Wednesday, January 29, 2014

Voodoo Notes (Systemless)

Welcome to Wicked Wednesday, wherein I brew up some magic or trouble for your reading pleasure. First up are notes on voodoo. Below you will find a list of terms and a pantheon of sorts you can incorporate into your games. There are no rules for you to slug through and translate to YFGS (your favorite game system).

I incorporated Voodoo into one of my old Silverbrook games. I had a player with interest in it as a topic and as a religion not directly descended from Zoroastrianism, I also found it a topic of interest. I had very little experience with it prior to the game and have had very little contact with it after the game. So, if you are like me and need a little help with the words associated with Voodoo, this will get you started.

Game masters and players are encouraged to read GURPs Voodoo, Eden Studios' Argh, Thar be Zombies!, an article from the Huffington Post, the Live Science website, or the Alt Religion website on about.com. There is a lot of mis-information, confusing information, and good information out there. Even if you choose to disregard the actual religion and use a Hollywood version in your game, I recommend honoring our ancestors and learning about the real thing first.



Lexicon 
Asson:  The ritual rattle of a houn’gan or mambo. The rattling noise is usually made by snake vertebrae within a wooden casing.

Bondye:  Distant and unknowable creator god.

Bokor:  A houn’gan who serves with both hands, i.e., is evil. “Serving with two hands” refers to an image of grasping for power with both hands and therefore, letting go of your humanity.

Govi:  A small, earthen jar ot which loas and ancestor spirits can be bound. The ancestor spirits often favour the voudonista who makes good use of govi jars, because it provides them a fetter to this world.

Gris-Gris:  A voodoo focus or fetish; usually a small pouch containing herbs, locks of hair, snake vertebrae, etc. Sometimes referred to as a mojo bag.

Horse:  The term for a voodoo believer who is possessed or “ridden” by a loa. The horse usually exhibits supernatural strength or agility, as well as, the characteristics of whichever loa is currently “in residence.”

Hounfor or Oumphor:  The voodoo “temple.”  Usually, in Haiti, it consists of a hut with an outer courtyard (called a peristyle). Non-belieivers may stand outside the fence surrounding the peristyle to watch a ceremony, but they may not enter the courtyard during a rite, and they are never to enter the actual hut. The Oumphor proper always has a pole or post which reaches up from the middle of the floor to the ceiling of the hut; this post is a symbol of Damballah.

Houn’gan:  The male version of a voodoo priest.

Loas, Les Invisibles, or Les Mysteres:  These are the spirit-gods of voodoo. They are ever-changing according to the nees of their people, and most have “borrowed” the guise of a Catholoic saint – i.e., a statue of the Virgin Mary doubles as a statue of Erzulie, or a painting of St. Peter is seen as a Painting of Papa Legba. The loas mix characteristics of anthropomorphic deities, like the Greek gods, and nature spirits or totems.

Mambo:  The female version of a voodoo priest.



The Voodoo Pantheon
The loas of the voodoo pantheon are traditionally dividied into at least two divisions, commonly called the Rada and Petro rites. However, any loa can be served by a practitioner of any rite since more loas have more than one aspect, as shown below.

The Rada Rite:  Loas of wisdom, protection, or benevolence
The Petro Rite:  Loas of fire, vengeance, and/or violence

Agoueh:  Rada; marine husband of Erzulie; loa of ocean/sea

Aido Wedo:  Rada; queen of heaven, earth, and angels. The Serpent Lady of  a Thousand Rainbows. This creation goddess favors mankind and protects her followers. She is usually considered Damballah’s consort or feminine aspect; her provinces are wisdom, color, and protection; Mind and Life magics are her domain. Aida usually appears as either a kindly mother figure or a rainbow colored snake.

Chango:  Petro; a warlike spirit who commands the weather, the elements and physical power. Guns, explosives and fire fall under his command; like the, his temper is explosive. Those he rides become killing machines or tireless lovers. Although his obvious powers embrace Forces, his lust for Life gives him power over those Arts, too. Blood, red roosters and gundpowder are worthy sacrifices, especially if they’re burned up or blown up.

