Kansas City Politics




Overview


The Kansas City area, including the Smithville resort town and neighboring Independence, crosses two states: Missouri and Kansas. The Blue River divides the city so, and in many ways divides the supernatural occupants – particularly the undead. A few cultural districts have risen to prominience in the city, namely Little Italy and especially Little Asia. Internationally, the city is small fry. But nationally, Kansas City grows in importance to Americans. And to the supernatural, recent events have likewise made it more important. Some areas are reservoirs for mystic energy or Nodes (also known as caerns and freeholds and Dragon Nests). But this is not so for Kansas City. With a few small exceptions, Kansas City is mystically important in only one way: the ley lines. Many key ley lines, also called dragon lines, Moon Paths, Byways, and Trods, crisscross the geographically central city and region. Consequently, many major supernatural agencies have long been battling over control of the city.

In recent time, the vampires have witnessed great setbacks. Financially, the city is up for grabs and the corporate heat is far too intense for any would-be independent supernatural competitors. Politically, too, control of the city machine is uncertain. One thing is for sure: the winds of change are blowing in the city. In the ULAG troupe, Little Asia’s shen population is on the rise. Will they hop in the saddle and take control? Or will the tumult run them down and back to the Middle Kingdom?


Vampire: The Masquerade


Camarilla

Overview: The sect is well-positioned. Most of the American Midwest remains firmly under Camarilla control, or at least not under Sabbat control. Reinforcements can steadily pour in from either the West or East Coast, and the airport is under their influence. As far as the Jyhad goes, the Camarilla dominates in Kansas City. However, over the past twenty years, the Sabbat's influence grew in the Kansas side of the city, while the Camarilla held in Missouri. That has recently changed.

Infrastructure: Most of the Seven Clans are well-represented locally. The Toreador and Ventrue dominate the Salons but are actually of limited influence. Kansas City is hardly avant-garde, and the Ventrue are hard-up with financial competition from the Giovanni. Gangrel run wild in the Barrens and Brujah in the city, and neither Clan has much say as usual. The Tremere have a forceful presence, but are unable to expand their influence presently. A few Malkavians run amock, but the real powerhouse is the Nosferatu. The city is blue collar industry to begin with, and the Sewer Rats have their talons firmly enmeshed in the real city machine. Overall, there are approximately 150 known Camarilla in the city.

Current Goals & Conflicts: The collapse of the local Sabbat stronghold would have given the Camarilla an excellent opportunity to consolidate its hold over all of the city. They have been faced with another problem, however, one that the Tremere are hard at work to solve. A strange blood-borne phenomena has affected much of the local mortal population. Though feeding from infected humans has demonstrated no permanent debilitation, infected mortals are worthless as vessels. In other words, the local herd is shrinking and fast. Feeling this pinch, the Camarilla have been only able to reach out and gobble up whatever financial enterprises the Sabbat dropped (which wasn't much). Actual territorial expansion isn't prudent, as the current herd cannot support a larger vampiric population. On the bright side, that territory isn't likely to be taken over by any other Kindred group.

Key Locale: White Rose Club. This embellished, high society dance club can be found in the center of the city's crumbling Art District, not far from the Metropolitan Museum and similar sites. Toreador-controlled, it sponsors many Salons and almost every meeting of the Primogen Council.

Sabbat

Overview: Once the most ferocious competitor for the city, they got ahead of themselves. Their brutal karmic debt came full circle. Vampire hunters assaulted their primary complex en masse and crushed their base of power. Combined with the blood infection that troubles their Camarilla enemies, the Sabbat have been all but pushed out of Kansas City. A few packs or scattered agents remain at large, but for now the survivors have been ordered to regroup.

Infrastructure: There is no true leadership among the few nomadic packs roaming the region. Orders from the Cardinal come through occasionally, but the sect is letting these packs grow stronger. They will be the veteran shock troops when the Sabbat is ready to besiege the city once more. The Black Hand maintains a secret outpost in the Kansas half of the city, there to observe and strategize for the future. There were once hundreds of teeming Sabbat, but now there are less than fifty in the city at any time.

Current Goals & Conflicts: Obviously, the Sabbat have lost the Jyhad in Kansas City...for now. But they aren't routed and far from defeated. They are regrouping, and though it may be quite some time before they're ready to strike again, their resolve is adamant. They would like to hunt down the vampire hunters responsible, but their reach in the city is limited. Besides, some of the hunters were, as the few survivors were able to report, more than human.

