Kansas City NPCs
The following NPC characters are the “official” and often leader-type characters of the ULAG troupe. These NPCs may not be destroyed, broken, or otherwise permanently and drastically changed without consent from the entire ULAG Storyteller group. Of course, any Storyteller can and usually does create his own NPCs with which he may do whatever he pleases.
Vampire: The Masquerade
Camarilla
Prince Solomon Winfield
Clan: Ventrue
Generation: 8th
Nature/Demeanor: Director/Judge
Apparent Age: 44 Real Age: 421 Embrace: 1622
Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 4, Manipulation 4, Appearance 3, Perception 4, Intelligence 5, Wits 4
Abilities: Alertness 2, Athletics 1, Brawl 2, Dodge 3, Empathy 3, Intimidation 4, Intrigue 5, Leadership 4, Streetwise 1, Subterfuge 4; Animal Ken 1, Boating 3, Drive 1, Etiquette 4, Firearms 3, Melee 4, Repair 2, Stealth 2, Survival 2; Bureaucracy 4, Camarilla Lore 3, Computer 2, Finance 3, Investigation 1, Law 2, Linguistics (french, portuguese, spanish) 3, Medicine 1, Occult 3, Politics 5, Science 1
Disciplines: Auspex 3, Celerity 2, Dominate 4, Fortitude 4, Potence 1, Presence 5
Backgrounds: Allies 5, Camarilla Status 5, Clan Prestige 3, Contacts 3, Elder Status 3, Herd 2, Influence 3, Resources 5, Retainers 4
Virtues: Conscience 3, Self-Control 5, Courage 4
Humanity: 6
Willpower: 8
Merits/Flaws: Holdings
Image: Solomon Winfield is also impeccably dressed in the most expensive business attire. He carries himself with dignity and clever wit. Though his seadog British accent has long faded, his speech still carries a cultured tone. He is an unimposing gentleman apparently in his early to mid-40s, good-natured with blonde hair and blue eyes. But once riled, his presence is nothing short of majestic, a flash from his steely gaze enough to silence the most impudent Anarch or quell the silliest Malkavian. It is easy to underestimate Solomon Winfield.
Roleplaying Hints: Be always calm and pleasant, and always attentive to the business at hand. But always leave time for witty smiles for your fellow man (and woman), and don’t be afraid to crack the occasional dry joke.
Background: Winfield was a dashing merchant boat captain in the early 1600s. He battled and dodged pirates til his Embrace in London. He immediately adapted to his night-life, managing to remain a sailor for quite some time. He settled down in New York eventually, and became a major player for the East Coast Camarilla. However, as the Jyhad spread, his abilities were called for elsewhere. He spent a brief time in Chicago before Kansas City’s Prince met with an early demise at the hand of Lupines. In the early part of this century, Solomon Winfield became Prince. He has since ruled the city with a sharp combination of caution and boldness, launching surprise attacks on the Sabbat when the opportunity appears, or demonstrating impenetratable defense otherwise.
Regent-Councillor Dagmara Elosich
Clan: Tremere
Generation: 8th
Nature/Demeanor: Manipulator/Director
Apparent Age: 40 Real Age: 558 Embrace: 1481
Attributes: Strength 2, Dexterity 3, Stamina 3, Charisma 4, Manipulation 5, Appearance 2, Perception 4, Intelligence 5, Wits 4
Abilities: Alertness 1, Brawl 1, Dodge 2, Empathy 4, Intimidation 4, Intrigue 5, Leadership 3, Subterfuge 5; Animal Ken 1, Drive 1, Etiquette 2, Firearms 1, Meditation 2, Melee 2, Repair 2, Research 3, Stealth 2, Survival 3; Alchemy 3, Bureaucracy 2, Camarilla Lore 3, Computer 1, Finance 1, Kindred Lore 2, Law 1, Linguistics (german, greek, latin, russian, serbo-croatian) 5, Lupine Lore 1, Mage Lore 2, Medicine 3, Occult 5, Politics 3, Science 3
Disciplines: Auspex 4, Dominate 3, Fortitude 2, Obfuscate 1, Thaumaturgy 5
Paths: Corruption 3, Elemental Mastery 3, Lure of Flames 5, Movement of the Mind 5, Neptune’s Might 4, Weather Control 4
Rituals: 1) All; 2) All; 3) All; 4) Binding the Beast, Heart of Stone, Splinter Servant, Ward vs Kindred; 5) Escape to a True Friend, One Mind of the Covens, Ward vs Spirits
Backgrounds: Camarilla Status 4, Clan Prestige 4, Contacts 2, Elder Status 3, Herd 1, Influence 1, Resources 4, Retainers 3
Virtues: Conscience 2, Self-Control 5, Courage 4
Humanity: 5
Willpower: 9
Merits/Flaws: Occult Library
Image: Dagmara appears to be a strong-boned, firm-featured middle-aged woman. She never lost her Slavic accent, and it only emphasizes her cold, fearsome demeanor. She typically wears a plain, dark set of trousers and silk dress shirt. Her black hair is kept severe and she occasionally entertains glasses, though she doesn’t need them.
Roleplaying Hints: Be cold and precise in manner and speech. Never show weakness. Always cut to the meat of the matter at hand. You have better things to be doing in your laboratory.
Background: Dagmara was all too familiar with the combustibility of the Balkans. Czech-born, she witnessed much brutality and bloodshed before her family sent her off to Austria for education. She received more than that – she was inducted into Clan Tremere, first as a ghoul, and shortly thereafter as a full member when she demonstrated natural aptitude for the blood magic. Dagmara always had the cold patience of the Slavic people, and spent many years enclosed in Thaumaturgical studies instead of jockeying for prestige. She knew, and correctly, that magical power was the only way to earn respect of one’s Clanmates. Even furthering the Clan’s influence was secondary to demonstrating raw mystical might. After more than two centuries, the self-focused scholar proved her worth to the Clan by single-handedly defeating a pack of veteran Tremere antritribu intent on raiding the Philadelphia Chantry’s library, where she had been stationed for decades. She was immediately promoted to Regent until Phili fell to the Sabbat. She fled to the west instead of back to America, and eventually landed in Kansas City as both Regent and Clan Primogen. She now personally works on solving the city’s current crisis: the “Poisonman Plague”.
Councillor Deimens Tor
Clan: Nosferatu
Generation: 7th
Nature/Demeanor: Judge/Mediator
Apparent Age: 50s Real Age: 693 Embrace: 1347
Attributes: Strength 5, Dexterity 3, Stamina 5, Charisma 3, Manipulation 4, Appearance 0, Perception 4, Intelligence 5, Wits 5
Abilities: Alertness 4, Athletics 3, Brawl 5, Dodge 4, Empathy 3, Intimidation 5, Intrigue 3, Leadership 3, Streetwise 1, Subterfuge 4; Animal Ken 4, Drive 2, Etiquette 3, Firearms 1, Melee 3, Repair 3, Stealth 4, Survival 4; Bureaucracy 1, Camarilla Lore 4, History (church) 3, Kindred Lore 3, Linguistics (aramaic, basque, greek, latin, spanish) 5, Lupine Lore 2, Medicine 2, Occult 5, Politics 3, Sabbat Lore 1, Science 1, Sewer Lore 5, Theology 3
Disciplines: Animalism 3, Auspex 4, Celerity 2, Dominate 3, Fortitude 4, Obfuscate 6, Potence 6, Protean 2, Thaumaturgy 1
Rituals: 1) Blood Rush, Devil’s Touch, Purity of Flesh
Backgrounds: Camarilla Status 4, Clan Prestige 3, Contacts 6, Elder Status 5, Herd 2, Influence 1, Resources 3
Virtues: Conscience 3, Self-Control 5, Courage 5
Humanity: 6
Willpower: 9
Merits/Flaws: Foul Blood, Prey Exclusion (clergy)
Image: Deimens bears the curse all Nosferatu do. His twisted visage is completely bald, his beady eyes are sunken, and cheeks wallow. His ears are curled and gnarled and his lips and nose seem rotten and almost falling apart. The faint stink of rot does sometimes carry around him, though he always takes care to be as meticulously clean in dress and appearance as possible prior any appearance before his fellow Kindred. He can as often be found in a top hat and tweed suit as he can in an antiquated monk’s robe.
Roleplaying Hints: You are soft-spoken and aloof, maintaining a low profile at all times as is expected of you. But in private, you cannot help but display your true wisdom and ancient wile.
Background: Of the three most notable Camarilla elders in Kansas City, Deimens is perhaps the greatest. A former monk, he contracted leprosy in the mid 1300s. Only the Embrace saved him from a slow demise. But he wondered if the damnation was worth it. He turned his new life to one of devoted study instead of mere devotion, seeking a “cure” for his wretched state. But even after centuries of research, he has discovered nothing that would lead him to absolution save a few meager references to the elusive Golconda. He has lost hope in this endeavor, and focuses now on doing good for Kindred and kine alike. Thus, he uses his personal powers against the Sabbat without fail, and never hesitates to seek justice against brutality within the same sect. However, he is jaded nonetheless, and more and more turns a blind eye to the evils around. He becomes more isolated as time goes on, dismissing other clanmates’ worry about the ancients as pointless. He is currently concerned with the “Poisonman Plague”, investigating its possible origin.