Damballah Wedo:  Rada; the Cosmic Serpent. The serpent of wisdom and flame, known as the Father of the Falling Waters or Serpent of the Sky.  May be invoked for use of Prime or natural Forces magics. His followers sacrifice rum and red garments to win his fabor. Dambahlah usually appeared as a giant, white python, boa, or cobra.

Damballah la Flameau:  Petro; the Tortch; same as the above, but more vengeful and fiery

Erzulie:  Both; loa of beauty, revenge, sex, mercy, wisdom, riches, etc. Erzulie is a sort of cross between a sex goddess and the Virgin Mary; can appear as an incredibly beautiful mulatto or a ravaging hag. Sacrifices of cake, sweets, and liquor are good ways to get her attention. Life and Mind Arts are her specialty.

Erzulie Ge Rouge:  Petro, Erzulie of the Red Eye; this is a vengeful Erzulie, twisted by rage or hate and wreathed in fire.

Erzulie Freda:  Rada; the benevolent Erzulie who bestows luck and wealth – either spiritual or physical – on her worshippers. Often portrayed in arts as the Virgin Mary, called the “Black Madonna.”

The Guedes:  Gods of death, the three most common form of the Guede Triad:  samedi, Cimetie, and La Croix. Though all are tricksters at heart, they do have slightly different personalities, and their tricks range from amusing jokes to miracles to deadly pranks.

Baron Cimetie:  The Cemetary; he reigns specifically over the graveyard itself. Anyone who trespasses in a cemetery, especially at night, should pay their respects to this loa an ask his permission first. Like Ghede, he is usually thought of as a cheerful loa who welcomes everyone to his “house,” eventually.

Baron Samedi:  Petro; Saturday; the most harmful of the Guedes, and the most feared. Samedi dresses all in black, and usually appears either as a skull-headed man or a black man with a white skull drawn in chalk on his face; he dressed in a completely black, ragged, Victorian gentlemen’s outfit with a tattered stovepipe hat and carries a cane or walking stick. Life and Entropy are his obvious specialties. He insists on sacrifices of fish and black chickens; those he rides laugh disturbingly, and often conceal their eyes.

Baron La Croix:  Rada; the Cross; the Guede with the power to revive the dead, either physically or spiritually (eg:  awaken a Wraith). He is usually identified as a black Jesus Christ, and is considered the son of Erzulie. His tricks take the form of minor miracles.



Dinclinsin:  A Caucasian/European male loa who is much feared because of his severity; he does not drink his liquid offerings, but pours them into his pockets without getting his clothing wet.

Ghede:  Rada; also watches over death and the dead. Like Samedi, he favors black, although he doesn’t wear it himself. Unlike his “cousin,” Ghede is often a happy, lustful spirit. Those under his possession can eat and drink past human limits. Those who invoke Entropy and Mind magics call upon Ghede. H eloves gifts of good booze and good food, especially live chickens and roosters.

Guede L’Orage:  Petro; the Storm; this Guede brings sudden or violent death and gives his blessings to revenge killings. Mysterious “accidents” tend to occur whenever this loa is involved.

Legba:  Rada; King of Kings and Opener of Gates; the main loa of crossroads, journeys and wisdom. Legba sometimes appears as a poor beggar, other times as a wise old man. The Walking God, spirit of stories, crossroads and journeys, Legba guards the ways of the Earth and the spirit realms. Any magic involving Correspondence, Time or Umbral passage must invoke this loa first. Those under his control grow strong, but violent and their limbs twist in odd directions. He dearly loves good rum and fine cigars.

Legba Ati Bon:  Rada; Legba Tree of the Good; this version of Legba portrays himself as inhabiting the traditional spirit tree beside the oumphor. A sanctified bag is placed in the branches of the tree for Legba’s use, much like a loa would reside in a govi jar.

Loco:  Rada; the Mystery of healing, herbs, and visions, Loco form the roots of Will, and imparts magical wisdom to his followers. Those who use Matter or Life magics invoke his name. As the Guardian of the oumphor, he provides a firm grounding for the voudonista, and they return the favor with offerings of green herbs and pure water.

Mademoiselle Charlotte:  Rada or Petro; white/Caucasian/European female loa who is served much like Erzulie; her horse speaks flawless French.

