic components to repair his body. During a scene in which resisting disease might be an extended action, such as recovery from the character consumes at least a meal’s worth of such devices, his cancer. In cases like these, the Storyteller still sets the benchmark for healing rate is doubled. how many successes are necessary, and the subject's pool might still Final Stage (••••) : A person in the grip of the last stage of a Tech be penalised by the disease's severity. Infection can barely pass for human, and then only if they take pains to cover their body’s obvious metal protrusions. However, there are some benefits to this state. They receive bashing damage from guns Like resisting disease, resisting the effects of drugs is not a and may may genera generate te electr electrici icity ty,, receiv receiving ing +2 dice dice on brawl brawl attack attackss contested action. Typically only a single success is required on the against opponents that are damaged by electricity. Drawback: On the other hand, the massive amount of electric and Stamina + Resolve roll and this roll is modified by the potency of the drug in quest question ion.. In some some cases, cases, resist resisting ing disease disease might might be an electronic components throughout her body makes such a person drug more vulnerable. She receives aggravated damage from electricity – extended action, such as prolonged exposure to low levels of arsenic. regardless of the source, be it mystical or natural – and must pass a In cases like these, the Storyteller still sets the benchmark for how Stamina roll or be knocked out for the remainder of the scene when many successes are necessary, and the subject's pool might still be penalised by the drug's potency. in the effective radius of an electromagnetic pulse. Option Option [No Contro Control]: l]: At the the play player er’s ’s disc discre reti tion on,, his his character character may not have control control over the actions of his infection. infection. It may cause him to lash out violently against people and things that the Like resisting disease, resisting the effects of poisons and infection perceives to be a threat. If this is the case, the Storyteller toxins is not a contested action. Typically only a single success is must decide decide when the infection infection perceive perceivess such a threat threat and how it required on the Stamina + Resolve roll and this roll is modified by reacts. To resist these actions, the player must make a contested the toxicity of the poison in question. In some cases, resisting disease Willpower Willpower roll, with the infection rolling dice equal to the dot rating might be an extended action, such as drug or alcohol abuse. In cases of the Merit. like these, the Storyteller sets the benchmark for how many successes are necessary, and the subject's pool is penalised by the toxicity.
Chapter 7: Combat
General Combat Factors
Specified Targets
States of Being Disease
Drugs
Poisons and Toxins
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the ritual is five times the level of the ritual. Each turn represents five minutes of casting, unless stated otherwise. Note that each point of damage suffered in that time is a penalty to the next casting roll made for the Character, in addition to any wound penalties that the caster might suffer. Willpower is spent and lost before the casting. Roll Results Dramatic Failure: The caster is open to Spirits and demons Dog and Raven have a Resolve rating of 3. for the taking upon failure of a Morality roll. The specifics are left to the Storyteller and the ritual may or may not work. Failure: Nothing happens, the ritual fails and the caster loses A ghost is an entity that is made of spiritual stuff, but it is a Willpower point – and is possibly in trouble. Success: The ritual works as intended, Willpower distinct from a “spirit.” A spirit is a creature made of Essence, with Willpower is lost. an origin specifically in the Shadow Realm. The collective description Exceptional Success: The ritual works better than expected for spiritual creatures (both spirits and ghosts) is “ephemera,” though and the Willpower point is restored. the two branches of ephemera (spirits and ghosts) are separate types Initiation of entities. You can't bind a ghost into a fetish, for example, and (Level-One Ahranite Sorcery ritual) werewolf powers don't typically affect or relate to ghosts. Those who wish to join the Followers Followers of Akhud are required
Chapter 8: Storytelling
Antagonists Animals Ghosts
Experience Points The differences between tabletop roleplaying and IRC based roleplaying extend to the way Characters gain experience. Sessions, Chronicles and sometimes even Scenes, take different meanings and as is expected, that calls for a few additional ways ways for experience to be gained.
Awarding Experience Points 3 points – Weekly. For at least one scene of 25 posts or more, these points can be used for anything the player wishes, as long as it is relevant to the roleplay to that point. 1 point – Training. For each log of 25 posts, where the Character trains to advance a trait. 1.5 points – Training. As above but the trait is “native” to the Character. 1 point – Training, additional. If there is a teacher – someone with 4 or more dots in that trait – training the Character.
Appendix 1: Oddities Cult Characters and Special Rules Cultist Merits Ahra Ahraninite te Sorc Sorcer eryy (• to •••••) Prerequisites: Status (Followers (Followers of Akhud) • or higher Effect: As a Follower of Akhud your Character has access to certain rituals that make the Faction's agenda easier. Granted by creatures of the Abyss – one or many, it matters little – the knowledge of these rituals passed from master to apprentice throughout the Faction's history. Due to its unique nature, the Merit costs 7 experience points per new dot and each additional ritual – apart from the one each dot grants for free – costs 3x Cost: 1 Willpower Dice Pool: Manipulat Manipulation ion + Occult Occult + Ahranite Ahranite Sorcery – subject's Resolve + Power Trait Action: Extended. The number of successes required to cast
to undergo initiation in order to share fully in the ties that bind the Faction together. This ritual is the culmination of those ties, as it infe infect ctss a will willin ingg subj subjec ectt with ith the the demo demon' n'ss esse essenc ncee whil whilee simultaneously infusing the demon with the inflexible loyalty of the Ahranites. To perf perfor orm m this this ritu ritual al,, the the subj subjec ectt unde underg rgoi oing ng the the transformation transformation must consent to it (though it's certainly possible to be tricked) and must enter a cauldron under his own power. If the ritual succee succeeds, ds, the subjec subjectt is plague plagued d by the Whisp Whispers ers of Shadd Shaddad, ad, is immune to mind reading and is unable to attack or betray those who have undergone Initiation.
Seek the Wise Blood (Level-One Ahranite Sorcery ritual) The primary caster of this ritual must immerse himself in a cauldron while the ritual is being performed. If it succeeds, all the blood blood – or Vitae Vitae – curren currently tly in his system system gains gains an additi additiona onall property: he is aware of his blood whenever it leaves his body. Thus, if a Vampire feeds on him, he knows where the Vampire is until the Vampire spends the blood – to fuel a Discipline, ghoul someone, boost a physical trait, or for any other reason. If he smears his blood on someo someone' ne's car, car, he knows knows where where that that car is, until until washi washing ng or normal wear removes the blood.
Draugr Curse (Level-Two Ahranite Sorcery ritual) This ritual works only on Vampires who have not been through Initiation – and given the fact no sane Vampire would risk joini joining ng the Facti Faction, on, that that means means practi practical cally ly all. all. The Vampir Vampiree is immerse immersed d in a cauldron cauldron (usually by force or while while immobili immobilized) zed) and .as his Ahranite captors chant, drops into a deep torpor. He spends a number of days in that state equal to his Blood Potency. Upon awakening, he finds himself weakened and badly confused – his memories of the ritual are especially scrambled – but usually free and often somewhere near his haven. Or near Elysium. He acts and feels normal, until he is next subject to the Predator's Taint, at which point he immediately enters frenzy. The focus of the ferocity is the Vampire who provoked the Beast. This frenzy can be mitigated as any other sort of frenzy once it has begun, but it cannot be averted by any means. Use of this ritual is often
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responsible for Elysium whispers whispers about the presence of VII in a city – Exceptional Exceptional Success: Success: The The Char Charac acte terr is dist distur urbe bed d and and the ones who find the truth often wish that was the case. startled, but not to the extend of complicating her actions.