Key Locale: Their temple destroyed, the Sabbat proper have no key locale in the city. The Black Hand maintains a small haven known as “The Bunker”. It is secreted in the hovels of Kansas City project neighborhoods.

Anarchs/Independants

Overview: The Anarchs and independant Clans have some presence in the city. For the most part, however, they are struggling much more than the Camarilla is. The Anarch population remains low, since neighboring Independance is an Anarch-dominated city and far more tolerant of such Cainites.

Infrastructure: The Anarchs consist especially of Brujah and Caitiff. Most are just passing through on their way to Independence, and so it’s rare than more than 50 are in the city at any time. Independant Clans -- well, the Giovanni are about it. There is likely a Setite or two slinking around, but no established Temple. The Giovanni, however, are well-entrenched in Little Italy. They have a firm hold on most of the local Mafia families, and are also able to take advantage of the chaotic Underworld. Of course, in the Clan’s usual modus operandi, only a half-dozen tops are actually vampires.

Current Goals & Conflicts: The Anarchs are fairly content with Independance and have no plans to expand into Kansas City. Though the default Jyhad victory for the Camarilla disturbs them slightly, they are hardly worried with what has been dubbed the "Poisonman Plague".

Key Locale: The Anarchs have one key locale in the Kansas City area: Moonshade Bar. This crossroads establishment is actually in Smithville, which had been dubbed "no man's land" due to the Lupine presence. However, the Garou demonstrate little aggression to the bar despite its reputation. Most Anarchs just stop here on their way to Independance. The Giovanni, on the other hand, are spread out in Little Italy. No single place can be called "key" to the Clan, whose members tend to isolate in mausoleums and let the family ghouls expose themselves in day-to-day business.

Kuei-jin

Overview: Little Asia is certainly home to a contingent of the Hungry Dead. The Court of the Bamboo Scales, as it's called, is based in the Beijing International Bank Tower. However, the city is not yet important to the Wan Kuei's Great Step Outward strategy. The West Coast must first be conquered before a halfway city becomes of any use, and the coast is far from falling to the Asian undead. Nevertheless, ambitious Kuei-jin flock to the city. Or at least they did, before the "Poisonman Plague" struck. The Mandarins remain in control -- they don't need blood to sustain themselves anyway -- but few Koa arrive now. The West Coast operations call more for them than a Midwestern city of little current importance. Those who do arrive, however, assuming they can make do with the virus, find much reward. There are many Asian crime families not yet taken as Scarlet Screens. The Mandarins control many things in Little Asia but surely not all.

Infrastructure: A fairly equal number of Chinese and Japanese vampires number among the local Kuei-jin, who only number a dozen or so. Dharmic predilections tend towards Resplendant Cranes and Bone Flowers the most. There are a few Devil-Tigers, a couple Thrashing Dragons, even a Thousand Whispers or two.

Current Goals & Conflicts: The Court of the Bamboo Scales feels boxed in by their Western counterparts on one side and rival shen on the other. The Court of Infinite Ages proved a far more successful endeavor than they ever imagined, and now they realize it is too late to put a stop to its foundation. For now, they practice polite diplomacy and it is returned. But always, the cunning Kuei-jin search for weaknesses to exploit in both the Court of Infinite Ages and the gaijin vampires.

Key Locale: The Bank of Beijing stands the tallest in the business center of Little Asia. It has strong security in every department, and here the Mandarin council meets and most of the Court dwells.


Werewolf: The Apocalypse


Rural Garou

Overview: In nearby Smithville Woods, the Sept of the Moon Lake is found. Many werewolves gather near this strong caern, but their interests seem to be limited to spirit world activities. Indeed, the caern's Moon Bridge is a major track and its maintenance and guardianship is one of the caern's primary purposes. Consequently, the Sept's members seem to isolate and do little in the area: fighting leeches is hardly their greatest concern. Most gather at Moonshade in the Smithville area, and outside of Smithville is not these Garou's concern.

Infrastructure: The Sept is dominated by Fianna with Shadow Lords always on the rise -- and always knocking themselves back down with their ambitions get ahead of themselves. This may be in part due also to a small but firm Children of Gaia contingent, who have no issue with exposing Shadow Lord schemes when they're discovered. Other Tribes include a few Get of Fenris, Black Furies, Silent Striders, and even a couple Uktena. A total of thirty-five or so Garou, with five established packs, hold the caern down. About as many Kinfolk dwell in the caern or bawn area.