Ogou:  Petro; the Great Warrior or General. Fire, wrath and liberation embody the spirit of Ogoun the Chainbreaker, God of the Blade. Those who call on him must be strong; weaklings are useless to this Mystery. The most violent Forces and Matter spells demand his attention, and hi shorses often fly through the air or burst into flame. Red and black are Ougun’s colors, and he loves offerings of freshly killed chickens or iron dust.

Simbi:  Petro; Mystery of magical powders and potions, Simbi embraces the elements of air and water. Knowledge and freedom are his domains, and he favors those who prefer silent contemplation to passionate conflict. Simbi’s favor opens the Arts of Forces and the Mind. Herbs, fruit, and spring water please this loa, who often wears green and yellow when he appears.


Monday, January 27, 2014

A World of Darkness city: South Bank by Night

Creature Feature

One of my first successful game set in White Wolf's World of Darkness was a game wherein we played ourselves, but with a WoD-twist. The other was an all-female game of Werewolf:  The Apocalypse. For the WoD game, I started with two players. I used myself as an NPC and as a motivator when they were missing clues. We rated on each others' Attributes and Abilities. Then, I took the average score and that was the character's stat. I don't remember how we did the supernatural aspects of our characters. We would eventually go through this same process with everyone. Everyone was free to choose their own supernatural character type from the World of Darkness setting. They were encouraged to choose one which best fit their character type. I also made everyone choose a different last name to break the contact with reality. 

The game came to be referred to as "Creature Feature." I started with two Garou and a Mage and built it up from there. I would incorporate all of our friends into it, before and after I moved to/from Memphis. I even went so far as to create a Wraith out of a friend who would not be playing with us. At its peak with active players, I think we had two vampires, two werewolves, two magi, and one fae. Yet, we also had a Nuwisha and a Gurahl as player characters at different points. 

The game was sloppy drunk. We would pick up and play it whenever the mood struck us. We incorporated characters from novels, movies, TV shows, and White Wolf's splatbooks. The fae was originally built before Changeling was published. So, we used rules from Ars Magica with supplemental material from Hunters Hunted to make it up. Neither the player or I were happy with it, but we became even less so when Changeling was eventually published. 

We were in love with the idea of playing a game of self-empowerment and loved every minute of playing it!

From Creature Feature grew the rest of the city. I would eventually remove those characters and run the game as if it were, more or less, a standard World of Darkness city. I changed things up here and there (like city names), but more or less tried my best to remain true to the game's source material.  What follows are the remains of those notes. I am including backgrounds on the different supernatural types when I have them, lists of characters and their relations and even stat blocks of different PCs and NPCs. As time crept on, different versions of the rules from the various player's guides and Storyteller guide's were incorporated.




The Kindred of South Bank are not ruled over by a Prince. The last Prince to rule the city was removed in 1976 after it was discovered he was working with the Sabbat. The city is now guided by the Primogen who formerly served the Prince. Each of the clans residing within the city are guaranteed a seat in the Primogen. This has caused an influx of Kindred from various, lesser known clans to take up residence in the city. Due to the limits of feeding grounds, this can lead to small battles between upstart youths and their elders, all vying for living space within the city.

Many vampires have tried to create their own clan. However, thorough background checks are made before a Kindred is allowed to present their so-called clan. No one has lasted longer than two months while masquerading as a rare clan. No one knows what happens to the vampires posing as new clans, they appear to simply up and leave.

The Masquerade is held as law. All members of Kindred society have the right to a trial by Primogen jury. These are held on the evening before equinoxes and solstices.

Monthly meetings are held, even if only a member or two of the Primogen are available. These meetings are always held in an Elysium location. Retainers, allies, and others are not allowed to attend the meetings, unless invited to do so by the Primogen of the Kindren to which they serve. A separate room is usually maintained for those attendees to utilize, sometimes unawares of what is actually occurring in the meeting.

Diableri and membership within the Sabbat are not tolerated in the city or its principality.

The South Bank Principality includes the surrounding cities of South Bank, Madison, Washington, Lincoln, Chester, Plymouth, Georgetown, Liberty, and Marian.