Thirsting Dagger (Level-Two Ahranite Sorcery ritual) The ritual focuses on a brass dagger. The dagger is immersed in a cauldron as the spell is cast. If it succeeds, the dagger drains a point of blood from its target each time it hits, in addition to any other damage done. This means that Vampire targets lose one Vitae per blow, while humans take an extra level of lethal damage. The blood so drained goes directly to the hungry maw of Shaddad – or whatever creature is responsible for the powers of the Followers – so there is no way to extract it from the weapon. The dagger retains its thirst for a number of nights equal to the successes rolled on the ritual.
Sinner's Skin
(Level-Four Ahranite Sorcery ritual) To perform this ritual, an individual person – living, dead, Kindred or other – is immersed in a cauldron during the ceremony. At the end, if the ritual succeeds, the person's skin floats off all in one piece, and rises to the top of the cooling ash. (Note that being boiled until your skin comes off inflicts eight levels of lethal damage.) It is possible for a human of any size to climb into this suit of skin by stretching the mouth. Once inside, the wearer's appearance – size, body shape, weight and even personal fragrance – changes to match that of the skin donor. The disguise is almost perfect – the wearer looks, smells and feels to the touch like the donor. If the donor was mortal, the wearer can pass for mortal. If the skin was Restored Visage Kindred, Kindred, a mortal mortal wearing the skin provokes provokes Predator' Predator'ss Taint Taint in (Level-Three Ahranite Sorcery ritual) Ironically titled, this conjuration works only on Sleepers – others as if he were the original Vampire. Anyone can wear the skin, not Ghouls, Sleepwalkers or Wolf-Blooded – and the spell's intended not just the Ahranite Sorcery caster. The spells lasts for a number of recipient must get into a cauldron while it's performed. If it succeeds, weeks equal to the success rolled and at the end of that span, the skin the the subj subjec ectt perm perman anen entl tlyy lose losess his his refl reflec ecti tion on.. It's It's as if he gets gets crumbles into dust. Weari Wearing ng the skin skin does does not grant any abilitie abilities, s, Skills Skills or Embra Embraced ced and forev forever er more, more, he displa displays ys the norma normall traits traits of Merits possessed by the donor, with the exception of the Striking Vampires when it comes to reflection. The subject does not trigger the Predator Predator's 's Taint Taint and his aura is not not affect affected. ed. An image image on Looks merit and others based on the donor's appearance. Wearing the skin does not alter the wearer's Health or Defense – it is simply a recording media, shows the subject for what he really is, as usual. frighteningly effective disguise. A Sinner's Skin grants a +5 bonus to Visage of the Nameless dice pools involved in disguising a Character as the skin donor. (Level-Three Ahranite Sorcery ritual) The disguise is not perfect, however. It does not alter the The target for this ritual must be Initiated and forcing an voice or provide any memories. While wearing the skin, fingerprints unwilling subject to undergo it does not violate the loyalty ban of the are those of the donor, but retinal scans read the eye-prints of the Faction. Faction. It is possible possible to cast this spell upon oneself oneself though and as wearer. (Few Followers of Akhud know this, however.) with all Ahranite Sorcery rituals, immersion is required. Visage of the Nameless Nameless lasts a number number of nights nights equal equal to the successes successes rolled. Mantle of the Demon (Level-Five Ahranite Sorcery ritual) Much of that time is usually spent b ehind a veil or mask. This ritual is performed over a full-length garment, such as a If the ritual succeeds, anyone who looks upon the target's face sees, instead, the visage of a demon – not the being responsible cloak or long jacket. If the ritual succeeds, the robe offers diabolical for the powers of the Ahranites though, at least not according to protection to the ritual's primary caster. While the robe is worn, those in the know. This may include the caster (or casters) of the anyone who uses sorcery of any type on the ritualist suffers one ritual but not anyone who looks in a mirror, at a broadcast or at a automatic point of aggravated damage per attempt. It doesn't matter photogra photograph. ph. In those those instances instances,, they see what they'd usually see. if the arcane effect is a Crúac ritual, an Uratha rite, a Mage's wizardry Those who look on the Visage of the Nameless – and unless they are or something else. If the subject created the robe and is wearing it, an Sleepwal Sleepwalkers kers or Awakene Awakened d – must attempt attempt a reflexive reflexive Resolve Resolve + opposing caster takes a point of aggravated damage when targeting Composure + Power Trait roll, minus the successes scored on the the subject, whether the supernatural effect succeeds or fails. All Disciplines and Gifts that are not ritual-based are not ritu ritual al's 's acti activa vati tion on roll roll.. The The resu result ltss of this this roll roll dete determ rmin inee the the affected by this ritual as they count more as innate abilities than onlooker's reaction. something granted by magic. The protection of the mantle lasts until Roll Results Dramatic Failure: The character flees, screaming, until she the garment is physically destroyed or until it has dealt out a total of can no longer see the transformed face, then collapses into a ball and five points of aggravated damage, whichever comes first. sobs for the rest of the scene. This may be enough to provoke or Shaddad's Vengeance exacerbate a derangement, at the Storyteller's discretion. This is a (Level-Five Ahranite Sorcery ritual) The primary caster of this ritual is also its target. Immersing temporary affliction, affliction, lasting for about a week. Failure: The Character loses one Willpower point and flees himself in the cauldron, he uses his wits and wiles to make his body until she can no longer see the face of the user of Visage of the precious to the confused and dreaming mind of the demon Shaddad – one of the beings that grant the Ahranites their magic, possibly Nameless. their leader leader or simply simply the strong strongest est one. one. Moreov Moreover er – and more more Success: The Character is shaken and is at a -2 penalty to their impo im port rtan antl tly y to the th e cast ca ster er – he make ma kes s his hi s body bo dy a chan ch anne nel l for for resist resist other other frighten frightening ing powers powers for the rest rest of the scene, scene, but is Shaddad's destructive power. otherwise able to keep it together.
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If the ritual succeeds, the caster's eventual destruction is met with with fiery fiery retrib retributi ution on.. A reflec reflectio tion n of Shadda Shaddad's d's burnin burningg and unbound form appears coterminous with the killer. Thus, whoever destroys the caster of Shaddad's Vengeance is immediately struck with a number of levels levels of fire damage equal equal to the successes rolled. This hits the killer no matter where he is – even those who use long distance attacks like rifles. It doesn't matter how high the Character's Defens Defensee score score is, and Celeri Celerityty-lik likee powers powers offer offer no protec protectio tion n (although Resilience-like powers can still downgrade the damage). The burning burning avatar avatar of Shadda Shaddad d appear appearss only only for for a few seconds, but the sight of it is enough to shake the sanity of any who behold it. A Vampire so attacked must resist the Rötschreck, with a 3 penalty to his roll. A Vampire wounded by the fires of Shaddad automatically automatically gains or exacerbates a derangement until he is healed. Creatures who merely see the face of Shaddad unshielded, even for a moment, must make a Resolve + Composure + Power Trait Trait roll roll with with a -5 penalt penaltyy to resist resist gaining gaining or exacer exacerbat bating ing a derangem derangement. ent. Such derangem derangements ents persist for a number number of nights nights equal to 7 – the subject's Resolve.