Sabbat
Dominion Arek Vahn
Clan: Lasombra
Generation: 7th
Nature/Demeanor: Autocrat/Plotter
Apparent Age: 38 Real Age: 447 Embrace: 1590
Attributes: Strength 4, Dexterity 4, Stamina 4, Charisma 3, Manipulation 4, Appearance 3, Perception 3, Intelligence 4, Wits 4
Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 4, Empathy 1, Intimidation 4, Leadership 3, Streetwise 2, Subterfuge 4; Animal Ken 1, Drive 2, Etiquette 1, Firearms 3, Melee 5, Repair 1, Stealth 4, Survival 3; Black Hand Knowledge 3, Bureaucracy 1, Finance 1, Kindred Lore 3, Linguistics (german, spanish) 2, Lupine Lore 2, Medicine 1, Occult 3, Politics 3, Sabbat Lore 4, Science 1
Disciplines: Auspex 1, Celerity 3, Dominate 6, Fortitude 2, Obfuscate 2, Obtenebration 6, Potence 4
Backgrounds: Allies 3, Black Hand Membership 5, Contacts 4, Herd 1, Pack Recognition 4, Resources 3, Sabbat Status 4
Virtues: Callousness 5, Instincts 5, Morale 5
Path of Enlightenment: Power & the Inner Voice 7
Willpower: 9
Merits/Flaws: Daredevil, Overconfident
Image: Arek favors the black leathers of motorcyclists, as it reminds him of the Wild West nights when one never bothered shedding one’s riding leathers. Besides, it seems en vogue with the younger Cainites whom he tries to identify with to be a better leader. He is followed without question anyway though, due to his unwavering courage and the charismatic disdain he holds for all of the sect’s enemies.
Roleplaying Hints: Smirk at all times. All that are not Sabbat are beneath you. And you are the best of the best: never be afraid to demonstrate this truth to those who fail to show the proper respect. You have diablerized twice before and would do it again, just for fun. You are in command. Period.
Background: Arek stood next to famous Wild West Sabbat heroes like Archbishop Polonia and Lel Mestipen. He battled Lupine, Archon, and Anarch with the sort of brutal tenacity so rarely found in the sect today. Arek was recruited into the Black Hand for his presence of command on the battle-field, and worked his way up to Dominion. He was natural to be appointed to the Kansas City region, and so even when the Sabbat was pushed back, he refuses to withdraw. He remains secretly in Kansas City, holed up most often in “The Bunker”. He is the primary schemer for the sect in taking back the territory lost.
Anarchs & Independants
Don Urbano Muras
Clan: Giovanni
Generation: 9th
Nature/Demeanor: Conniver/Confidante
Apparent Age: 65 Real Age: 477 Embrace: 1597
Attributes: Strength 3, Dexterity 2, Stamina 2, Charisma 3, Manipulation 5, Appearance 2, Perception 3, Intelligence 5, Wits 3
Abilities: Alertness 2, Brawl 2, Diplomacy 3, Dodge 2, Empathy 1, Intimidation 4, Leadership 4, Streetwise 3, Subterfuge 5, Etiquette 2, Firearms 2, Melee 2, Research 1, Investigation 1, Kindred Lore 1, Law 1, Linguistics (italian, latin) 2, Medicine 3, Occult 5, Politics 2, Science 2, Spirit Lore 5
Disciplines: Auspex 4, Dominate 4, Necromancy 5, Obfuscate 3, Potence 3, Presence 3
Backgrounds: Allies 5, Clan Prestige 4, Contacts 4, Herd 3, Influence 3, Resources 5, Retainers 5
Virtues: Conscience 1, Self-Control 3, Courage 4
Humanity: 3
Willpower: 8
Merits/Flaws: Police Ties, Routine
Image: Urbano proudly wears expensive Armani suits and revels in the Clan wealth. He comes across as something straight out of Godfather: he looks like the Godfather, really.
Roleplaying Hints: You show everyone a pleasant and easygoing veneer, but they all know how terrifying you are once enraged. And so you enjoy watching everyone walk on eggshells around you. That’s how it should be.
Background: Urbano was a family ghoul for nearly 200 years, serving as a diplomat between the Clan and the Italian princes. He served not only loyally but efficiently, helping to keep the politicians on the Giovanni’s side. When age began to catch up despite the ghouldom, he was immortalized. Urbano quickly grew into the Clan, his highly developed social skills soon complimented by the regular, esoteric studies of necromancy. His leadership potential combined with many years of Disciplinary prowess insured he’d take the Don’s seat in Kansas City’s Little Italy twenty years ago when the Ventrue’s grasp on the local Mafia was broken. He has ruled over Little Italy prudently since, but his isolated unlife means he’s fairly unconcerned with the Camarilla-Sabbat Jyhad or the “Poisonman” problem.
Kuei-jin
Mandarin Ho Pan, “The Winged”
Dharma: Way of the Resplendant Crane
Direction: Center
Balance: Balanced
Nature/Demeanor: Architect/Pedagogue
P’o Nature: The Sage
Apparent Age: 85 Real Age: 654 Second Breath: 1423
Attributes: Strength 2, Dexterity 3, Stamina 3, Charisma 3, Manipulation 3, Appearance 2, Perception 6, Intelligence 5, Wits 4
Abilities: Alertness 3, Athletics 2, Dodge 4, Empathy 3, Intimidation 4, Leadership 3, Subterfuge 3; Etiquette 4, Martial Arts 5, Meditation 6, Performance 2, Portents 1, Stealth 2, Survival 2; Chi’n Ta Lore 1, Enigmas 4, Hengeyokai Lore 1, Hsien Lore 1, Investigation 2, Kuei-jin Lore 4, Law 4, Linguistics (cantonese, japanese, kaja, korean, putonghua, tibetan, wu) 4, Medicine 3, Occult 4, Philosophy 4, Politics 3, Rituals 6, Spirit Lore 3
Disciplines: Blood Shintai 4, Equilibrium 4, Jade Shintai 3, Internalize 2, Iron Mountain 3, Mibasham 2, Obligation 6,Yang Prana 2, Yin Prana 2
Rites: 1) Embrace the Spirits’ Change; 4) Restoring the Dharmic Balance
Backgrounds: Allies 4, Contacts 2, Horoscope 3, Jade Talisman 2, Influence 2, Retainers 3, Resources 5
Chi Virtues: Yang Chi 7, Yin Chi 7
Soul Virtues: Hun 7, P’o 5
Dharmic Rating: 7
Willpower: 9
Merits/Flaws: Concentration
Image: Ho Pan appears to his Court in a simple tweed suit, often sporting a wooden cane though he is clearly in better shape than most men his (apparent) age. He is always calm and quiet, speaking only when it’s necessary to do so, and then his words carry the weight of ages.
Roleplaying Hints: Be silent and observant. The answers come to the patient. Peace comes with this awareness. Those who disturb the observance must be silenced appropiately. Demonstrate humility and responsibility at all times.
Background: Ho Pan was a wise and some say enlightened Buddhist monk in Changan. He was filled with understanding and peace and guided fellow monks to wisdom. But despite this, he felt unfulfilled. He wished he could have aided more of his fellow man. Conscience panged the old man til the day he died from heart failure. Years of it built up twisted in his soul til he slipped out of the Hell of Upside-Down Sinners and returned to his mortal caul. Ho Pan was immediately drawn into the Jade Court, taught the Road Back, and became one of the Court’s most valued members. Centuries passed and Ho Pan became acquainted with all of the Cranes’ methods to enlightenment, and grew wiser and steadier still. However, he felt he lacked something; it itched at his heart. Never the crusader, he nevertheless volunteered to join the Great Step Outward. He hoped his contribution would help temper ambitious Koa lest they abandon the old ways and become Westernized in the West. Now a leading member in the small Court of the Bamboo Scales, it is unanimously agreed that should the Court expand enough to appoint an Ancestor, Ho Pan will be the one.
Werewolf: The Apocalypse
Rural Garou
Reece Lee Odell “Firerock”
Tribe: Fianna
Position: Master of the Sept
Breed: Homid
Auspice: Philodox
Nature/Demeanor: Alpha/Gallant
Rank/Renown: 5 (Glory 7, Honor 10, Wisdom 9)
Apparent Age: 55 Real Age: 57 First Change: 1960
Attributes: Strength 4, Dexterity 3, Stamina 4, Charisma 4, Manipulation 3, Appearance 2, Perception 4, Intelligence 3, Wits 4
Abilities: Alertness 4, Athletics 3, Brawl 3, Dodge 3, Empathy 2, Expression 2, Intimidation 3, Primal-Urge 3, Subterfuge 2; Animal Ken 2, Archery 2, Brewery 2, Drive 1, Etiquette 1, Firearms 1, Leadership 4, Melee 3, Performance 2, Repair 1, Stealth 2, Survival 3; Enigmas 3, Garou Lore 3, Investigation 1, Law 1, Linguistics (gaelic) 1, Medicine 1, Occult 2, Politics 2, Rituals 5
Gifts: 1) Resist Pain, Resist Toxin, Smell of Man, Truth of Gaia; 2) Brew, Glib Tongue, Jam Technology, Strength of Purpose; 3) Disquiet, Ley Lines, Weak Arm; 4) Phantasm, Spirit Ward; 5) Call the Hunt, Geas
Rites: 1) Moot Rite, Rite of Talisman Dedication; 2) Rite of Ostracism, Rite of Passage; 3) Imbolc; 4) Rite of the Stolen Wolf; 5) Gaia’s Vengeful Teeth
Backgrounds: Contacts 2, Kinfolk 2, Past Life 1, Pure Breed 3, Resources 2
Rage: 6
Gnosis: 6
Willpower: 9
Merits/Flaws: Ancestor Ally
Image: A 50ish man who prefers jeans and flannel shirts, his faded red-brown hair is worn to the shoulders. His face wears wrinkles and is cracked from sun exposure, but often sports a pleasant expression. Of course, when serious business is at hand, he is like Oghma -- thoughtful, deliberate, and firm, with the weight of his wisdom brought to bear. In his lupine forms, his fur is pitch black with a few white streaks down the nape.
Roleplaying Hints: Be merry, but be firm like bedrock. You stand for tradition – and tradition has its moments of fun, too. But life isn’t all about fun, and you know that intimately. You hide the stress inflicted by those conniving little Shadow Lords constantly plotting as well as usual Sept problems behind a smile. And although you fear you may one day snap on some poor devil, you will always strive to lead by example.