Current Goals & Conflicts: Maintenance of the Moon Bridge that connects Chicago (and then the East Coast) to San Francisco, this central caern sees a lot of traffic. Most Garou just pass on through, paying the small tithe required to upkeep the Moon Bridge's constant use. Fianna have managed to stay in power for the most part, the Get and Furies keeping each other in brutal check. The Children of Gaia have an ambition, it seems, only to keep the Shadow Lords in check. Fianna are obviously preferable, to their minds. The couple Uktena are actually Banetenders, concealing an ancient, regional secret entombed deep beneath the earth...

Key Locale: The caern and bawn area in Smithville Woods are key, obviously. The powerful caern (Level 4) bears Yale as a totem.

Urban Garou

Overview: The Bone Gnawers have procured a small caern located in the city's junkyard, naming their Sept the Memory Lane. Located in the Kansas half of the city, they have taken to viciously guarding their downtrodden territory from supernatural expansion -- another reason the Sabbat have not recovered. The small Glass Walkers have no caern of their own, but from their financial towers and corporate skyscrapers they scour the Umbrascape for spirit allies, both new and generous ones. They remain a strong competitor in the supernaturals' battle for financial superiority.

Infrastructure: The Sept of the Memory Lane is by far Bone Gnawer-dominated. A few Fianna washouts have found their way here, but most don't stay once they hear about the unofficial alliance the Gnawers have with the local Ratkin Burrow. About twenty Garou come and go through the Memory Lane caern. The Glass Walkers, as always, structure themselves like a corporation, and number about a dozen.

Current Goals & Conflicts: The Bone Gnawers aren’t sure why the leech population has declined but they sure aren’t going to lose the opportunity. They have strengthened their protective territory in the poor ‘hoods of Kansas City. The Glass Walkers don’t share the sentiment, fiercely battling the undead in the corporate world.

Key Locale: The Summer Heat Junkyard is the Bone Gnawers’ home-base. It’s well-enclosed from public eye. The Totem is the City Father who curiously is Father of only the Kansas side of the city; a City Mother is the representative spirit of the Missouri side, and the Bone Gnawers have been unable to persuade her to side with the Father in the Junkyard’s (Level 2) caern. The Glass Walkers hold their “business” moots in the Jeremiah Industries skyscraper, found in the heart of the Business District.

Other Fera

Overview: Of all the other Changing Breeds, Ratkin are more populous than any other. Corax are in second place. There are one or two Gurahl deep in the woods, Ananasi maneuvering in the city, a few wandering Bastet and Nuwisha, and not much more. All of them avoid the Garou like the plague (except the Ratkin who occasionally deal with the Bone Gnawers) and wouldn’t really know how to deal with the hengeyokai in Little Asia.

Infrastructure: No real communication and certainly no organization exists between the various Changing Breeds of the region. The forty Ratkin or so are populous enough to maintain a strong Colony, known as the Shattered Door. The dozen or so Corax meet regularly.

Current Goals & Conflicts: The Ratkin are interested in expanding their numbers, but have no current ambitions for the city at large. The other Fera are interested in whatever personal ambitions may drive them.

Key Locale: The Ratkin boom throughout the sewers of the Kansas half of the city. Their burrow is dug deep beneath an old, abandoned set of sewerways only a few blocks down from the Summer Heat Junkyard. The Corax’s usual meeting spot is among the trees of Fleming Park.


Mage: The Ascension


Traditions

Overview: Displaying a united front in the Crossroads Chantry, the local Traditions are actually ridden with schism and petty ambitions. The tolerance shown Orphans in the chantry are a focal point for the division. Power-hunger among the mages therein likewise makes things difficult. Crossroads can be described as a “mini-Horizon”. Many powerful mages call Crossroads home, and the intrigue can be quite stifling.

Infrastructure: Almost every Tradition is well-accounted for in this major Midwestern conclave. The Chantry Council not only has a seat for Hollow Ones but unaligned Orphans, too. Many of the traditionalists complain because of this, while the Orphans rail against the “stodgy old Merlins’” aloof behavior. There are overall nearly forty mages in the chantry.

Current Goals & Conflicts: The chantry is incapable of making serious external impact while the internal bickering continues. The Traditions are primarily concerned with who gets to be in control. Fortunately, there are several powerful Masters in the chantry. The Technocracy is hoping Crossroads will just self-destruct, since an assault would be far too costly at this point.

Key Locale: The Crossroads Chantry is a large mansion located in the southeast end of town. It is mystically connected to two distant (Level 2) Nodes. Several other large homes stand here in the hilly Resort Area, where the wealthiest of the city live.