Psychic Characters and Special Rules Psychic Merits Electrokinesis (•••••) Effect: Electrokinesis represents the ability to manipulate electricity and how materials react to it. Psychics with this power are usually referred to as electrokinetics. An electrokinetic can manipulate the flow of electricity, for example to turn a device on and off – or even fry it, and alter the conductivity of materials in order for current to go through them or stop doing so. A character with Electrokinesis must overcome one difficulty in affecting the flow of electricity: the conductivity of the materials in the circuit. The modifiers applied to an attack roll for each of these criteria are listed below.
The damage inflicted with a successful electrokinetic attack is equal to one point of bashing damage for each success. If the target is part of a circuit already, the normal damage of it is added – for example someone touching a socket when targeted . This damage pool (minus the benefits of any electricity-resistant electricity-resistant armor) is inflicted every turn on anyone in contact with the target. Once Once curren currentt is affect affected, ed, it follow followss all normal normal rules rules for electricity damage (See the World of Darkness Rulebook, pg. 177.) and its treated as any mundane circuit. Altering conductivity of an item requires an extended Stamina + Resolve roll with the number of successes required equal to the modifier for the material +1, with each roll taking one turn’s action. The new conductivity remains for a number of turns equal to the character's dots in Electrokinesis. Electrokinesis. Cost: 1 Willpower Dice Dice Pool: Pool: Wits Wits + Resolv Resolvee to manipu manipulat latee electr electrici icity. ty. Stamina + Resolve to stop current. Action: Instant to manipulate a closed circuit. Extended to create one, with each roll representing one turn. Roll Results Dramatic Failure: The psychic suffers one point of lethal damage damage due to painful painful psychic psychic feedback. feedback. Alternately, Alternately, the psychic psychic might manipulate electricity but not where he wants it. Failure: The attempt is unsuccessful. Success: The electr electroki okinet netic ic manipu manipulat lates es electr electrici icity ty as intended. Exceptional Exceptional Success: Success: Addit Addition ional al succes successes ses are their their own own reward. Option Option [Emotio [Emotional nal Electr Electroki okines nesis] is]:: When Whenev ever er an electrokinetic is in the grip of strong emotion, the Storyteller may direct the player to roll Resolve + Composure with a dice penalty equal to the intensity of the emotion (as described by the Emotional Response table on pg. 60 of Second Sight.) If the roll is unsuccessful, the electrokinetic’s powers function randomly, overcharging small, near nearby by elec electr tric ical al devi device ces. s. A dram dramat atic ic fail failur uree mean meanss that that this this electrokinetic activity might flare up at random intervals over the next several days whenever the electrokinetic is agitated. Such wild phenomena do not require the expenditure of a Willpower point. A electrokinetic electrokinetic with this option gains a +2 bonus on all deliberate uses of this power.
Dice Modifier
Material
+2
Great conductivity (gold, copper)
+1
Good conductivity (water, most metals)
0
Average conductivity (flesh, seawater)
Spirit Related Characters and Special Rules
–1
Bad conductivity (air, covered conductors)
Spirit Related Merits
–2
Poor conductivity (dead wood, heavy clothing)
Equal Partner (•••••)
–3
No conductivity (glass, plastic, rubber)
Prerequisites: Easy Ride (••), Hollow Soul (••) or Awakened Effect: Its not often that spirits interact openly with humanity but when they do great and terrible things happen. A Character with this Merit can choose to merge with a spirit to create a more balanced version of a Spirit Claimed, where both sides have equal impact on the outcome. If the mortal has the Easy Ride (••) Merit or is one of the Awakened, then the resulting Claimed is a perfect fusion of both sides, keeping the memories of both and gaining all the advantages – and drawbacks – of being Claimed. If the mortal has the Hollow Soul (••) Merit, the result is always a normal Claimed, with all traces of the human host gone.
The dicepool to manipulate electricity is Wits + Resolve. When the electrokinetic seeks to target a person or some other target capabl capablee of movem movement ent,, the attem attempt pt is treate treated d as a range ranged d attack attack.. Defens Defensee does does not not apply, apply, but the roll suffers suffers a –2 penalt penaltyy when when attempting to affect a moving target. Short range for an attack is equal equal to his his Intell Intellige igence nce + Wits Wits + Electr Electroki okines nesis is dots dots in yards. yards. Medium range is twice that and imposes a –2 penalty on an attack dice pool. Long range is up to twice medium range and imposes a –4 penalty on an attack dice pool.