Background: Reece has stood among the Moon Lake Garou since his First Change. He has grown strong and wise, but he never lost his pleasant nature. Though not quite the Fianna party animal, Reece is generally viewed as a “fun poppa” rather than a “cranky old cootch” by his fellow Fianna. The Shadow Lords who crave his position, of course, only find it that much more irritating. Reece remembers when the sept fell to pieces due to political infighting and now doesn’t tolerate it one bit. He has been in countless battles, judged dozens of wayward Garou, and performed dozens of rituals for his people. Unless he’s murdered, he will likely remain Sept Master for some time to come. When he’s not busy overseeing the Sept’s activities, he’s hard at work with his personal hobby, brewery. He has a small brewery (with legitimate licenses) in the woods, and makes fair money off of his life’s work.
Guy Adriani “Fist of the Tempest”
Tribe: Shadow Lords
Position: Master of the Challenge
Breed: Homid
Auspice: Ahroun
Nature/Demeanor: Competitor/Alpha
Rank/Renown: 4 (Glory 9, Honor 8, Wisdom 2)
Apparent Age: 35 Real Age: 37 First Change: 1982
Attributes: Strength 4, Dexterity 4, Stamina 4, Charisma 3, Manipulation 3, Appearance 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Athletics 4, Brawl 4, Dodge 4, Empathy 1, Expression 1, Intimidation 4, Primal-Urge 1, Subterfuge 1; Drive 1, Etiquette 1, Firearms 1, Melee 5, Repair 1, Stealth 3, Survival 3; Enigmas 1, Garou Lore 2, Investigation 1, Linguistics (italian) 1, Occult 2, Politics 1, Rituals 3
Gifts: 1) Aura of Confidence, Inspiration, Persuasion; 2) Jam Technology, Luna’s Armor, Spirit of the Fray; 3) Icy Chill of Despair, Silver Claws; 4) Strength of the Dominator
Rites: 1) Rite of Talisman Dedication, Rite of Wounding; 2) Rite of Accomplishment
Backgrounds: Contacts 2, Fetish 4 (klaive), Kinfolk 1, Pure Breed 4, Resources 2
Rage: 8
Gnosis: 5
Willpower: 8
Merits/Flaws: Moon-Bound
Image: Guy is an imposing man who prefers luxurious attire, displaying his “station”. He scarcely smiles – he is all business. His hair is black and kept short. But the human shape is quickly shed for his black-furred (and klaive-wielding) crinos form. His fearsome reputation is given wide berth.
Roleplaying Hints: You are the lord here. Any who would progress must be brave enough to come to you, and be prepared for a deserved beating should they fail to demonstrate the proper respect. You are not the most cunning Shadow Lord, but no one dares oppose you, because you are surely the Sept’s greatest warrior, and that’s all that counts in the end.
Background: Guy arrived to America from Italy ten years after his First Change in the farmlands outside Milan. He was already renowned for his battle prowess, and found it easy to work his way up to the position he now holds. However, his lack of imagination is also the greatest obstacle to the increase of his Tribe’s influence in the Sept. He isn’t smart enough to manipulate the other Sept elders, he isn’t quite strong enough to challenge Reece, is too stubborn to step down and let a fellow Tribalmate take his place, and is too strong to be defeated by any of his own. Consequently, the Shadow Lords are finding it hard to “take over” in Moon Lake.
Ripples-in-the-Pond
Tribe: Uktena (Banetenders)
Position: Master of the Rite
Breed: Lupus
Auspice: Theurge
Nature/Demeanor: Lone Wolf/Curmudgeon
Rank/Renown: 5 (Glory 5, Honor 5, Wisdom 10)
Apparent Age: 55 Real Age: 64 First Change: 1939
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 4, Appearance 2, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 2, Athletics 1, Brawl 2, Dodge 2, Empathy 3, Expression 1, Intimidation 3, Primal-Urge 4, Subterfuge 2; Animal Ken 1, Melee 2, Performance 1, Repair 1, Stealth 3, Survival 3; Enigmas 4, Garou Lore 3, Medicine 1, Occult 4, Politics 2, Rituals 5, Spirit Lore 4, Wyrm Lore 2
Gifts: 1) Heightened Senses, Mother’s Touch, Shroud, Spirit Speech; 2) Command Spirit, Name the Spirit, Sense the Unnatural, Spirit of the Fish; 3) Exorcism, Invisibility, Pulse of the Invisible; 4) Call Elemental, Grasp the Beyond, Ultimate Argument of Logic; 5) The Malleable Spirit, Song of the Great Beast
Rites: 1) Rite of Binding, Rite of Talisman Dedication; 2) Rite of Summoning; 3) Rite of the Fetish, Rite of the Totem; 4) Rite of the Shrouded Glen; 5) Rite of Caern Building
Backgrounds: Contacts 4, Past Life 3, Spirit Familiar 5
Rage: 5
Gnosis: 9
Willpower: 9
Merits/Flaws: Lame
Image: Ripples by far prefers his breed form, which is a small wolf – easily mistaken for a large dog, really – with brown-red fur and white-streaked markings that appear as rings around and down his forepaws. In Homid, Ripples is an aging Native American with dark, cracked skin and long white-streaked black hair. In any form, he walks with a limp in his left leg, an old battle wound. He is a dour old man, burdened by responsibilities no one else can or even should handle.
Roleplaying Hints: You are normally silent, even to the point of completely ignoring people who pose questions to you. You prefer to be alone most of the time, conversing with the ghosts of the land, scowling over at the playful pups from a distance – otherwise being a crotchety old geezer. But you’re far from senile, and a short glimpse of your flashing eyes reminds anyone who starts to think otherwise.
Background: Ripples was one of the founding members of the Sept of the Moon Lake, and wasn’t the only Trueborn in his wolf pack. After initiation into the Uktena Tribe, Ripples began to explore the Smithville and the surrounding plains. He discovered a dark secret from certain spirits: an ancient and incredibly powerful Bane-spirit slept deep beneath the ground in a titanically-vast cavern. He learned that the Evil was cycled to awaken soon, and immediately reported this to the Uktena elders who once controlled the Moon Lake caern. He and his pack, his brother in this pack, underwent the quest to find the fetish talisman that would keep the Evil asleep. They were embattled by the Wyrm, and Ripples lost his brother. But the fetish was recovered and Ripples was brought into the Banetenders, his first and only duty since was the protection of this fetish and the monitoring of the Evil’s rest. Since the retirement of the Uktena and ascendency of the fierce but comparatively daft Fianna, Ripples has isolated himself to his tasks, performing his business as Ritemaster dourly but too efficiently to be replaced. He knows he and the two other Banetenders appointed under him frighten the Shadow Lords and worry the Fianna, and that’s just the way he likes it. With wily White Man present, Ripples has been forced to become an even bigger sneak. And it’s all to insure the secret of the Evil remains safe.
Urban Garou
Father Mac Stone
Tribe: Bone Gnawers
Breed: Homid
Auspice: Galliard
Nature/Demeanor: Maker/Survivor
Rank/Renown: 5 (Glory 10, Honor 5, Wisdom 8)
Apparent Age: 52 Real Age: 52 First Change: 1966
Attributes: Strength 3, Dexterity 3, Stamina 4, Charisma 3, Manipulation 3, Appearance 2, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 3, Athletics 2, Brawl 3, Dodge 4, Empathy 2, Expression 3, Intimidation 2, Primal-Urge 1, Streetwise 4, Subterfuge 2; Animal Ken 1, Drive 1, Firearms 2, Leadership 2, Melee 2, Performance 4, Repair 3, Stealth 3, Survival 3; Enigmas 2, Garou Lore 2, Kindred Lore 1, Medicine 1, Occult 2, Politics 1, Rituals 4, Sewer Lore 2, Spirit Lore 2
Gifts: 1) Cooking, Mindspeak, Smell of Man; 2) Blissful Ignorance, Distractions, Jam Technology; 3) Disquiet, Reshape Object, Song of the Siren; 4) Attunement, Bridge Walker; 5) Part the Veil, Riot
Rites: 1) Gathering for the Departed, Moot Rite, Rite of Contrition; 2) Baptism of Fire, Stone of Scorn, Superbowl Sunday; 3) Satire Rite
Backgrounds: Allies 2, Contacts 4, Kinfolk 1
Rage: 6
Gnosis: 6
Willpower: 8
Merits/Flaws: Enchanting Voice
Image: Mac is a middle-aged black man, short-kept hair showing the first signs of white. He is a broad-shouldered man with a remarkable tenor voice and an easygoing attitude. He generally wears jeans, T-shirts, and jerseys, and does not attempt to dress up as homeless, because he isn’t homeless. In his wolf forms, his fur is black with white mottles, and he bears the usual semblance to large dogs.
Roleplaying Hints: Don’t worry, be happy – cliché it may be, but how you live. And it’s how you encourage your people to live. You’re pleasant most of the time, but everyone knows the wolf burns strong in you, and no one dares test the limit of your patience. As you serenade your family in the dark times, you seek an original piece that speaks for the whole Garou Nation, hoping to get the Bone Gnawers some real respect.
Background: Mac remembers the days when R&B was first getting started. He remembers singing his heart out on the street corner after dropping out of high school. He remembers how the treatment people showed the homeless first disgusted and later enraged him. He remembers ripping a drug dealer apart and becoming one of the Bone Gnawers. That’s when his life had real meaning, when his songs made sense to him at last. He eventually found that his music brought such content to the Tribe that he was given leadership of the Tribe, and guided them to the Summer Heat Sept. Now he helps the neighborhood stay clean of Wyrm-taint, directing his brethren to battle the undead, ferociously guarding against corruption’s intrusion. It seems a hopeless battle, but his music continues to give the Gnawers hope.