Technocracy

Overview: The Technocracy’s face has changed recently in Kansas City. It was once largely disinterested in pursuing the Pogrom or any of the Union’s goals, really. But the corruption was purged and new leadership arrived. Subtle and indirect, they are focused on turning the overpopulated RDs on each other without endangering the Masses as much as possible.

Infrastructure: The local Union structure is dominated by the New World Order. The Syndicate has a strong presence, and the other Conventions are fairly represented. There are only a total of 25 or so Enlightened Technocrats in the city. But there are at least 100 prols under their influence at all times, though only half tend to be “in the know”.

Current Goals & Conflicts: The re-establishment of Technocratic superiority in the city is their greatest purpose. They occasionally send out death squads to put fear back into the lives of local RDs. But mainly their interest is currently on the reacquisition of political and financial interests lost when the corrupt Symposium was disposed. Also, much more clandestinely, the Union pursues Project: Invictus to complete the purge of corruption.

Key Locale: The current Technocratic HQ is the U.S. Center for Engineering, a towering structure in the Central District not far from other key government buildings. The Union agents refer to this base as HQ #WV3200.


Changeling: The Dreaming


Seelie

Overview: Kansas City, while not the heart of the Kingdom of Grass, bears some importance to Concordia. While there are few if any freeholds in the city or area, important Trods pass through the region, and it has fallen into the local Duchy’s hands to protect them. While the nobility concerns itself with this, the commoners do their best to watch over the city’s Dreamers. They have noticed that far too many have been gobbled up by the city’s Prodigals or worse, Fomorians (or things like those ancient foes).

Infrastructure: The local Household is dominated by Dougal fae. Though there are a few Sidhe, most in the Household are Trolls and a few loyal (and useful) Nockers. The Julius Maer Household numbers about 25 fae. The commoners are prevalently Sluagh, Boggans, and common Trolls, though Pooka and Satyrs (as well as the occasional Eshu passing through) can be found. Most of the commoners keep to themselves, but an occasional motley comes together. The Seelie commoners in the city number on average about thirty.

Current Goals & Conflicts: As noted, the maintenance and guardianship of the Trods is the primary concern of the nobles. Their territory extends deep into the local Dreaming and their attention to mortal affairs is fairly dim. The commoners are more attentive, but their lack of organization only makes them so effective. The Seelie overall have weak influence among humanity, but are assuredly the masters of the Near Dreaming. The Dougal, it should be noted, have almost no interest in Little Asia. No Trods pass through there. However, much more secretively, the Cat’s Cradle has approached the hsien in the past and may again in the future.

Key Locale: The Julius Maer Duchy is located in Caer Yocuna, which is fully in the Near Dreaming. It is a fair-sized but secluded Dreaming-bound freehold (level 3). The only gate into the Dreaming-bound estate is found at the Black Rock, an abandoned gold mining town, now a lucrative “ghost town” tourist attraction on the southeastern outskirts of the city. From and through there, a Trod leads to the Trajo Fair Hearth, a tiny commoner mew that doubles as an old Italian restaurant in the Cultural District.

Unseelie & Gallain

Overview: With the Seelie nobles so focused on the Dreaming, Unseelie have grown strong in the city. Their rapaciousness only adds to the city’s dark veneer. The only firm counter they have observed is not the Seelie commoners, but the unofficial alliance between those Seelie and the local Nunnehi.

Infrastructure: The Unseelie appear to be only be a loose rabble of mean Redcaps and badmouthed Nockers. They seem to have no real agenda. But in fact, House Leanhaun schemes behind their activities. In the city’s inner shadows, the Unseelie are strong, numbering a total of 40 to 50 changelings on average. But as urban realms give way to the grasslands, the Unseelie’s sway is weak. The Nunnehi are strong: two dozen or more fierce Canotili and cunning Tunghats have the more shadowy Kith boxed into the city.

Current Goals & Conflicts: The present Unseelie are unable to leave the city. Though it would be so easy to ignore the Dreaming-entrenched Dougal, a sort of cabin fever has descended over the Leanhaun. They now subtly direct the Unseelie commoners to opening the way (that is, freeing up Trods). But with the Seelie commoners tirelessly protecting (selfishly hoarding, as they say) as many Glamour sources as possible, and native Gallain “mindlessly” protecting the wilderness beyond, there is little hope. On the side, a mobile freehold, Ailil-controlled, is found along the Blue River. The Unseelie who run this pleasure boat are fairly open to visitors but few Seelie tempt fate with the sly Ailil in charge. Known as the Dame Fortune, its fae crew seems detached from the city’s politics. This may be, however, a charade. The Nunnehi are fairly simplistic in life-style and anachronistic and distrustful of Kithain nobles in attitude. They were once allied with AIM (American Indian Movement), but that group has faded off from the public scene and with it the local Nunnehi’s interest in general mortal affairs.