World of Darkness House Rules for Dreams of Darkness
Thaumaturge Characters and Special Rules
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Rituals for a New World Order
Defining Merit: Weird Science (••••) Path Path Merits: Merits: Alchemy Alchemy (Externa (External), l), Curse Curse of Ill-Fort Ill-Fortune, une, Divinati Divination, on, Dream, Dream, Enchantm Enchantment, ent, Favorable Favorable Fortune Fortune,, Healing, Healing, “Given a sufficiently advanced level of technology, it becomes Library, Luck Magic, Longevity, Scrying, See Auras, Warding and indistinguishable from magic” Weather Control Strengths: A Technoma Technomancer ncer relies on devices devices of various various natures. Essentially the construction of a device replaces the ritual. Manifold Theory Technomancers often speak about a concept known as the Using a bit of creativity one can still use the ritual rules; the sanctum becomes es the the hidde hidden n labor laborato atory, ry, the nexus nexus become becomess an unusua unusuall Manifo Manifold, ld, that that is all of percei perceivab vable le existe existence nce.. The concep conceptt of becom energy field. perc percei eiva vabl blee real realit ityy is a key key comp compon onen entt to unde unders rsta tand ndin ingg the the The device should be thematically appropriate to the effect Technomancer?s viewpoint. Essentially, that which is not observed may or may not exist, but until such time as it has been it exists in a created, the device that lets them see auras is likely to be in the form of a pair of goggles, while their divination divination may take place in the form quasi-real state outside of the “reality” of the Manifold. random number generator. generator. Furthermore, Furthermore, the nature nature of the The Manifold Manifold esse essential ntially ly describes describes a real and conceptu conceptual al of a random devic de vice e is impor imp ortan tant t to consi co nsider der. . A Techn Te chnom omanc ancer er needs needs a base base realm not unlike the platonic ideals. The universe as an infinity thing is without form, and contains within it all conceivable ideas and number of successes equal to the size of the device during the ?ritual? thoughts. The Manifold is everything within that has been weighed, construction. This is on top of any other successes that may be measured and found. In this sense, the Manifold can be thought to required. The advantage here, however, is that the Technomancer be a gestalt form of Solipsism. Because human beings have the power can work upon his device at any time, the extended ritual action does of consciousness and the ability to observe the universe consciously, not have to be consecutive rolls. In addition, the Technomancer must charge the device at they give metaphysical weight to certain ideas of the infinite potential potential creation on with with a number number of energ energyy charge charges, s, spendi spending ng 1 point point of idea ideass and and mani manife fest st them them into into the the Mani Manifo fold ld.. What What make makess a creati Willpower for each charge. Every time the device's effect is activated Tech Techno noma manc ncer er diff differ eren entt from from any any othe otherr huma human n bein being, g, is an awareness and participation in this gestalt Solipsism. This awareness that charge is used. To recharge the device the Technomancer must means that their measurements and observations are given a greater perform a short informal ritual and gain as many successes as new metaphysical weight then the average human. In this sense, they can charges being stored in the device. Weaknesses: A Tech Techno noma manc ncer er's 's stre streng ngth th is also also thei theirr override the temporary weight of the gestalt and direct it towards greatest greatest weakness. weakness. They are complet completely ely and utterly utterly dependen dependentt on their own personal desires or ambitions. their devices to perform their effects. Without them they cannot do Deus ex Machina any form of magic. Furthermore, the Technomancer's exposure to Thro hrough the use of soun sound ds, sha shapes, pes, movem vements, nts, constantly strange and alien ideas places a strain on their minds. All visualizations and mental foci a Technomancer aligns their thoughts Technomancers begin play with a mild derangement. to create the sympathetic resonance to the concept they desire. By Character Creation: Magicians almost always have a focus usin usingg a numb number er of thes thesee diff differ eren entt comp compon onen ents ts toget ogethe herr a on Mental Attributes and Skills, in particular there is an emphasis on Technomancer can tap into one of the many potential variables in Science over Occult. the universe and manifest it into the Manifold. The power of these shapes, the Technomancer says, is not from any internal power, but from their place in a fractal universe. Each shape or sound is merely a larger representation of an infinity concept. While old magicians •• •••• may toil over boiling cauldrons, chanting arcane verse and scrawling It is with this Merit that the Technom Technomancer ancerss forge forge their their runes, the Technomancer eschew all that. They encode the ethereal sounds into the mathematical symphony of the spheres, drawing the devices. Jury Rig (••): Sometimes all you need is some Duct Tape, symbols of the cosmos into their circuit-boards and transforming their their tomes tomes into digita digitall form. form. All All of these these thing thingss are the tools tools WD40 and a prayer to have a machine running. The Technomancer available to the Technomancer's disposal, and the manner in which can essentially perform a temporary patch-job even if they don't have adequate materials or tools with the expenditure of a Willpower they can make their observations observations a greater truth. point. Rube Goldberg Goldberg Machine Machine (•••): (•••): This This Merit Merit allow allowss the TRANSHUMANISM Technomancer Technomancer to create machines of absurd complexity and not have The Inter nterne nett is perha erhaps ps the “Holy Grail rail”” for the to account for a high margin of error. Essentially this means that they Technomancers Technomancers who see it as a place to explore all the possible can create create absurd absurdly ly comple complexx acme acme style style machin machines es with with unusua unusuall potentials of the cosmos without having to manifest it into the components that would not normally function together. Manifold Manifold first. Many Technomanc Technomancers ers have forays into the Techno-babble (••••): At this point the Technomancer mores of Virtual Reality and many postulate ideas of leaving can apply his observations to the creation of the device and allow that the physical world behind in favor of it. device to function beyond the limits of physics, but not beyond the
Technomancers
Thaumaturge Merits Weird Science (
to
)
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limits of plausibility. As long as the Technomancer can come up with between them, except for a faint mark on the neck, appearing only some postulation for how this device works (however outlandish) it during the change in personality and roughly looking like a bird in does as long as those conditions conditions can be met. flight. While this strange mark is on them, their eyes lose their spark and the men are reduced to automatons with little regard even to their own life. The most most supers superstit titiou iouss among among the dockw dockwor orker kers, s, have have dubbed the afflicted the Albatross Crew and some go as far as to claim they have seen a man walking the docks, with a dead albatross hanging from his neck. The more rational among them, discard such rumours and see nothing wrong with a few workers finally doing their job. Blood Maiden In a city as old as Edinburgh and as full of old legends, one is not surprised to find that new ones are created practically every day. The Blood Maiden is such a new legend, only rearing its head the last few months, striking fear to the hearts of the city's socialites, or simply dismissed as yet another urban legend even though the rumours keep getting louder and more frequent. According to those rumours, there is a new predator in town, targeting the young and attractive of Edinburgh, regardless of gender, race or creed. This predator comes in the form of a young and attractive woman, one that could easily be a victim of the Blood Maiden ...and often is. Reports about the appearance of the Maiden vary and quite often one marked as suspect ends up as a victim a few days later. Despite what one might expect, the Blood Maiden does not kill her victims, at least not by default, instead she is more concerned about making them bleed – whether or not they die, is irrelevant and not her primary objective. Victims of this urban legend end up with varying levels of abuse and cuts, done without them realizing as they claim – most probably lulled by means of seduction – and in most cases a sharp blade is used. Jack o' Spades A new new figu figure re appe appear ared ed in the the city city duri during ng the the last last few few – Where humans gather and build cities, the scenery changes decades, one that nobody ever speaks of in the open, both in fear of radically, both in the physical aspect of things and others far deeper being ridiculed and of the off chance the urban legend is actually ways that may in the end be more important and Edinburgh is no true. When asked about it, most people will either deny they know exception to that rule. Since the city's founding, the land changed anything of it, or they will shrug it off as superstition and a story to beyond the wildest dreams of people and with the land, so changed frighten children. A precious few, will not only acknowledge the the people – as well as the other less mundane residents of the city. validity of the legend, but will also share all sorts of stories about the Legends of old now found a new home and new ones appeared over man known as Jack. The stories are many and in each, Jack