Washington’s Prince ceded his rule to the Princess of Madison. However, the Madison Princess felt pressured by her own court members and ceded her city to the Primogen of South Bank in 1985. The Prince of Plymouth was killed during a Garou attack and the elders of that city ceded in soon after. They also controlled the cities of Chester and Lincoln. The Prince of Marian was slain in a battle with the former Prince of South Bank. The South Bank Prince then took control of Marian. He let the city of Marian degenerate as a way of punishment for those who still opposed him in that city. Liberty was simply claimed by an older, former Prince of South Bank. A few of the other elders in the Principality are rumoured to have havens in that area. Georgetown is a land of contention between the Primogen of south Bank and the Prince of Elkhart. Both feel they have a right to claim the city as their own.

Clan Representatives in the Primogen Council
Brujah:  Chris Anderson
Cruaigh:  Liam O’Connel
Daughters of Cacophony:  Caitlen Eire
Gangrel:  Karen Spieletreff (former Princess of Madison)
Gargolyes:  Angel (poses as a statue in the basement vault of a local Catholic university)
Giovanni:  Leo Giovanni (participates as little as possible in the Primogen council)
Malkavian:  Samuel Tippicanoe (no relation to the famous family, but he insists there is a relationship)
Nosferatu:  Simon Cielewzski
Ravnos:  Janu Yuri
Samedi:  Roger
Toreador:  Quer (ke-er)
Tremere:  Louisa Markoffe
Tzimisce:  Charles Polski
Ventrue:  Jordan Studebakeer


Locations of Elysium
State Theatre
South Bank Civic Auditorium
Crow (club)

Other Locations of Note
Old time, brick, shopping center:  Haunted by Wraiths
Cap’n’Cino:  Owned by Fae
Ian Walt Park:  Gangrel controlled, but they are open to others visiting them
Boathouse and Country Club:  Located in Madison, controlled by the Cruaigh
Old Water Works Building:  Dance club with a heavy electronic influence. It is controlled by a Nosferatu who also controls the waterways around town. There are catacombs below the building with rooms patrons can rent for their own purposes.
The Hog Roast:  Biker bar run by Brujah
Japanese Gardens:  Controlled by AK (?)
State Park:  Gangrel controlled
Madison City Park:  Controlled by Karen Spieletreff

Monsignor Felipe Demonio was all set to become the Archbishop of Indianapolis. However, a traitor foiled his plot. Sixty percent of all Sabbat were destroyed. As punishment for this failure, he was told he could have the city of Elkhart – if he and his weak followers could take it.

After studying the habits of the Elkhart Sabbat for two weeks, he made his move. In one night, monsignor Demonio and his five Paladins wiped out the former Arch-Bishop and his ten Templars. The following night, all fo the Bishops were destroyed. Felipe then proclaimed himself Monsignor of Elkhart and asked for followers. Within six months, everything was running as per normal.

Monsignor Demonio did not realize was the heavy presence of Infernalists in his territory. He is currently trying to gain control of them or their favor, whichever is easier. However, he is thinking of putting those efforts on the back burner and aiming for South Bank. Neither his Prisci or Cardinal know of his desire of South Bank. They would not allow for him to go after the city and he knows this. He also knows that if they were told of the Infernalist presence, they would send in the Sabbat Inquisition to wipe them out. Monsignor Demonio is hoping he can turn them into his secret weapon. Fortunately, Ba’ali from southern Michigan have agreed to join Demonio and his cause.

Monsignor Demonio knows of Blood Brothers in the area who are in torpor. Through contacts, he has discovered a Pander that runs Nighthawks Flight Service knows where they are sleeping.

Kindred Stats
Robert Davis (NPC)
Clan:  Toreador
Generation:  12th
Nature:  Avant-garde
Demeanor:  Perfectionist
Haven:  Above his primary bar/nightclub
Concept:  Jazz Nightclub Owner

Attributes
Strength  1
Dexterity  2
Stamina  3
Charisma (smooth)  4
Manipulation  2
Appearance  (honest face)  4
Perception  3
Intelligence  3
Wits  2

Abilities
Talents
Alertness  1
Leadership  1
Poetic Expression  1
Singing  1
Streetwise  1

Skills
Etiquette 1
Fast-Draw  2
Fast-Talking  2
Firearms  3
Masquerade  3
Music (baritone saxophone)  4
Police Procedures  3
Security (burglar alarms)  4
Stealth  1
Style  2
Tracking  3