Key Locale: The Unseelie commoners have safehouses throughout the inner city. The noble household of Cat Rauth is found not far from the Crossroads Chantry, actually, in one of the many manses of the Resort Area. There is no freehold there, however. The Dame Fortune is such a place of Glamour, but is restricted by the Unseelie who run it. Those who would access its magic must often perform a task for the boat’s captain, Lady Morganna ni Ailil.


Wraith: The Oblivion


Little Asia

Overview: In Little Asia, almost all Restless are considered “freewraiths”. No Dark Kingdom rules here, no Renegade gangs run wild, no Guilds scheme. The only agency that exists is a detachment of the Fist of Nippon. For now, Little Asia is blessedly free of wraithly politics.

Infrastructure: There is no governing faction in Little Asia. Most of the Shadowlands of the district are freewraiths who were born, died, and Reaped in Little Asia. They know little if anything of the politics of the Jade Kingdom. They’re simply thankful that the Fist of Nippon protects them from spectres, kuei, and slavers. The Fist numbers about a dozen veteran agents, with two officers that are ranked at captain and another at lieutenant.

Current Goals & Conflicts: The threat of Yomi is most immediate. Rampant P’o-spirits of all sorts see the uncontrolled district as unpatrolled, and most find out it is otherwise. Nevertheless, they keep coming. Secondarily, the Fist of Nippon has made it a special mission to eliminate any necromancers who would fiddle with what appears to be easy prey. Most importantly for the Fist, however, is to insure that the Jade Kingdom does not get even a foothold in Little Asia. Sadly, this is an impossible mission, but one they needn’t worry about it – for now. For now, the Yellow Springs are concentrating on the coastal necropoli. Despite the major Byways that criss-cross Kansas City, the Jade Emperor is not interested in its conquest. His powerful navy cannot reach the land-locked necropolis.

Key Locale: The Honrei Mausoleum in the Little Asia Cemetery is the headquartars Haunt for the Fist of Nippon. It is small and humble but quite adequate.

Stygia, The Guilds, & Renegades

Overview: No one controls the rest of the Kansas City Underworld. At least, that’s how it appears. The Hierarchy was beaten out of the city years ago, and the Renegade gangs have roamed freely ever since. The several Renegade gangs do their own thing. Their loose organization is hardly enough to concern Little Asia’s Restless. Stygia does have plans to retake the necropolis, but has been required to feed reinforcements to the coastal necropoli to battle back the Yellow Springs dead. There appear to be no real Guild presence in the city, but this is folly. They’re the real masters of the necropolis.

Infrastructure: Major Renegade gangs number anywhere from 25-50 Larval wraiths, including groups like the Night Rats, Black Bloods, Stormriders, and a chapter of the Brotherhood of the Black Rabbit. The Guilds who are secretly in control of Restless affairs, of keeping the Hierarchy at bay, include especially the Masquers and Puppeteers, both sects including at least a dozen ghosts apiece.

Current Goals & Conflicts: The Hierarchy would like to reassert control over the city. But as loose as the Renegades are, the one thing that did and would again unite their vast numbers is the threat of Legionnaires. And that is the Renegades’ primary concern: keeping out the Iron Kingdom. The present Guilds, for their part, share the sentiment. But they act much more clandestinely and press their own strange agenda in the city. It appears to have something to do with the Skinlands, Risen Dead, and an biblical prophesy…

Key Locale: The gangs are scattered throughout the necropolis, though leave Little Asia alone. They meet only when a major emergency threatens at the fairgrounds. Each Guild has its own aloof Haunt to call home, but meet communally in the old and believed-abandoned Citadel, the Yarrow Mansion. The mansion is located not far from the cemetery of the same old family name, located southeast of the Smithville Woods, the most northren corner of Kansas City.


Hunters Hunted


Inquisition

Overview: A strongly-reinforced cenacle, the Crown of Saint Michael, has been a thorn in the undead’s side for years. It mainly opposed the local Sabbat but now turns its devoted and dangerous attentions to all vampires in the city. Its members are renowned for their thorough, practical, and tireless approach to hunting.