shows a different face the years, some to rise well above the level of urban legend and old wives' tales. As is to be expected of course, not all legends are pleasant altogether. In some, Jack is a young man of Scottish descend, with or bed time stories, in fact most are bloody nightmares and stories short dark hair, pitch black eyes, a five o'clock shadow and a deep voice that betrays great age and wisdom. In this version, he is always about things best left alone. dressed casually – whatever casual is during the era of his appearance Albatross Crew Among the dockworkers of Leith circulates a strange rumour – and quite friendly to those he encounters. Some recent reports of for for the the last last coup couple le of cent centur urie ies. s. Ever Everyy few few mont months hs,, rand random om this version of Jack, hint that he may be a werewolf that somehow individuals among them start acting strangely, practically severing all managed to master his bestial side and gained powers beyond the social ties for the duration of the phenomenon. These men only scope of even the greatest among the Uratha. Another version, has Jack as a slightly older man, dressed in focus on their duties, regardless of what said duties are, and often work far longer than anybody else, even to the point were the average victorian era clothes, always with smoked glasses hiding his eyes. This version, has him granting wishes for a price and his demeanor is far person would collapse from exhaustion. Nobody knows what causes this and the afflicted remember less pleasant, but always polite. Some Kindred who have heard the nothing about what they were doing while under the influence of this stories often draw a connection between Jack o' Spades and the strange phenomenon. There also seems to be no connecting trait legendary master of mirrors, illusion and deceit, Red Jack, better
Appendix 2: Edinburgh Hidden Protagonists: Mortals Old History
There Can Be Only One Freedom They Cry
Recent History United No More
A City Under Siege
Geography
The Lay of the Land
Places of Legend Legends of Old
Horrors of New
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known as Jack Scarlet in the British Isles. To this point, there is no rumour of Jack Scarlet's companion – Queen Mary, Bloody Mary or Hell Mary, of Kindred and mortal legend alike – of ever being seen in the flesh. Finally, there is a third version of the story that has Jack a gambler. There is no standard appearance of Jack in this variation, he simply shows up when people play cards, manages to make himself one of the group, though nobody ever remembers how or when exactly – he is just one of the pack, so to speak – and engages the others others in idle conversa conversation tion.. At some point point during the game, game, he throws a card on the table – always the Jack of Spades – and simply vanishes, without any of those present finding it odd at the moment. Sometimes, the following day one of the group will have great luck, for better better or worse worse.. A numbe numberr of Awake Awakened ned believe believe Jack Jack is an Acanthus or a master of Fate. The Branded Centuries ago, seemingly random people were found in a state of shock, coated in their own blood, with a single word carved on their forehead. The word was different for each one and allegedly, it spelled out their particular crime. Most of them were rapists, child abusers, drug dealers (whatever form drugs had back then) and in some cases, particularly cruel individuals. While no court would find them guilty of these crimes, such branding was often enough to kill whatever social life the “victim” had and people in general knew better than to think of the branding as false. Researchers claim that the last true branding was made three centuries ago and all those taking place after are nothing but frauds, used simply in games of politics and power – after all, who is going to vote for a man who has “death dealer” carved on his forehead? Never something to be spoken in the open, both the branded and the ones around them kept the whole deal to themselves, it was enough to know the truth, nobody has to spell it out. Fear of branding is one of the reasons such activities were never too popular or never took place witho without ut layers layers upon upon layers layers of secrec secrecy, y, lest lest the wrongwrong-do doers ers find find themselves among the Branded. Nobody knows who was responsible for the branding, but rumours of all kind circulate. From Morrigan and the Old Gods, to the God of Christians and His angels, and from secret societies to self-mutilation, self-mutilation, there is no possibility left unsaid. Besides, it does not really matter anymore, anymore, it is a thing of the past, right? Nobody is going to be branded in this day and age... Wrong. During the last two decades, police has encountered quite a few cases of branding, unlike anything recorded in recent history. Researchers claim they are the work of the ones behind the original brandings, no matter how strange and irrational that may sound.
Ouroboros Jaime Ross – Sleepwalker Waitress Leia Cassidy – Sleeper Bartender Steven Lennox – Wolf-Blooded Bouncer Stuart Crichton – Sleeper Bouncer Yukino Oswald – Ensorcelled Waitress
Witchers
Movers and Shakers
Gerrard Orivia – Ascending One Firefly – Rogue Hunter
Fables of Old: Changelings A History of Edinburgh Edinburgh Today The Autumn Court The Spring Court The Summer Court The Winter Court The Courtless
Downtown Edinburgh Commonwealth Swimming Pool Edinburgh Zoo
National Gallery
The Lay of the Land
Royal Botanical Gardens
Catalysts Hana – Clone Agent
The Goblin Market
Prime – Psychic Root
Motleys
Sin – Clone Agent
World of Darkness House Rules for Dreams of Darkness
Equinox Menagerie Batna – Beast Spring Courtier Jade Iago – Fairest Autumn Courtier Neiva – Elemental Winter Courtier Nightingale – Beast Courtless Pandora – Fairest Autumn Courtier
Eternal Wheel
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A University Town University of Edinburgh Edinburgh Nightlife Cost of Living
An Occult History
Behemoth Jake – Ogre Winter King Belladonna Lily – Fairest Autumn Queen
Beyond Edinburgh
Thunderhoof – Beast Summer King
Cabals
Tiresias – Wizened Spring Queen
Gemini Syn
Midnight Circus
Hermione – Moros of the Free Council
Faith – Darkling Spring Courtier
Nemesis – Mastigos of the Adamantine Arrow
Leanna Pip – Darkling Summer Courtier
Selene – Thyrsus of the Adamantine Arrow
Mimic – Darkling Courtless
Tyche – Acanthus of the Silver Ladder
Obsidian – Elemental Summer Courtier
Uatchit – Obrimos of the Adamantine Arrow
Torque – Wizened Courtless
Sunset Rhapsody
Inner Circle of Purifying Light Bane – Moros Seer of the Throne
Dusk – Ogre Summer Courtier
Clotho – Acanthus Seer of the Throne
Minerva – Fairest Spring Courtier
San – Obrimos Seer of the Throne
Myrna – Wizened Courtless
Storm Hand – Thyrsus Seer of the Throne
Thorn – Fairest Spring Courtier
Talbard – Mastigos Seer of the Throne
Lone Lost Kurgan – Beast Courtless
Keepers of Secrets: Mages
Lore Weavers Arachne – Acanthus of the Mysterium Doktor Sleepless – Thyrsus of the Free Council Macina – Obrimos Apostate
Local History in Review
Mariposa – Moros Apostate
Early History
Spice – Mastigos of the Free Council
Recent History
Shattered Prism Boudicca – Mastigos Apostate
World of Darkness House Rules for Dreams of Darkness
Damien – Moros of the Free Council Jasmine – Obrimos of the Mysterium Scathach – Thyrsus of the Free Council Shay – Acanthus of the Mysterium
Lone Mages Tobias Ronan – Thyrsus Apostate Talon – Thyrsus Apostate
Political Affairs and Power Bases The Consilium
–
Ebon Court
Belinus – Moros Guardian of the Veil Brigid – Mastigos of the Free Council Cernunnos – Thyrsus of the Adamantine Arrow Oberon – Obrimos of the Silver Ladder Titania – Acanthus of the Mysterium
Lords of the Night: Vampires An Historical Overview Edinburgh Tonight The Carthian Movement Whi While le most most vamp vampir iree doma domain inss are are rule ruled d by the the most most conservative Covenants Covenants – usually Invictus or Lancea Sanctum – there are few domains that do not claim even a small number of Carthians. Rebels with or without a cause, these Kindred tend to simply raise hell and go against Elder rule. Edinburgh had at least six confirmed membe members rs of the Carth Carthian ian Movem Movement ent befor beforee the “bloo “blood d moon moon massacre” claimed their unlives. Official word is that it was simply coincidence and since no Carthian survived, nobody knew or cared enough enough to say other otherwis wise. e. Whethe Whetherr the deaths deaths were were coinci coinciden dence ce indeed indeed or orches orchestra trated ted by someo someone, ne, one one thing thing is for sure.. sure.... the outco outcome me is somet somethin hingg the surviv survivor orss could could certai certainly nly live live with, with, especially those of the ruling First Estate And so were things till recently, when a group of Kindred nobody would ever suspect, rallied behind a charismatic leader to rekindle the flame of revolution and bring the Carthian Movement back to the city of Edinburgh. While these Kindred were in no way related to the old Carthians – in fact, most were opposed to them before the Blood Moon Massacre – now they embraced their ideals as
Page 38 their own and came not to oppose the Prince himself – for arguably they did not find him unfit to rule – but what he represented and the reality of vampire society. After all if such simple beings as mortals can find something better than the feudal system, so must Kindred. The The seco second nd sieg siegee clai claime med d no Cart Carthi hian an but but brou brough ghtt a diffe differen rentt sacrif sacrifice ice with with it. it. While While the Movem Movement ent came came out out of it stronger than ever, ever rivalling the First Estate in numbers, the end was not far. The circumstances for this were never clear but in a seemingly illogical move, the Movement disbanded and its members left for other Covenants, something future historians would hint as the beginning of the Great Reform.