Knowledge
Accounting  2
Area Knowledge  3
City Secrets  2
Economics  1
Finance  3
Forensics  1
History  2
Law  2
Lupine Lore  3
Naturalist 1

Disciplines
Auspex  1
Celerity  1
Presence  1

Backgrounds
Generation  1
Resources  4
Retainers  3
Status  3

Merits/Flaws
Ambidextrous  +1
Nightclub  +2
True Love  +1
Color Blind  -1
Enemy  -3
Ward  -3

Virtues
Conscience  3
Control  4
Courage  3

Path of Humanity  (feelings)  7
Willpower  7

Write-Up
Robert was born and raised in Baton Rouge, Louisiana. While growing up, he learned to play all forms of jazz, blues, rhythm and blues on the baritone saxophone. He excelled the most in the jazz stylings of New Orleans. He attended and graduated from Southern University of New Orleans with a major in music performance at the age of twenty-four. Me moved to Chicago the following summer to further his studies and perform.  He would later move to South Bank where he proceeded to buy a few nightclubs. After buying the first two, he ran into some trouble on the street and disappeared for a few months.

Bobby only owns three bars today, the third of which was just recently bought on the south side of South Bank. The bars he owns are Rat’s Place, Twist/Shouts, and N.O. Tonight! the latter of which is the location on the south side of town. Each of the managers at the bars serve as his Retainers.

The manager of Rat’s Place is Gerod Powl. Nothing else was updated at Rat’s Place after Bobby purchased it. The manager of Twist/Shouts is Byron Mueller. The house band is Soft White Underbelly. Bobby recently hired Samantha Barker to run N.O. Tonight! (New Orleans Tonight!). Samantha is Bobby’s True Love and Ward. NOT is not open for lunch and opens for dinner at 6pm. NOT has a series of bands on regular rotation, including The Chorus Hogs, Derek and the Basses, The Black and The White, and Rare Elements. The NOT house band is fronted by Bobby and typically opens for the regular and visiting bands that play the bar.

Leo Giovanni (NPC)
Clan:  Giovanni
Generation:  11th
Nature:  Cavalier
Demeanor:  Plotter
Haven:  Above his bookstore
Concept:  Occult scientist/book store owner

Attributes
Strength  2
Dexterity  2
Stamina  2
Charisma  3
Manipulation  2
Appearance  3
Perception  2
Intelligence  4
Wits  4

Abilities
Talents
Intrigue  2
Instruction  1
Seduction  1
Sense Deception 1

Skills
Animal Ken  3 (canine)
Animal Train  2
Firearms  2
Hypnotism  1
Interrogate  4
Masquerade (breathing)  4
Sign Language  2
Tracking (urban)  4

Knowledge
Area Knowledge  1
Archeology  2
Fae Lore  1
History  2
Kindred Lore (Caine)  4
Lupine Lore (spiritual guides)  4
Occult (mystical places)  4
Spirit Lore  2

Disciplines
Dominate  2
Necromancy  1
Potence  0

Backgrounds
Contacts  3
Generation  2

Merits/Flaws
Clan Friendship (Brujah)  +3
Danger Sense  +2
Occult Library  +2
Repelled by Crosses  -2

Virtues
Conscience  2
Self-Control  4
Courage  4

Path of Humanity  6
Willpower  4














Deke (NPC)
Clan:  Pander
Generation:  13th
Nature:  Bravo
Demeanor:  Masochist
Haven:  Townhouse apartment
Concept:  Sabbat scout

Attributes
Strength  2
Dexterity  3
Stamina  1
Charisma  1
Manipulation (smooth)  4
Appearance  3
Perception (apprehensive)  4
Intelligence  2
Wits (creative)  4

Abilities
Talents
Alertness  3
Brawl  3
Dodge  2
Mimicry  3
Streetwise  2

Skills
Disguise (specific people)  4
Firearms  2
Melee  3
Stealth  3
Style  2
Survival  3
Tracking  3

Knowledge
Body Alteration  3
Blind Fighting  2
Camarilla Lore  3
Occult (vampires)  4
Psychology  3