Helena May Jeremiah “Vision-Without-Age”
Tribe: Glass Walkers
Breed: Homid
Auspice: Ragabash
Nature/Demeanor: Visionary/Avant-Garde
Rank/Renown: 5 (Glory 8, Honor 6, Wisdom 10)
Apparent Age: 35 Real Age: 39 First Change: 1979
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 3, Manipulation 4, Appearance 3, Perception 3, Intelligence 5, Wits 4
Abilities: Alertness 1, Brawl 2, Dodge 3, Empathy 2, Expression 2, Intimidation 2, Primal-Urge 1, Streetwise 1, Style 2, Subterfuge 4; Demolitions 2, Drive 2, Etiquette 1, Firearms 3, Leadership 2, Melee 1, Repair 2, Stealth 2; Computer 4, Enigmas 2, Finance 4, Garou Lore 1, Investigation 1, Kindred Lore 1, Law 1, Occult 2, Politics 2, Rituals 4, Science 3, Wyrm Lore 1
Gifts: 1) Blur of the Milky Eye, Control Simple Machine, Persuasion; 2) Power Surge, Staredown, Taking the Forgotten; 3) Control Complex Machine, Data Flow, Reshape Object; 4) Doppelganger, Phone Travel; 5) Summon Net-Spider
Rites: 1) Moot Rite, Rite of Contrition, Rite of the Questing Stone; 2) Rite of Spirit Awakening; 3) Rite of the Fetish; 4) Rending of the Veil
Backgrounds: Allies 4, Contacts 3, Fetish 1 (moonwatch), Influence 3, Resources 5
Rage: 4
Gnosis: 7
Willpower: 8
Merits/Flaws: Calm Heart
Image: Helena is an attractive, mature woman who is always immaculately dressed in the most avant-garde lady’s business attire available. The brunette keeps her hair in similar fashion, and usually totes a palmtop, cellular phone, and briefcase at all times. She keeps a cool attitude and is definitely an alpha personality. In her lupine shapes, she is a rich-brown wolf with sleek fur and clever eyes.
Roleplaying Hints: You are the top dog..errr, wolf…in the business world of this city, no mistake of that. Some may call you bitch, but they just aren’t enlightened. You are the vision for this city, and you will carve your path through Pentex itself if you have to!
Background: Ragabash and female – the glass ceiling seemed unbreakable for Helena. But after showing her devotion to education even after the tramautic First Change, some knew how high this star would rise. It is through her sheer corporate cunning that Ms. Helena Jeremiah became one of the most renowned lady CEOs in America. And it’s through her sly financial prowess that Pentex has been stumped as to how to drive her out of town. She does not think or operate like most Glass Walker corporates they’ve dealt with, and her command over the information superhighway has kept her supernatural competitors on equal terms so far. But Helena knows how dangerous her situation is in Kansas City. Jeremiah Electronics’ stocks are doing okay but hardly skyscraping, and the chaos due to the Sabbat’s defeat and loss of influence is making things harder. She now applies her innovative thinking to produce something unique, that will blow all the competition away. She isn’t sure what yet, but she has a feeling it has to be something that will make Bill Gates wet his pants.
Other Fera
Graffiti-of-Blood “The Rat King”
Bete: Ratkin
Breed: Rodens
Aspect: Knife-Skulker
Nature/Demeanor: Judge/Bravo
Rank/Renown: 5 (Infamy 10, Obligation 10, Cunning 10)
Apparent Age: 52 Real Age: 52 First Change: 1952
Attributes: Strength 3, Dexterity 4, Stamina 4, Charisma 2, Manipulation 4, Appearance 2, Perception 3, Intelligence 2, Wits 4
Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 4, Empathy 1, Intimidation 3, Primal-Urge 3, Streetwise 2, Subterfuge 2; Animal Ken 2, Demolitions 3, Drive 2, Fast-Draw 3, Firearms 3, Leadership 2, Melee 4, Repair 2, Stealth 4, Survival 4; Enigmas 2, Garou Lore 1, Investigation 3, Law 1, Kindred Lore 1, Medicine 1, Occult 2, Poisons 3, Politics 1, Ratkin Lore 3, Rituals 4, Science 1, Sewer Lore 5, Wyrm Lore 1
Gifts: 1) Absolute Balance, Cloak of Shadows, Death Mark, Shadow Throw; 2) Devour the Dead, Mother’s Truth, Snitch; 3) Backbite, Doppelganger, Paralyzing Stare; 4) Command Metis, Mind of the Tunnels; 5) Furtive Gathering, Geas
Rites: 1) Contract Rite; 2) Rite of the Purified Body; 3) Pact of Vengeance; 4) Rite of Warding
Backgrounds: Colony 4, Contacts 4, Fetish 3 (fang dagger), Kinfolk 3, Resources 2
Rage: 8
Gnosis: 8
Willpower: 8
Merits/Flaws: Rat Fink
Image: Worn, chewed-up leathers and ragged cottons of color-clashing hue, the stink of garbage and the sewers, and the buzz of flies – all of this defines one’s first impression of Homid form Graffiti. His face is covered with grime and mud, hair a mess, he clearly never does anything with it. His natural form is a bulky sewer rat the size of a puppy, a scraggly but imposing dun-colored rodent.
Roleplaying Hints: You are cold in your fury. You have little patience for fools or insanity. You are never one to turn down a fight, and never mind demonstrating a dirty trick to win. And the best thing is, you never run out of ideas for dirty tricks. You are Rat King for a reason.
Background: He was born a rat, fighting for his survival every day, always feeling impotent to increase his station. So after surviving the Plague, he realized his true calling was the ordering and strengthening of his people. The Rat Race wanted his skills to further their insane Apocalyptic goals, but Graffiti knew Rat didn’t want his children to destroy the Weaver’s works and go down with it. So he slinked off into Kansas City, worming his way into the favor of the small, local warren. As years passed and his skills grew, it became clear he would one day become a great leader of his people. He was responsible for the peace between the Ratkin and Bone Gnawers in Kansas City, and demonstrated his ferocity time and again on the local leech population. Indeed, it’s how he earned his favorite deed name. All that ever remained of his enemies was a splash of blood on the wall. It became his well-known signature among the down-and-out or gangstarr-style supernaturals of the area. And when he took the initiative to wipe out most of the rest of the Sabbat hives lurking above and even in the nearby sewers, it was only natural that the now-large nest vote him Rat King. So he is and has been and will be, til someone who manages to prove stronger or more clever unseats him.
Mage: The Ascension
Traditions
Wendell Meister
Tradition: Order of Hermes
House: Flambeau
Nature/Demeanor: Plotter/Director
Essence: Pattern
Apparent Age: 42 Real Age: 68 Awakening: 1962
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 4, Appearance 2, Perception 3, Intelligence 4, Wits 4
Abilities: Alertness 2, Awareness 3, Dodge 3, Expression 2, Instruction 2, Intimidation 3, Intuition 4, Subterfuge 4; Drive 1, Etiquette 2, Firearms 1, Meditation 3, Melee 2, Stealth 1, Survival 2; Academics 4, Alchemy 3, Chantry Politics 4, Cosmology 3, Demon Lore 2, Enigmas 4, Enochian 4, Herbalism 2, Investigation 2, Kindred Lore 1, Law 1, Linguistics (german, greek, latin) 3, Medicine 1, Occult 4, Science 3, Spirit Lore 3, Technocracy Lore 1, Traditions Lore 3
Spheres: Correspondence 2, Forces 5, Life 3, Matter 1, Mind 2, Prime 4, Spirit 3
Backgrounds: Allies 4, Arcane 1, Avatar 3, Chantry 4, Contacts 2, Destiny 2, Library 4, Resources 3, Sanctum 4
Arete: 7
Willpower: 9
Merits/Flaws: Lightning Calculator, University Ties
Image: Wendell is always dressed in a simple suit, his meticulous appearance rendering an image of a scholar or university professor. He speaks with a cultured accent and rarely minds sharing his opinions. His blonde hair is swept back and traditionally parted, blue eyes calming any he looks upon. Those eyes remind people of the ocean on a calm day, unless Wendell is angered: then those eyes are like a hurricane in the making.
Roleplaying Hints: You are as deep as the waters your spells can call upon. Everything is a plan within plan for you; you think that way, and expect anyone else to, too – just to be safe.
Background: Wendell Meister comes from a long line of educators and professors. He astounded his family with even greater scholarly achievements. And his mind expanded further still, til he himself did not know what was happening. He was contacted by the Order and he transferred out of Yale to attend their universities. There he was initiated into the first secrets of the occult, impressing the masters with his sharp mind. Like the choppy seas of the north, Wendell demonstrated natural proclivity for the elemental power of water and air. He saw the wisdom in the Order’s true purpose and sought to participate, becoming a professor of mathematics in Yale and other prominient universities. But the damnable Technocracy countered his attempts to influence his students. Burnt out by his failures, Wendell retreated to a “managerial” position within the Tradition chantries. He eventually came to Kansas City, where he does his best to keep the chaotic, mismatched Orphans from degrading the order of the Tradition chantry so much it collapses. Variety is the spice of life, agreed, but too much variety is a waste. Quality before quantity.
Magickal Style: Kansas City may be far from the seas and oceans, but there is a major river and large lake nearby, both of which Wendell would take advantage of in his Arts. He uses ancient mathematics and numerology especially to formulate his spells, calling up the ancient and surprisingly scientific tongue of Enochian when in a pinch. He uses many of the traditional foci of the sorceror, including the scrying mirror and various occult symbols and wards.