The Childer of Haqim Most people are surprised to hear this Arabian Covenant has reached Scotland. Most people should know better, the Childer go where they are contracted to go. Nobody knows what the price is and nobody dares ask, one thing is for sure though.. the assassins were loyal to Duke Nuada and there is no way for them to walk out of the contract – not unless a superior Childe orders them to, that is. Serving as the Invictus' Hounds and Deputies, all known Childer in town are feared by even the most powerful vampires, especially due to the rumours about them. Duri During ng the the bloo blood d moon moon mass massac acre re,, repo report rtss plac placed ed the the Childer in various locations around the city, sometimes at the same time, taking down attackers with ease as only trained assassins would have. Bathed in the blood of whoever they could reach, never did the Hound Houndss show show anythi anything ng other other than than cold cold deter determi minat nation ion and a monstrous vibe unheard of even for members of their Clan – or Covenant, as some say... not that people know enough about the Childer of Haqim to give an opinion to begin with. Between the massacre and the second siege the numbers of the Childer doubled, even tripled for a while, but their vigilance and duties remained the same. Feared as ever, they managed to keep and improve their reputation during the second siege, performing surgical strikes against the invaders, even if they were only the instruments of those making the plans for those attacks. Even during the Great Reform, the loyalty of the Childer remains to Senex Nuada and the ruling body of the city's vampire population.
The Circle of the Crone Acc Accor ordi ding ng to some some brav bravee and and unwi unwise se vamp vampir ires es the the Hierophant of the Circle in Edinburgh was the true P rince of the city and the fact the Covenant holds enough power to back such a claim if it was ever made only adds to that feeling. The truth was less byzantine and more practical however, it is in fact the story of old lovers, bitter rivals, reluctant allies and individuals too similar and strong-willed strong-willed to be anything but but all the above. Since the first claim to Praxis by the last First Estate Prince, the Hierophant and the Circle in general have been at his side, sometimes serving as the “Second Estate” other times as the knife in the back that never let him let his guard down. Whatever the case and no matter the clear lack of trust between the two Covenants Covenants and their leaders, they worked well together and those who tried to get in the middle were often crushed. Lately Lately howeve howeverr things things change changed d dramat dramatica ically lly,, where where the Acolytes once played a significant role in local politics and the Danse Macabre now they seem to support the Great Reform and at the same time not care about any “Kindred” affair in the least. Taking a
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posit position ion simila similarr to that that of the Dragons, Dragons, they they see thems themselv elves es as different different species, species, the Undying, Undying, perhaps the only vampires vampires truly truly worthy of the term. For the numerous cults of the city, the Great Reform is a step in the right direction, away from playing games and trying to pass as mortals.
guides of Kindred society have been trying to take control of the city, on a spiritual level, for the last few decades, yet their efforts so far have been fruitless at best. The fact they are not the “Second Estate” however, does not stop the champions of Longinus from performing their god given duties and still try to guide the vampires... whether they like it or not. The Disciples of Asclepius As was to be expected, the Sanctified of Edinburgh respected The third third thorn thorn in Sancti Sanctifie fied d sides, sides, the healer healerss of this this the rule of the First Estate, but are extremely displeased displeased with the very Coven Covenant ant make a point point of showin showingg vampir vampires es – be it Drago Dragons, ns, presence of other other Covenan Covenants, ts, especially especially that of the Circle of the Kindred or Undying – there is another way other than what the presence Crone, since the Acolytes claim a role usually reserved for them. Lancea Sanctum priests preach. Originally incognito in the city, in fear of being prosecuted by the other Covenants, soon the Disciples While they held important titles – with the Seneschal, a Primogen of Asclepius realised Edinburgh could become a safe haven for them, and a Harpy among their ranks – they'd rather not have to deal with due to the peculiaritie peculiaritiess of the city's politica politicall status status quo and the either the Circle or the Disciples of Asclepius, or even the Ordo Dracul, as each of these Covenants stood in direct opposition of the support of unexpected allies. Sanctified beliefs. The ruling First Estate accepted the Disciples as a balancing Losing more than half their members to the massacre, the facto factorr and often often emplo employed yed them them for their their healin healingg powers powers and champions of the Lancea Sanctum found themselves in a situation counseling. The Acolytes are indifferent towards the Healers, but in general appreciate their attitude towards the Sanctified. Dragons are far more dire than what they were used to. Sustained by faith, hatred the ones with the most positive outlook of the healers as they have a and ambition, the following nights the Sanctified do whatever they mutually beneficial alliance with them, which is not how Sanctified can to improve the Covenant's damaged image and standing, as well as reclaim their rightful place. The Great Reform was a blessing for feel about the heretics of the Disciples. the Sanctifi Sanctified ed as they they finall finallyy got got a voice voice in govern governme ment, nt, not not to A sacrifice earned them respect and the martial skills of some some among among them left left most most awed awed and speechle speechless ss but still the mention members of the First Estate joined them.