Infrastructure: A wise priest guides the cenacle. Its core leadership is comprised of Gladius Dei knights. Devotees were drafted from the local scene and are now as professional and veteran as the Gladius Dei. Though not all of the cenacle’s some fifteen members are as faithful as they should be, enough are true to the Word of God to give any vampire coterie pause.

Current Goals & Conflicts: The drop in vampire population has not gone unnoticed. Though they aren’t sure as to why, the cenacle is quite intent on completing this purgation. The ever-pragmatic Society of Leopold, however, may start cutting their funds since they are clearly “doing okay for themselves”. The cenacle has little enough interest in Little Asia, though should it make its goal (or get close to it), they may start researching the rumors of the Cathayans.

Key Locale: Saint Michael’s Cathedral located in Waylin Heights – the suburbia of the Kansas side of Kansas City – is their home-base in the city. However, they maintain safehouses at every Catholic church in the region.

Crime Syndicates & Police

Overview: The LCN pretty much dominates the local organized crime scene, though the Triads and yakuza in Little Asia pose a new threat. The Triads and yakuza seem opposed, and this is just as well. The Mafia families vie for power as well, and no single Don has risen to control the local families since 1982. The local police would exploit this weakness but gang violence in the city has long kept them busy.

Infrastructure: The local police precincts are organized as they are in every city: Kansas and Missouri sides may deal with their own states but there is only one commissioner in the city. Unfortunately, his hands are tied by the bureaucracy, so major arrests have to be invoked by brave detectives. The La Cosa Nostra families are organized fairly traditionally. The two major clans who would probably ascend to the Don are Benitulli and Marconi.

Current Goals & Conflicts: The police are doing their best to break down and expose the syndicated Mafia rings. Constant gang violence, however, drains their resources. The LCN has its share of violence now and then, too, and keeps itself in check with the internal divisions. Otherwise, it would have full power over the city’s illegal trades and be a serious opponent in legitimate business as well.

Key Locale: Every police precinct, of course. For the LCN, the Benitulli are centered in Waylin Heights and the Marconi in Rolling Hills (west of the Resort Area).


Yomi


Pentex, Black Spiral Dancers, Infernalists, Nephandi

Overview: The dark Kansas City has become a thriving hive for evil of all colors. Servants of the Wyrm and demonic entities abound in every corner. Though most vampiric Infernalists among the Sabbat were driven back with that sect, there are a few mortal cults. A cabal of Nephandi maintain a joint-Hive with Black Spiral Dancers. Pentex is strongly involved in local finance as well as furthering its SPD experiments, creating new and deadlier First Teams.

Infrastructure: The cults tend to be fairly clueless organizations numbering anywhere from 20-100 followers, mindlessly and blindly serving demonic masters in exchange for miniscule amounts of power. However, they are fanatical in their obsession and their masters are real. The Nephandi cabal calls itself the Black Tempest, numbering almost a dozen of these dark mages are thought to be guided by a Gilledian, no less. At least one Black Spiral Dancer Elder commands the twisted Sept of Hollowed Earth, with about twenty of these psychotic Garou. The werewolf-wizard team-up spells doom for whomever they eventually choose to set their aim on. The local Pentex structure is formed as usual – broken down into several corporate fronts, with approximately five standard First Teams under the local Board’s command.

Current Goals & Conflicts: The cults seek to extend their masters’ influence by recruiting and/or providing sacrifices. The Nephandi watches Crossroads' activities like vultures, looking for kinks – easily corrupted mages – to turn to their own dark Path. The Dancers share the same approach to the local Garou. Pentex is bitterly embattled on several fronts, financially: Glass Walkers, vampires, and Technocrats all fight for corporative rights. Overall, none of these diabolic agencies have any real animosity intended for Little Asia…yet. Furthermore, despite any prowess the groups may hold, they by far prefer misdirection and manipulation than direct confrontation whenever threatened.

Key Locale: The various mortal cults tend to favor large abandoned buildings: old movie threatres, warehouses, and the like. Pentex has several financial towers under its control, but favors the OmniTV Central American Tower in the Central District. The Zeros Research Facility (a division of ARC) located in the southwest corner of the city, the Industrial Center, is the primary place for Pentex’s experiments and a home-base for most of its First Teams. The Dancers’ Hollowed Earth Hive is located deep beneath the ground, under the local fairgrounds in fact. Their Totem is Bat. The caverns and tunnels are shared by the Black Tempest Nephandi, who truck with the same sorts of demons.

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