Mia Silus
Tradition: Orphan
Nature/Demeanor: Visionary/Curmudgeon
Essence: Questing
Apparent Age: 37 Real Age: 48 Awakening: 1967
Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 2, Manipulation 3, Appearance 2, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 1, Awareness 4, Brawl 2, Dodge 2, Expression 1, Instruction 2, Intimidation 2, Intuition 4, Streetwise 2, Subterfuge 3; Drive 1, Etiquette 1, Firearms 2, Leadership 1, Meditation 2, Melee 1, Stealth 2, Survival 1; Chantry Politics 3, Computer 2, Cosmology 4, Court Lore 1, Demon Lore 2, Enigmas 3, Herbalism 4, Linguistics (latin) 1, Medicine 1, Occult 4, Politics 1, Science 1, Spirit Lore 4, Stone Lore 5, Traditions Lore 2
Spheres: Entropy 1, Forces 2, Life 4, Mind 3, Prime 3, Spirit 5, Time 2
Backgrounds: Allies 4, Arcane 3, Avatar 3, Chantry 4, Contacts 4, Destiny 3, Familiar 4, Library 3, Resources 2, Sanctum 2
Arete: 7
Willpower: 8
Merits/Flaws: Spirit Magnet
Image: Mia is a well-defined woman apparently in her mid to late 30s. She prefers simple gowns and dresses -- nothing flashy, just comfortable. Her waist-length brown hair is usually drawn back out of the way, and she enjoys wearing lots of jewelry. Mia normally seems quiet and withdrawn, offering only sarcastic jabs to those who don’t know her well. And more often than not, her kind words are reserved for what seems to be thin air. Most of the Awakened, however, can tell that living spirits flock around her. A more prominient side-kick, however, is an ageless, irrepressible ferret. The ferret does not speak, but is quite empathic and intelligent. It’s assumed the playful animal is Mia’s familiar, but no mystical interaction between the two has ever been witnessed.
Roleplaying Hints: Just smirk at the unenlightened. You got where you are on your own two feet. And you’ll get where you’re going without the pride-ridden, jealous Traditions’ help. It hasn’t been easy, though, and so it’s only natural you sometimes withdraw into the world you know best, where such prejudices aren’t so evident.
Background: Crystals always interested Mia since she was a little girl. She always believed they held some magic. And one day, she found out she was right: her crystal collection began to talk back. Afraid her parents would think she was crazy, she nursed her private awareness and growing horde of “friends” from everyone’s knowledge. She isolated herself from others, learning the secrets of the living world of ghosts. She studied myths and old occult so much her normal studies suffered, and she dropped out of high school. She opened a shop that sold the crystals she loved so much, adding other occult paraphenelia. Her business eventually grew nation-wide, and she made quite a bit of money before selling it off. This was back in the 70s: Mia was one of the first if not the first “crystal witch”. And truth be told, Mia now despises the new age trend it has become. Despite this, she can’t help but feel proud of her achievement in light of the Ascension War. The Technocracy scarcely knew what to think of what she did, or even who started it. Now she hopes to punch another hole in the blind technological paradigm before her time is up, and is using the Crossroads Chantry as mere support til her opportunity arrives.
Magickal Style: Crystals, herbs, and “old god” incantations are the meat and potatoes of her magick. Though many practice the style she basically started, few who do are actually capable of the true magic. Unfortunately, it has taken such a banal appearance that few Awakened mages, Orphan or no, practice it. It’s still fairly popular among the Sleepers, however. Most of her spells are focused on the Umbra and its denizens, many of whom she can rightly call ally and friend.
Hastin Nabul
Tradition: Akashic Brotherhood
Nature/Demeanor: Confidant/Mediator
Essence: Dynamic
Apparent Age: 52 Real Age: 77 Awakening: 1940
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 2, Manipulation 2, Appearance 2, Perception 5, Intelligence 3, Wits 3
Abilities: Alertness 3, Awareness 2, Do 5, Dodge 4, Expression 1, Instruction 3, Intimidation 2, Intuition 3, Subterfuge 1; Etiquette 2, Meditation 5, Melee 3, Performance 1, Stealth 2, Survival 2; Chantry Politics 2, Cosmology 2, Culture 1, Enigmas 4, Linguistics (burmese, hindi, sanskrit) 3, Medicine 2, Occult 2, Politics 1, Spirit Lore 1, Theology 2, Traditions Lore 3
Spheres: Correspondence 1, Entropy 1, Forces 2, Life 2, Mind 5, Prime 5, Spirit 1, Time 3
Backgrounds: Arcane 2, Avatar 4, Chantry 4, Sanctum 3, Talisman 2 (fix-sea staff)
Arete: 8
Willpower: 9
Merits/Flaws: Lifesaver, Poison Resistance
Image: A Burmese man apparently in his early 50s, older wisdom and infinite patience stay in his warm eyes. He typically wears the simple robes of a Buddhist monk, though when he walks in public – a rare event – he will wear a sharp suit. His head is shaved bald, and his physique is quite impressive for his age and priestly habits. He usually walks with a thick bamboo staff engraved with Sanskrit letters and adorned with the feathers of a crane.
Roleplaying Hints: Speak little, listen much. Everyone has a story to tell, wisdom to share. Everyone is a story. You are interested in hearing them all, and then retreating to secluded meditation for hours and sometimes days. Honestly, the tedium of chantry business bores you, but you never show it. You know your place on the Council – to keep the traditionalists and revisionists from each other’s throats, and they all respect your ability to do so with ease.
Background: Hastin was born in Rangoon a bastard child. His mother gave him up to a Buddhist monastery, and that was the life he knew thereafter. He was born and raised a monk in what was actually a home for the Akashic Brotherhood. When his yes Opened to the first level of Truth during a long period of meditation, he was inducted into their ways. Years passed and he faithfully served the sect. But an itch always tore at him, and the old Masters saw this. He was granted leave to wander Asia and the world as he wished. So he took up his staff – the first of many Kemian he created, his favorite, and the only one he’s kept for himself – and debarked. His wanderings eventually caught up with him in Australia, and after a long period of thought, he realized it wasn’t places he wanted to see, but the people. So he traveled on, eventually landing in America after a vision suggested he would be most useful in the Crossroads Chantry. And he has found a limitless number of people to visit with here, in this one place, and the monk is fairly content. All that troubles him is the selfishness of some of his chantrymates, and he is determined to help them overcome themselves.
Magickal Style: Many monasterial practices are the core of his magick. Meditation, asceticism, mantra chants, and of course the rigorous training of Do are all part of the Way. His Do, like his magick, is actually focused on instilling peace. His Do form resembles the Sleeper martial art, kalaripayit. He rarely causes violence or harm with his Arts, as that would surely bring bad karma and drive him further from Enlightenment. His most aggressive methods aim to incapacitate, not kill. There is too much a person must learn, and too much that can be learned from a person, to arbitrarily snuff out a life.
Technocracy
Xander Williams
Convention: New World Order
Methodology: The Ivory Tower
Nature/Demeanor: Caretaker/Manager
Eilodon: Questing
Apparent Age: 45 Real Age: 75 Empowerment: 1967
Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 5, Appearance 2, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 2, Athletics 1, Awareness 2, Brawl 3, Dodge 3, Expression 1, Instruction 1, Intimidation 4, Intuition 3, Negotiation 2, Streetwise 1, Subterfuge 5; Drive 2, Etiquette 1, Fast-Draw 2, Firearms 3, Interrogation 4, Leadership 4, Meditation 2, Melee 1, Research 3, Stealth 2, Technology 3; Computer 3, Construct Politics 4, Covert Culture 3, Finance 2, Law 1, Media 2, Medicine 1, Politics 3, Power-Brokering 2, Propaganda 2, Psychology 3, Science 2, Subdimensions 1, Superstitionist Data 3
Spheres: Correspondence 2, Dimensional Science 2, Entropy 1, Mind 5, Prime 4, Time 2
Backgrounds: Backup 4, Cloaking 3, Construct 3, Destiny 4, Device 4 (PDNA), Genius 4, Influence 4, Library 3, Node 2, Resources 4, Spies 5
Enlightenment: 7
Willpower: 10
Merits/Flaws: Confidence
Image: Xander is an incredibly imposing man, both physically and socially. His physique fills out his business suit fully though he is not a hulk. His presence, however, commands everyone in the vicinity. It seems impossible to outdo this middle-aged Ascension War veteran. His cold and intense gaze is typically hidden behind a pair of sunglasses, his black hair swept back with simple style.
Roleplaying Hints: You are unshakably calm at all times. You’ve seen it all. And now you’re in command. Let all those around you recognize that. It is your experience and knowledge that will guide the Union and the Masses to victory over the senseless chaos abound in the world.
Background: Xander was born an adult. It’s not that he didn’t have childhood fantasies. It’s just that he was always sensible and mature. He wasn’t much shocked at all when after he left for the military, and after Special Forces training, he was brought into contact with a “secret agency”. The agency shocked him out of his mundane thinking. He began a more intensive academic study, and began to understand science on all levels – including Enlightened Science. He showed natural aptitude for understanding other people, and focused on psychology and Mind. It was natural that that NWO recruit him. He spent many years in the field as an MiB operative, battling all sorts of Reality Deviants and extra-dimensional entities seeking entrance into this world. Under all that stress, many would break. Xander hardened. He grew into a leader, and transferred to the Ivory Tower branch of the Order. When the corruption of former Symposium #WV3200 was exposed, Xander was at the forefront of the investigation and incrimination. And he was then placed in command, in Control, secretly charged by his masters to further purgation with Project: Invictus. And Xander remains the only Technocrat in the city privy to the ongoing work of that project.
Magickal Style: The intricacies of human thought are all predictable, logical patterns that Xander understands and exploits with subliminal suggestions, spoken or otherwise. All other fields of known Enlightened Science require the use of various patented Technocratic devices. Many of those devices come as weapons for this ex-field agent.