Disciples Disciples remained remained quiet quiet and humble. When the Great Reform Reform The Ordo Dracul came, their numbers swelled as many former Carthians joined them, Few in numbers as they might have been, the Dragons of the weary weary of polit politics ics and the Danse Danse Macabr Macabre. e. The new addit additio ions ns loca locall Acad Academ emyy have have alwa always ys been been a forc forcee to be reck reckon oned ed and and provided the healers with skills that were clearly out of their reach individu individuals als that people people rarely forget. forget. This comes as a surprise surprise to before, especially when it came to snake handling. some, since even though the Order of the Dragon operates openly and they used to claim one of the Primogen – not to mention three The First Estate The top dogs, the ruling caste, the old money... no matter of the five Prisci – they did not seem to be interested in getting how you call them, the Kindred of the First Estate were the ones further involved with politics. As the Dragons themselves claimed, calling the shots in Edinburgh for the last last three and a half centuries. the only reason they initially bothered with politics was to ensure the They first came to power when the last Prince dethroned the sadistic Covenant would claim the university campus and for a long time Archbishop who was in charge and since that night, their praxis has they seemed to be content with this arrangement. The The bloo blood d moon moon mass massac acre re robb robbed ed the the Orde Orderr of a few few never been seriously challenged. Through various means, including members, including including one of the most most promisi promising ng Dragons Dragons in years years – intimidation, intimidation, bribery, diplomacy and swift action, the Invictus stayed members, and possible Sworn of the Dying Light. Never ones to back away true to its name and remained undefeated. The blood moon massacre left the First Estate two members from a challenge however, the Dragons learn from their mistakes and short and without the Carthian thorn at their side. While adaptation those of their enemies... and when the time is right, they will strike has never been one of the strong points points of the Covenant, Covenant, the First First against the ones responsible without mercy and at full force. The Estate learned from the attackers and tried to spread their influence remaining members of the Academy, all following the Oriental Rite, over all supernatural species, despite of previous encounters... this work with anyone who may aid them in avenging their fallen or seemed to work in their favour and it was that spirit of cooperation defending the Academy against future attacks. After the massacre, another disaster hit the Dragons, this that kept the city's supernaturals alive during the second siege. Balancing the power plays of local Covenant has been far time from within. Their Kogaion left the Covenant and joined the reformed med Carthi Carthian an Movem Movement ent for reaso reasons ns of his own. own. While While from easy, but if nothing else the local members of the First Estate refor were as ruthless as they are capable. Lately however there has been a normally such a betrayal would call for the destruction of the old shift in power towards the Circle of the Crone and the Ordo Dracul. Kogaion, no action has been taken against him but the reasons While While both Covenants Covenants original originally ly supporte supported d the First First Estate Estate they remain hidden, only for those under an Oath to know. Despite the started showing signs of open defiance and disregard, with the killing hardships, the Ordo Dracul only grew stronger and was turning into blow being their support of the Great Reform, the very thing First a major player in the political scene, even if just by numbers. Finall Finally, y, the the Drago Dragons ns made made their their move. move. During During a Court Court Estate feared the most. night, the Grand Wyrm of the Covenant announced to the Prince The Lancea Sanctum and the Kindred population that the members of the Ordo Dracul Cursed by God to unlife... and apparently to play second no longer considered themselves to be Kindred. According to them, fiddle to the Circle – at least in Edinburgh. The traditional spiritual they were as far from ordinary Kindred as they were from the mortals
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they they prey preyed ed upon upon.. In one one bold bold move move,, the the Drag Dragon onss remo remove ved d of some, or even the fact Kindred nobody would expect, joined the themselves from the Danse Macabre and became one more player in Movement, Movement, offering their support. a larger scene. When the Great Reform took place however, the While many are those that feel the Prefect is trying to pull a Dragons were staunch supporters and rejoined vampire society. “Lestat” on the city, as the lead singer of Jaded, nobody can deny the man is charismatic as few, something augmented by his natural good The Unaligned looks. s. Leav Leavin ingg his his nigh nights ts as the the Cart Carthi hian an Pref Prefec ectt behi behind nd,, he Never a force to be reckoned and always at the base of the look reinvented d himself himself under the guidance guidance of a Witch, Witch, the path of the food chain, the unbound of Edinburgh find themselves absorbed by reinvente Godd Go ddess ess was wa s not no t for him howeve how ever r and soon so on he found found himsel himself f one Covenant or the other before too long, in fact some of the most prominent vampire in modern nights, started as Unaligned a few walking that of a Dragon, with the blessings of the Witch. decades ago. Whether they are nomads using the city as pit stop, hun hunted ted in som some nearb earbyy city, ty, newly ewly Embra braced ced or sim simply disenfranchised, they are a ragtag group that would probably never survive long without the presence of the Covenants. One thing they could be certain about, was that the Carthians would be at their side, something that changed with the Great Reform.
The City of Ages Old
Ranya – Gangrel Guardian, Sworn of the Axe
Fides Custodis Demetrius – Gangrel Priest Dylan – Gangrel Priest Lady Ebba – Ventrue Bishop
The Lay of the Land
Magdalene – Daeva Priestess
Crypt Wyrms
Sister Rose – Mekhet Priestess
Circe – Daeva Guardian, Sworn of the Mysteries Ithilion – Gangrel Grand Wyrm, Sworn of the Dying Light One of the oldest vampires in the city and certainly among the most influential ones, the Grand Wyrm of the local Academy is, in one word, weird. Even though nobody thinks of him as anything but a Savage, most of the time he acts as if plotting decades ahead and with terrifying clarity. Easily one of the city's leading experts in the occult – and more specifically to the nature of beings and shapeshifting – he is often seen over old tomes looking for information on a strange Bloodline or some rumoured new species of supernaturals. It is no surprise that he was the first to encounter one of the Created. Founder of his own Bloodline, Bloodline, the Twilight Sworn leader of the Ordo Dracul is also the owner of the Crypt. With two beauties at his side and allies among pretty much every species, he is living a life most would kill for. That would indeed be the case if not for an unquenchable curiosity about almost everything and especially the future of both city and Academy. Meridiana - Nosferatu Guardian, Sworn of the Dying Light Phaethon – Daeva Guardian, Slave A relat relative ively ly recent recent addition addition to the city, city, Phaeth Phaethon on is a member of the Spina Bloodline, just like Prince Macalister – in fact, he is the grandchilde of the Prince's “brother-in-blood.” Because of this, almost every single Kindred in the city, expected him to join the Invi Invict ctus us,, allo allowi wing ng him him to spen spend d a few few week weekss as an imma immatu ture re Unbound before he comes to his senses. To everyone's surprise, the young Daeva turned his back to the Invictus and true to his mortal facade, that of a rock star, he went public with his intention to revive the Carthian Movement in the city. Some say he was contacted by some Kindred that secretly wished this for a long time, something that became obvious by the reactions
Grove Keepers Diana – Ventrue Augur, Whore Hekate – Gangrel Witch, Mother Morgaine – Gangrel Gardener, Whore Slyva Neeros – Daeva Valkyrie, Whore
Hidden Dagger Anansi – Nosferatu Hound and Priscus Nobody knows enough about Gawain and frankly, that is just how he likes it. After the blood moon massacre he climbed to the rank of Kogaion for the local Academy, but unfortunately for him, it was not all he expected. His mastery of Coils and knowledge of Dragon Nests and lay lines gave him no real power over the other Dragons – in fact it actually set him away from them – and this is something he tried to compensate for as Priscus for the local Haunts. Just before the Dragons had a chance to confront him about his actions and ultimately call for his destruction, Gawain renounced the Ordo Dracul and offered his public support for the new Prefect of the Carthian Movement. While this move made him no friends and turned many Kindred against him, especially members of the Invictus, it also gave him the perfect cover from any attempt against him by the local Academy. In recent nights, few have seen him, including members of his own Clan. While While still still hidde hidden n and unseen unseen by most, most, it was was recen recently tly revealed that Anansi was actually an undercover Hound and chances are he was responsible for an attack of five Azlu hybrids against the new headquarters of the Carthian Movement. This move of course made things even worse for him as he now has one more group to
World of Darkness House Rules for Dreams of Darkness look over his back for. While it is highly unlikely he has been working under orders of the Prince himself, it is clear he was acting under someone's orders, perhaps someone of the Inner Circle. Dullahan – Nosferatu Hound and Rafeek Kalypso – Nosferatu Hound, Whore Opal – Nosferatu Hound Toby – Nosferatu Hound and Hujja
Moonstone Sigil Arawn – Ventrue Hero Hestia – Daeva Priscus, Mother Lord Nuada – Daeva King of the Grove, Father Macha – Gangrel Hierophant, Crone
Seven Crowns
Page 41 almost three decades ago to end the life of a rising member of the Invict Invictus us that that manag managed ed to make make quite quite a few enemie enemiess among among the the Carthian Carthianss of Note. She was given all the informatio information n needed needed to perform the task and only the trip to Edinburgh remained before she could go on with the actual kill. That was then. Soon after she was put to the stake by what still remains an unknown unknown party – possibly possibly rival Carthians, Carthians, or agents agents of the First First Estate. For the next couple of decades, the world changed around the torpid assassin, especially when it came to the political aspect of things. As a result, she was released from torpor and her mission was all that was left the same. Coming to Scotland was quite the shock for her as everything had changed. She found her target now practically leading the Carthians and offered her allegiance to her. The next few months were quite eventful and she was at one point prepared to kill all other Carthians excep exceptt for the leader leader.. She follo followe wed d her even when when she left the Move Movemen mentt and went Unbou Unbound nd but it was was not not long long befor beforee the Childer of Haqim showed interest in her, finally recruiting one of the deadliest vampires in the city. Mathilda – Mekhet Deputy, Visionary of Equilibrium Mimir – Mekhet Deputy, Unbound
Augustus – Ventrue Priscus and Priest Saber – Mekhet Deputy, Childe of Haqim Halcyon – Ventrue Priestess Reynard – Ventrue Faithful
Tower Guard Anastasia – Mekhet Kogaion, Illuminus of Equilibrium Relatively new to the city, she was recruited by the Ordo Dracul almost as soon as she set foot in Edinburgh. With the proper attitude, both to knowledge and Kindred society, finding a mentor was easy and before long she rose to the rank of Initiate, much to the surprise of many Dragons, including the former Kogaion. Rumoured to be a member of the Kiasyd Bloodline, in fact the first childe of the founder, she has abilities and powers unique to her and of great importance for the Great Work and her life as a Dragon. While many things are hidden to others, they are open to her and this was partly the reason behind her recruitment by the Covenant in the first place – at least if the rumours are true. Replacing Anansi as the Kogaion of the Ordo Dracul in Edinburgh, the Mekhet ancilla was by far the best choice for the job. Already away from vampire society and an archaeologist since before her embrace, tracking down Dragon Nests only puts her talents to good use and strengthens the Covenant as a whole. Jinx – Gangrel Guardian, Sworn of the Axe Kleio – Mekhet Guardian, Sworn of the Mysteries
Twilight Legion
Winged Serpent Arella – Daeva Ophiuchus Kisa – Ventrue Ophiuchus A newcomer by Kindred standards, the young Ventrue has been in Edinburgh for the last decade or so and many things have changed since her first night here. For many years, she has been a member of the Invictus and a model Ventrue in that aspect, one that at times berated other members of her Clan if they held membership over any other Covenant. In morta mortall socie society, ty, Cora Willi William amss is known known as an above above average sculptress that has her name on many works of art that decorate the manors of many of Edinburgh's rich and famous. While the fact she is American – even if half Native so – has not made life or unlife in the city easy, she has grown past it and so have most of her clients. According to some rumours, she was the one behind the Prefect's awakening as a Carthian and the main orchestrator behind the revival of the Movement in the city. Whether this was a personal decision or something she was told to do, is anyone's guess. The end result was that she was the first Kindred to switch sides as soon as the Carthian Movement was revived. She was also behind the plan to disband both the Carthian Movement and the Invictus that would change the city forever. Leaving behind a life of politics, she joined her childer in the Disciples, sometimes serving Carys as an advisor. Naja – Ventrue Ophiuchus
Epona – Mekhet Sheriff, Whore
Sakura – Daeva Ophiuchus
Krasnaya – Mekhet Deputy, Childe of Haqim A relic of the first cold war, the Russian assassin was hired
Uriel – Mekhet Priscus and Ophiuchus
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Spirit Conflict
Carys – Mekhet Panacea Valeria Foscari – Ventrue Unbound
The Invictus is Dead. Long Live Invictus The Senex
Local Figures Cuchulainn's Bastards Ghost Fire – Cahalith Hirfathra Hissu Grant Allastair – Irraka Thihirtha Numea
Carys – Senex for the Lost Souls Steelhand Loki – Ithaeur Farsil Luhal Circe – Senex of the Crypt C rypt Wyrms Trigger – Rahu Farsil Luhal Diana – Senex of the Grove Keepers Kleio – Senex of the Tower Guard Lady Ebba – Senex of the Fides Custodis Lord Nuada – Senex of the Moonstone Sigil Mimir – Senex of the Twilight Legion Proudmoore – Senex of the Winged Serpent
Deadeye Harlequins Dreamcatcher – Elodoth Farsil Luhal First Shot – Rahu Suthar Anzuth Kaminari – Irraka Iminir Shade – Ithaeur Hirfathra Hissu
Gryphon Eyes
Opal – Senex of the Hidden Dagger
Adrastos of the Wide Horns – Baal-Hadad Sun-Chaser
Reynard – Senex of the Seven Crowns
Allister – Corvian Sun-Chaser
Savage Hearts: Shapeshifters
Lorek – Nanuq Den-Warden Shadowstep – Klinkerash Wind-Dancer
Local History in Review
Silktongue – Rajanya Heart-Ripper
Early History
The Protectorate
Recent History
The Silver Crusade
Points of Interest Wild Territory Urban Territory
Conflict in Edinburgh Internal Conflict External Conflict
Tormented Outcasts: Prometheans Walkways of the Created Of Azoth and Flux Of Light and Darkness
Throngs
World of Darkness House Rules for Dreams of Darkness
Shadow Pact Aiko – Unfleshed follower of Argentum Incubus – Unfleshed Centimani Ique – Unfleshed follower of Argentum Ken – Osirian follower of Aes
EDINBURGH CENTRE ELYSIUM
The powers that be have declared the following sites to be Elysium. Elysium. Under their decree, decree, all who violate violate their sanctity sanctity (directly or indirectly) are subject to censure. Most of these sites are of some historic value, while others have been private property or simply of interest to the forces that rule the city. ● Calton Hill and Old Cemetery Crypt nightclub ● Edinburgh Castle ● Edinburgh Zoo ● ● 1811 nightclub Holyrood Holyrood Palace and Park ● Modern Art and Dean Galleries ● National Museum of Scotland ● National Portrait Gallery ● ● Royal Botanic Gardens Seven Crowns nightclub ● St. Giles Cathedral ● St. John Cemetery ● The Meadows ● University University of Edinburgh campus ●
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