Ellis Parrnell
Convention: Syndicate
Methodology: Disbursements
Nature/Demeanor: Tycoon/Benefactor
Eilodon: Pattern
Apparent Age: 35 Real Age: 45 Empowerment: 1980
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 4, Appearance 3, Perception 3, Intelligence 4, Wits 4
Abilities: Alertness 1, Awareness 1, Dodge 1, Expression 2, Intimidation 2, Intuition 1, Streetwise 1, Subterfuge 4; Drive 1, Etiquette 3, Firearms 1, Leadership 3, Networking 2, Research 3, Stealth 1; Computer 4, Construct Politics 2, Economics 4, Finance 5, Law 1, Mathematics 2, Media 1, Politics 3, Power-Brokering 1, Psychology 1, Science 1, Superstitionists Data 1
Spheres: Correspondence 4, Entropy 3, Mind 1, Prime 2, Time 2
Backgrounds: Backup 1, Cloaking 2, Contacts 4, Destiny 2, Device 2 (holdout weapon: pen gun), Genius 3, Influence 3, Library 2, Resources 5, Spies 1
Enlightenment: 5
Willpower: 8
Merits/Flaws: Icy, Unobtrusive
Image: Ellis is a stern and serious businesswoman apparently in her mid-30s. She keeps her brown hair short and severe. She rarely smiles and her brown eyes are ice-cold. She favors natural colors in her traditional business attire. She usually carries a palmtop computer, and is most often seen using it.
Roleplaying Hints: You are far too busy for people and their social amenities. All you care about is winning, and the trophy is of course money: lots of it. The more in the Convention’s grasp, the more in your palm. Once you horde enough, you’ll take a vacation. But in the mean time, there’s a lot of work to do.
Background: Ellis’ parents swore she’d be the first person to have an honest job title of “Buyer”. So she played with money as a child. It didn’t mean she’d be a “buyer”. She just wanted to have the money. All of it. She excelled in mathematics in school and went on for an accounting and economics double major in college. Her first year in university opened her eyes to the Hidden World. She endured a semester of idiot tutelage under what turned out to be a Hermetic “mathematician”. But his strange formulae were enough to make her wonder. Pity he didn’t have the foresight to run when he could: the New World Order appeared one day in the middle of class and arrested him for “conspiracy”. The same night, she was picked up. Although she thought she too was being charged with the ludicrous crime, she learned she was in fact an Enlightened scholar. No wonder the Hermetic’s strange formulae made sense to her. She could figure them out – even if she recognized their inherent and illogical flaws. Her classmates couldn’t make heads or tails of them. Her academic penchant naturally drew her to the Syndicate thereafter, where her education continued and expanded into the realms of computer technology. Combined her computer skill with economic theory, she became a very useful Disburser. She helped protect the Union funds from Superstitionists’ attempts to rob, and many times faced off with Virtual Adepts in the Digital Web. And obviously, she at least survived the encounters if she did not walk away the winner. Her track record earned her the transfer to Symposium #WV3200 to aid in the financial reacquisitions.
Magickal Style: Her computers are everything for her technomagick. With these super-calculators, masscom dream-machines, she develops and applies many an Enlightened Economic Theory. Without a computer, she is in trouble. With a computer, you’re in trouble.
Changeling: The Dreaming
Seelie
Duchess Letitia Dain
Kith: Sidhe
Seeming: Wilder
Court: Seelie
House: Dougal
Legacies: Arcadian/Sophist
Apparent Age: 24 Real Age: 23 Chrysalis: 1989
Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 2, Manipulation 3, Appearance 3, Perception 4, Intelligence 3, Wits 3
Abilities: Alertness 1, Brawl 1, Dodge 2, Empathy 3, Expression 2, Intimidation 2, Kenning 4, Subterfuge 3; Archery 1, Etiquette 3, Jeweler 4, Leadership 3, Melee 3, Performance 4, Ride 2, Stealth 2, Survival 1, Temporal Sense 1; Dream Lore 3, Enigmas 2, Law 1, Literature 2, Medicine 1, Mythlore 4, Occult 2, Politics 3
Arts: Chronos 1, Dream-Craft 5, Soothsay 3, Sovereign 4
Realms: Fae 5, Prop 3, Scene 5
Backgrounds: Chimera 3, Dreamers 2, Gremayre 3, Holdings 3, Resources 1, Retinue 3, Title 5, Trods 4
Glamour: 8
Banality: 4
Willpower: 7
Merits/Flaws: Seeming’s Blessing
Image: Letitia is a most stately woman, austere yet beautiful. She favors crimson gowns and fine golden jewelry, much of which she crafts herself. Her golden-brown eyes hold a distant, dreamy look, but she nevertheless is always on the ball. Her skin carries the lightest tan, complimenting her auburn hair typically drawn back in a single braid. Magic dances at her fingertips and nobility in her expression.
Roleplaying Hints: As Duchess, you are aware of the great responsibility resting on your shoulders. You often seek to reach back into the past, to Arcadia, to find answers to problems. Consequently, you prefer your dreams, and the Dreaming, to mortal affairs. Is that such a bad thing, when your duties and duchy is so removed from their banal world?
Background: As a child raised in the courts of fae, she was distant. When the soul of Letitia entered her life, she became a true dreamer. Her Chrysalis was marked with almost Bedlam-like behavior, and she had to undergo a great deal of social…moderation…to keep her from losing her grip on reality completely. Even then, it was recognized by the ever-pragmatic Dougal that her place would be in the Dreaming. She was properly raised in the ways of the Household and it was clear she was naturally perfect for a high-ranking job. And they had just the one: the Duchy of Julius Maer. She accepted the title, lands, and responsibilities, fully aware of the gravity of her tasks. For several years now – she scarcely counts them – she has stood firm against the Unseelie, Gallain, Shadow Court, Fomorians, and all other comers as the major Trods are sought for their ambitious or evil ends.
Sir Nero Skyhammer
Kith: Troll
Seeming: Wilder
Court: Seelie
House: Dougal
Legacies: Crafter/Beast
Apparent Age: 25 Real Age: 22 Chrysalis: 1993
Attributes: Strength 4, Dexterity 3, Stamina 4, Charisma 3, Manipulation 2, Appearance 2, Perception 3, Intelligence 3, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 3, Expression 1, Intimidation 2, Kenning 3; Blacksmithy 3, Etiquette 1, Leadership 1, Melee 4, Ride 2, Security 3, Stealth 1, Survival 1, Weaponsmithy 2; Dream Lore 2, Investigation 2, Law 1, Medicine 1, Mythlore 3, Occult 1, Politics 1
Arts: Dream-Craft 2, Primal 3, Pyretics 3, Wayfare 2
Realms: Actor 2, Fae 4, Prop 4, Scene 4
Backgrounds: Chimera 4, Contacts 1, Gremayre 1, Resources 1, Retinue 2, Title 2
Glamour: 7
Banality: 5
Willpower: 8
Merits/Flaws: none
Image: Nero is a tall and robust Troll matured by his responsibilities. The large man typically wears breeches and woolen shirt; though peasant attire, these common cloths are marked with the noble insignia of House Dougal. His horns are pronounced and just starting to curl, a symbol of his youth, vigor, and strength. He is not as gigantic as most Trolls, however, and moves more agilely than most do or try to, at any rate.
Roleplaying Hints: You are a quiet and attentive knight and know the Household counts on you when the Duchess is off in wonderland. You hide your true passion – metalwork – behind your duty-bound veneer. You are normally quite patient, but everyone knows about your raging temper when pressed enough.
Background: Nero was a large, athletic teen in Kansas City’s Central High School when the Chrysalis struck. Fortunately, the local mew, Trajo Fair, was alerted to the surge in Glamour and he was picked up. After adapting to his new life, he completed high school and demonstrated a mature and responsible attitude surprising for his age, more than most of his fellow Kith demonstrate. House Dougal approached him and invited him into their ranks if he passed their questing tests. At age eighteen, he fulfilled the geasa and became a full knight of the House. He was soon appointed to Caer Yocuna under Duchess Lititia, serving loyally and skillfully ever since. While he occasionally returns to the human world to visit old high school friends, he spends most of his free time in the Dreaming with metalworking, blacksmithing, and even weaponmaking. His name, Skyhammer, was earned after many battles with Nightmarish chimerae. He swung his war-hammer with immense speed and force, and often leapt into his foes – descending from the sky, so to speak. He became the highest renowned warrior in the realm and still is.
Kenneth Dimaggio
Kith: Boggan
Seeming: Grump
Court: Seelie
Legacies: Bumpkin/Humbug
Apparent Age: 32 Real Age: 29 Chrysalis: 1992
Attributes: Strength 3, Dexterity 2, Stamina 2, Charisma 3, Manipulation 3, Appearance 2, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 2, Brawl 2, Dodge 1, Empathy 3, Expression 1, Intimidation 1, Kenning 3, Streetwise 1, Subterfuge 1; Cooking 4, Drive 1, Etiquette 1, Firearms 1, Leadership 1, Melee 1, Performance 2, Stealth 1; Finance 1, Mythlore 3, Occult 2
Arts: Chicanery 4, Legerdemain 3, Primal 2, Soothsay 1
Realms: Actor 4, Fae 3, Nature 1, Prop 2, Scene 2
Backgrounds: Contacts 3, Dreamers 1, Gremayre 1, Holdings 1, Resources 2, Retinue 2
Glamour: 6
Banality: 5
Willpower: 7
Merits/Flaws: Reputation
Image: Kenneth is a rotund Italian who clearly enjoys his pastas and drink. Still, he is no fat fool. The wily glint in his thick-browed eyes dismisses most teasing. His mortal seeming finds him dressed casually in slacks and bright sweaters or sweatshirts. In his fae seeming, he wears gaily colored cottons and breeches, and drops about one foot in height.
Roleplaying Hints: You’re always seeking the best answers to any conflict that plagues you or the mew you own and operate. With all the Redcap thugs around, you’ve developed a few wily tendencies. But that hasn’t always stopped their occasional rampages, and you’re starting to get sick of cleaning up after the Unseelie jerks without a single tip of the hat from Queen Mary Elizabeth.
Background: Kenneth Dimaggio (no relation) was born into a large family. He had a nine brothers and sisters and the grandparents lived in the same household. He wasn’t the oldest but he was in his adolescence, he was the oldest child left in the house. The other children were still under 12 and his older brother and sister had gone off to find work. He often took care of his family while both parents worked. But in truth, he enjoyed it, particularly when it was time to cook. With his grandmother’s guidance, he learned and cultivated dozens of traditional Italian recipes. His cooking became a neighborhood legend. Everyone knew he would open his own restaurant. Indeed, when he graduated from high school, he started looking for a place to open. He found an old restaurant no one used anymore because it was thought to be haunted by the propieters murdered there during a robbery in the late 80s. Maybe it really was haunted, but Kenneth found it calling out to him, so he snuck in. And that’s when he collapsed behind the bar, a dream vision overcoming him. So after the Chrysalis, which drew a curt but responsible Nocker to guide him through its turmult, Kenneth worked to buy the old restaurant. And he turned it into something more, having actually stumbled across a small freehold. With typically Boggan efficiency, he had the place manned with a few other responsible Kith and renamed the favorite stopover for many Seelie passing through “Trajo Fair” (since many of those who stopped by were Satyrs). Kenneth has run the place ever since, faced off with many Unseelie dangers, and kept the Hearth a location of stability for all local commoners to enjoy. The Hearth is an unspoken secret among those fae, as Kenneth knows it must be to avoid impractical conflict with House Dougal.
Unseelie & Gallain
Lady Antoinette Kirs
Kith: Sidhe
Seeming: Wilder
Court: Unseelie
House: Leanhaun
Legacies: Rake/Regent
Apparent Age: 22 Real Age: 22 Chrysalis: 1990
Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 4, Manipulation 4, Appearance 4, Perception 2, Intelligence 3, Wits 3
Abilities: Alertness 1, Athletics 1, Brawl 1, Dodge 2, Empathy 3, Expression 2, Intimidation 2, Kenning 3, Streetwise 1, Subterfuge 4; Drive 1, Etiquette 2, Firearms 2, Melee 2, Performance 2, Stealth 2, Temporal Sense 3; Dream Lore 1, Enigmas 1, Investigation 1, Mythlore 3, Occult 3, Politics 3
Arts: Chicanery 2, Contempt 2, Delusion 5
Realms: Actor 3, Fae 2, Prop 1, Scene 3
Backgrounds: Chimera 2, Contacts 2, Gremayre 4, Resources 3, Retinue 2, Title 2
Glamour: 7
Banality: 4
Willpower: 7
Merits/Flaws: Animal Magnetism, Mansion
Image: Antoinette is an exotically beautiful black woman who prefers the most stylish and revealing dresses and gowns, blacks and reds among her favorite colors. In her mortal seeming, she’s simply stunning. In her fae seeming, she’s an enthralling vision. Her plaited hair seem like hypnotic swirling serpents as she walks, and the faint jingle of bangles announces her sensual presence.
Roleplaying Hints: No one can resist you. You love having fun, but never at the expense of your authority. Your lessers must respect and fear you. That’s probably why you prefer mortal lovers. So easy to discard.
Background: Antoinette scarcely remembers what her life was like before the Chrysalis at age ten. Her father was a wealthy banker, while her mother had died years past. So Antoinette pretty much learned to raise herself, and get herself through the Chrysalis on memory alone. Within a year, House Leanhaun paid the city a visit, scouting for Chrysalids. And Antoinette is who they found. She was soon Sained, proving her ability and wile even at a young age. Years passed and Antoinette fit right into the local Unseelie scene. Her presence of command put her at the top of the proverbial food chain in a matter of two short years. Rapacious Redcaps learned better than to test her patience, Nockers found their mouths outwitted, and Sluagh couldn’t find anything dirty about her life-style…at least, nothing she didn’t already openly admit to. She began to host many parties at home when her father was away, claiming to him to be involved in “collegiate home studies”. Half of her parties are for local fae – sometimes they’re Redcap drinking parties, sometimes noble schnoozes. The other half of her parties are artist patronages, the best of whom find themselves first in her bedroom, and later under her heel. Rhapsody is no stranger to this Leanhaun, of course. The Shadow Court has approached her in the past to come and work for them. However, Antoinette insists first on being appointed higher rank, given many vassals, and otherwise empowered enough to be on level with Duchess Letitia. And they won’t do it. So she is content to live her life, harvest Glamour, and thumb her nose at just about everyone.
Hawkeye
Family: Canotili
Seeming: Brave
Camp: Summer
Tribe: Fox
Legacies: Hunter/Scalp-Taker
Apparent Age: 20 Real Age: 20 Chrysalis: 1994
Attributes: Strength 2, Dexterity 4, Stamina 3, Charisma 2, Manipulation 2, Appearance 2, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Athletics 4, Brawl 3, Dodge 3, Empathy 1, Intimidation 2, Kenning 2; Animal Ken 2, Archery 5, Etiquette 1, Leadership 2, Melee 3, Performance 1, Stealth 4, Survival 4; Cosmology 1, Enigmas 1, Investigation 1, Linguistics (fox) 1, Medicine 1, Mythlore 2, Occult 1
Arts: Chicanery 2, Legerdemain 2, Pyretics 3, Spirit Link 3
Realms: Actor 5, Fae 4, Nature 2, Prop 3
Backgrounds: Chimera 1, Totem 1 (whitewater), Treasures 3 (immaculate bow), Vision 1
Medicine: 6
Banality: 4
Willpower: 8
Merits/Flaws: Acute Sight
Image: Hawkeye is sleight-of-build but athletic young man of obvious Native American descent. He dresses in archaic skins and furs, sporting hawk feathers in his hair. He almost always carries his simple but magical bow and a quiver of arrows. He doesn’t have trouble with the law because he never ventures from the woods or plains that his Family roams, and his human Tribe once thrived in. He holds a fierce, stoic demeanor at all times, leading his people by example and skill.
Roleplaying Hints: Be gruff and to the point. Life is about proving one’s self as the best – best hunter, best leader, best thinker. You can’t stand simpering or sycophants. Never let any insult slide easily, but try to behave with the composure your ancestors expect, and your people need.
Background: Hawkeye remembers little of his youth. When he was twelve, he felled his first deer with a traditional bow. His father – who was Canotili – made him drink from the deer’s heart. And that is when he came to his first vision-quest, and awakened as a Tree Dweller like his father. He was raised in the ancient ways and learned of the ancient magics. Hawkeye learned why White Men could never be trusted nor could their dreamerfolk, who were just as greedy. After a wild chimerical beast killed his father, who was chief of the Canotili in those woods, he became the leader. He earned his name after demonstrating his keen bow shot and felling the beast that killed his father. Hawkeye learned how to guide his Family when he was thrust into the position. His first real conflict came when a group of silver-tongued but dark-garbed “fae” arrived to his forest in search of “freeholds” and “Glamour”. Hawkeye gathered his war party and set forth to dissuade and frighten off the pale-skinned intruders. But the encounter became bloody. Though some of his people died that way, so did some of theirs – and the survivors never returned. For now, the Canotili live with an aloof peace between the neighboring Tunghats and are usually blessedly free of “Kithain” intrusion. Hawkeye isn’t sure how he would handle another invasion.
Wraith: The Oblivion
Little Asia
Yemon Saburo
Faction: Fist of Nippon (Renegades)
Nature/Demeanor: Leader/Jobsworth
P’o: The Demon
Life: Hatamoto
Death: Slain in Imperial Rebellion
Regret: Failed to Complete Duties
Apparent Age: 35 Real Age: 171 Deaths: 1864
Attributes: Strength 4, Dexterity 4, Stamina 5, Charisma 3, Manipulation 3, Appearance 2, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 4, Athletics 2, Awareness 2, Dodge 4, Empathy 1, Expression 2, Intimidation 4, Subterfuge 1; Etiquette 1, Firearms 2, Leadership 3, Meditation 1, Melee 5, Ride 2, Stealth 2, Weaponsmithy 1; Bureaucracy 1, Chi’n Ta Lore 1, Enigmas 1, Investigation 2, Jade Kingdom Lore 3, Law 1, Linguistics (japanese) 1, Medicine 1, Occult 2, Politics 2
Arcanoi: Argos 4, Embody 2, Fatalism 2, Moliate 4, Outrage 5, Way of the Merchant 2, Way of the Farmer 2, Way of the Scholar 3
Backgrounds: Allies 4, Artifacts 6, Contacts 1, Eilodon 3, Fist of Nippon Status 4, Haunt 4, Old Soul 3, Relic 4
Passions: Visit Other Deadlands (curiousity) 2, Uphold the Code of Bushido (honor) 4, Strengthen the Sundead's Influence (pride) 4
Fetters: Family Crest (4), Frogcrotch Arrowhead (4), Imperial Banner (2)
Angst: 7
Dark Passions: Strike Those Who Disobey (outrage) 4, Torture/Intimidate non-Japanese (arrogance) 3, Vapidly Explore the Tempest (carelessness) 2
Thorns: Dark Allies, Shadow Strength
Corpus: 9
Willpower: 9
Merits/Flaws: Superstitious
Artifacts/Relics: White Jade Katana; Percussion Rifle 1800s; Imperial Badge (Level 3, Effect: grants the Basic Chains of the Emperor Ability, Soul Anchor)
Image: Yemon is still clad in the armor of the hatamoto. A well-muscled soldier, this samurai’s stoic veneer and unwavering courage leads his men by example. Just below the collar lies the death-mark, where the arrow took his life. His traditional appearance and behavior never falters, save for an occasional rage tolerated by his comrades: it is common behavior of all samurai, particularly dead ones.
Roleplaying Hints: Be calm yet hot, ready for action at all times. Battle is your life. You are always ready. Ignore barbaric disrespect when you can, since this is a land of barbarians. But never tolerate it from those who should know better.
Background: Saburo was struck down defending his shogun, an arrow through the throat. He was Reaped in the Yin World and heralded a hero despite the fall of the shogunate. He and his comrades avoided the agents of the Jade Kingdom for years til a strong rebellion could be made. He participated in the battle that destroyed Oda completely, and was one of the founding members of the Fist of Nippon. Years later, he has risen in rank, and seeks to expand the Fist’s influence beyond Japan. New alliances must be made, and he’s willing to pave the way safely. That is why he is in Little Asia, the leading ghost in that district.
Stygia, Guilds, & Renegades
The Magnificient Charles the Red
Faction: Brotherhood of the Black Rabbit (Renegades)
Nature/Demeanor: Explorer/Architect
Shadow: The Pusher
Life: Stage Magician
Death: Water Escape Accident
Regret: Never Found the Real Deal
Apparent Age: 35 Real Age: 76 Death: 1961
Attributes: Strength 2, Dexterity 4, Stamina 2, Charisma 4, Manipulation 4, Appearance 3, Perception 3, Intelligence 3, Wits 3
Abilities: Alertness 1, Athletics 2, Dodge 3, Empathy 1, Expression 1, Intimidation 1, Leadership 1, Subterfuge 2; Drive 1, Etiquette 1, Meditation 4, Melee 1, Performance 2, Sleight-of-Hand 4, Stealth 3, Survival 1; Enigmas 2, Kindred Lore 1, Mage Lore 2, Medicine 1, Occult 4, Politics 1, Underworld Lore 4
Arcanoi: Argos 3, Flux 3, Moliate 1, Pandemonium 2, Phantasm 4
Background: Allies 3, Brotherhood Status 3, Contacts 3, Eilodon 2, Haunt 3, Memoriam 2, Notoriety 3, Relics 2
Passions: Put on a Good Show (pride) 4, Uncover Secrets of the Hidden World (envy) 4, Seek Absolution (fear) 3
Fetters: Magic Card Deck (4), Favorite Stage (3), Living Wife (3)
Angst: 5
Dark Passions: Seek Damnation (self-loathing) 4, Assault True Mages (envy) 4
Thorns: Devil’s Dare
Corpus: 9
Willpower: 8
Merits/Flaws: Eidetic Memory
Artifacts/Relics: Magician’s Cane
Image: Charles keeps the traditional magician’s appearance: black tuxedo with a black cape. His nickname comes from the red velvet interior of the cape, often seen when he dramatically flushes the cape back when he walks. He has a dashing smile emphasized by a long moustache. The only detraction from his looks are over-buggy eyes, an idiosyncrasy of his drowning he could never get rid of in death.
Roleplaying Hints: Maintain an outgoing, excited attitude. Life is a show and you’re one of the actors, not a member of the audience. You will learn all you can and play it all up til you either find your way to the Magician’s Heaven or are claimed by Oblivion.
Background: Charles was a rising star in the stage magicians’ business. He could perform just about any trick or stunt. But he was struck with bad luck; he just couldn’t pick the lock on the chains that held him in a vat of water in time. He died, and was Reaped by the Brotherhood that anticipated his demise. He was reassured he was still useful, and taught the ways. He learned how much he didn’t know about the real world and drove himself to discover all he could. Still, he feels bad for leaving his wife alone, and struggles to do good for her. When she was moved to a Kansas City nursing home, he followed, and pursues his and the Brotherhood’s agenda here. With several other former magicians or occultists at his side, they research the strange supernatural trends of the city, glad for the absence of Stygia.
The Mask
Faction: Masquers (Heretics)
Nature/Demeanor: Autist/Bravo
Shadow: The Director
Life: Unknown (forgotten?)
Death: Fire
Regret: Died Alone
Apparent Age: 25-50 Real Age: 219 Death: 1811
Attributes: Strength 5, Dexterity 4, Stamina 5, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 3, Athletics 3, Brawl 5, Dodge 4, Intimidation 5, Streetwise 1, Subterfuge 1; Drive 1, Firearms 2, Meditation 2, Melee 4, Repair 2, Stealth 3, Survival 2; Bureaucracy 1, Enigmas 1, Kindred Lore 2, Law 1, Occult 2, Politics 1, Sabbat Lore 1, Underworld Lore 3
Arcanoi: Argos 3, Castigate 3, Fatalism 2, Moliate 5, Outrage 5
Background: Artifacts 4, Contacts 3, Eilodon 4, Haunt 5, Masquer Status 4, Notoriety 4, Relics 3
Passions: Beat Back the Hierarchy (anger) 4, Punish Disrespectful Mediums (fear) 4
Fetters: Seville Mansion 3, Old Oak Tree 4
Angst: 8
Dark Passions: Cause Anguish Upon the Quick (bitterness) 4, Foil All Scheming (distrust) 4, Disfigure the Undead (hatred) 3
Thorns: Shadow Strength, Spectre Prestige, Trick of the Light
Corpus: 10
Willpower: 10
Merits/Flaws: Botched Moliation
Artifacts/Relics: War-Maul; Ruler’s Mask (Level 4; Effect: see through any illusion or deception in line-of-sight/hearing)
Image: The Mask wears old-fashioned, dusty overalls, boots, and ragged wool shirt. His muscles bulge and ripple, the relic war-maul strapped to his back only adding to his fearsome appearance. His hair is wild, while his face is hidden by a gray-iron, faceless mask. Cold eyes rest behind the mask’s eye-sockets, as he almost never shows emotion.
Roleplaying Hints: You do not speak. Your actions and gestures are enough to get across your simple demands. When among other ghosts, you are ever-vigilant and watchful. When alone, you are withdrawn, lost in thoughts and regrets no one has a need to ever hear and know.
Background: Known only as the Mask, he is definitely the most terrifying warrior-wraith in the region. A lord in his own right, he was seen on the front lines that drove the Legions back and sent many unfortunate Centurions into their Harrowings. His violent nature serves a purpose, however, and this he knows. He keeps the order in an otherwise lawless necropolis. He keeps the necromancers in line. He keeps the Renegades out of the freewraiths’ hair. He keeps the Hierarchy out of town. No one is sure who he is, or was, and he doesn’t seem interested in sharing. For now, it’s acknowledged that he is the law, and while he does not make commands or demands, he does keep a sort of justice in the Shadowlands of Kansas City.
Hunters Hunted
Father Aaron McCorb
Faction: Society of Leopold
Nature/Demeanor: Caregiver/Cavalier
Apparent Age: 48 Real Age: 48
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 3, Manipulation 2, Appearance 2, Perception 4, Intelligence 4, Wits 3
Abilities: Alertness 2, Athletics 1, Brawl 2, Dodge 3, Empathy 2, Expression 1, Homiletics 4, Intimidation 2, Leadership 2, Subterfuge 1; Drive 2, Etiquette 1, Firearms 3, Melee 2, Repair 1, Stealth 2, Survival 1; Church Lore 2, History (church) 3, Inquisition Lore 2, Investigation 1, Law 1, Linguistics (greek, hebrew, latin) 3, Medicine 2, Occult 2, Rites 3, Science 1, Scripture 4, Theology 3, Vampire Lore 3
Numina: True Faith, Via Medicamenti 3
Backgrounds: Allies 4, Cenaculum 3, Contacts 2, Inquisition Status 3, Mob 3, Relic 3 (martyr’s fire), Resources 2, Retainers 1
Virtues: Conscience 4, Self-Control 4, Courage 4
Humanity: 8
True Faith: 5
Willpower: 8
Merits/Flaws: Aging, Clear-Sighted
Image: Though past his prime, Father McCorb is not out of shape. However, as he is no longer a frontline Gladius Dei, his physique is about average. The priest is usually found in his ministerial attire, white collar and all. A large silver crucifix hangs around his neck, and he holds himself with firm composure. Wisdom of age and experience rests in his calm blue eyes, and his black hair is swept back from his face to stay clean-cut. His beard is his only pride, it seems, and it’s always kept short and well-groomed.
Roleplaying Hints: Be patient and calm at all times. Believe in the Lord. Lend your faith to those weaker than you, and to your comrades. Those who stand against evil are rewarded in the eternal paradise to come.
Background: As a child, Aaron adored the Bible. It was his favorite book and he carried it with him always, even to Catholic school (where it was expected anyway). Everyone knew he’d become a priest. As a young man out of high school, he did indeed attend seminary. His dedication to his studies, his grades, and his evident love for Jesus were all such that he received a special invitation to the Vatican. That was where he was let in on the secret of the Inquisition and the diabolic enemies of humanity and God. Due to his dedication to the Church and God, the bishops told him, he could become a member in that agency in any section he desired. While so young, Aaron decided he was most useful in as a soldier. Unlike some of his brutish comrades, he was not a muscular hero. He was a natural leader with his intelligence, which is what saved he and his comrades’ lives many times in the dangerous field of vampire-hunting. That is how he earned his way into the Gladius Dei. But as he grew older, he realized his usefulness as a soldier was becoming limited. He volunteered to retire from the Sword of God and completed his seminary training, becoming a fully-ordained Catholic minister. However, he remained active in the Inquisition, and was eventually transferred to the plagued Kansas City and Saint Michael’s. Here he began to lead a new cenacle, the Crown of Saint Michael’s. Through many trials and hardships his team persevered and his faith grew. Of all the hunters in Kansas City, Father Aaron McCorb is the most feared and respected. The Sabbat could never take him out and the Camarilla found him willing to listen to deals. But he and his team’s resolve has never faltered, and all deals are off.
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