Disciplines
Obtenebration  3
Vicissitude  2
Obfuscate  1

Backgrounds
Resources  1

Merits/Flaws
Ambidextrous  +1
Cat-like Balance  +1
Silence  +1
Clan Enmity (Tremere)  -2
Intolerance (Camarilla Kindred)  -1
Mistaken Identity  -1
Over-confident  -1
Short Fuse  -2

Virtues
Callousness  1
Instincts  3
Morale  4

Path of Cathari  4
Willpower  4

Vinculumn
Member                 Rating
#1                           9
#2                           4
#3                           7
#4                           8


Monsignor Felipe Demonio
Clan:  Lasombra
Nature:  Autocrat
Demeanor:  Director








Attributes
Strength  5
Dexterity  4
Stamina  6
Charisma  5
Manipulation  6
Appearance  4
Perception  5
Intelligence  5
Wits  4

Abilities
Talents
Acting  2
Brawl  3
Diplomacy  3
Intimiate  3
Intrigue  4
Leadership  2
Sense Deception  3
Streetwise  1
Subterfuge  4

Skills
Blind Fighting  1
Etiquette  3
Firearms  3
Fire Walking  2
Interrogation  2
Melee  4
Security  1

Knowledge
Area Knowledge  4
Black Hand Lore  1
Bureaucracy  2
Camarilla Lore  3
City Secrets  4
History  2
Linguistics  3
Lupine Lore  1
Occult  4
Sabbat Lore  3

Advantages
Backgrounds
Contacts  5
Herd  2
Influence  3
Pack Recognition  2
Resources  4
Retainers  1
Sabbat Status  3

Disciplines
Auspex  4
Celerity  2
Dominate  5
Fortitude  2
Obfuscate  2
Obtenebration  5
Potence  2
Presence  4
Protean  2
Vicissitude  1

Callousness  4
Instincts  3
Morale  4

Path of Honorable Accord  6
Willpower  10



The Shadow of the Great Lake Sept
Sept Totem:  Uktena (water spirit with serpent, cougar, and deer features)
Location:  Private park in northern Indiana

The Silver Fangs have chosen the South Bank area to hole up in and keep an eye on the Kindred of the local areas, namely Chicago, Gary, and Milwaukee.­ They are also here to aid the Garou in those areas fight the minions of the Wyrm as needed.

The Red Talons arrived in the area after the encouragement from certain senior Garou. They appear to like elements of the area, mostly due to the wilderness south of the Sept and the various wolf parks in the state.

The few Bone Gnawers in the area wandered in from major cities across the Midwest. It is from the Bone Gnawers that the Silver Fangs receive most of their information on Kindred. Members of this Tribe migrate in and out of the area, at will.

The Wendigo of the area find this place very spiritual, due to the amount of Native Americans that still call this place home.

Most of the Fianna in the area are here due to the nearby university. A few even teach on campus. Others just hang out at local Irish bars and attend football games.

The Get of Fenris are almost unknown in the area, due to past relations with the Wendigo tribe.

Packs
The Uktena pack consider themselves the Readers of the Litany and the Keepers of the Caern. This often causes conflicts between them and the Silver Fangs. Most of the Uktena pack are of Wendigo or Fianna descent. Many members are elders within the Sept. They often find themselves pitted against the Tremere of Chicago and Milwaukee. There are nine members of this pack.

The Old Ones pack of South Bank number eight members. The alpha is David McGregor.

The Falcon pack is lead by Jonathan DeBouise. Silver Fangs comprise a majority of this pack. Many of them live on the south side of South Bank. Although they are the definitive alpha pack of the area, they often consult their Uktena sisters before making many decisions. This has caused the Uktena pack to think of themselves being higher in rank than the Falcon pack. Many members of the Falcon pack are elders in the Sept. Martin Falcon owns the property where the Sept meets.

The Rat pack has ten members and the alpha is Black Eagle. Bone Gnawers and a few Wendigo fill this pack. They are known for patrolling the highways connecting Chicago, Detroit, and Milwaukee, striking at Kindred travelers. The Bone Gnawers try to keep the number of unsheltered homes at a low number. The Bone Gnawer Ahrouns, within the pack, concentrate their efforts on destroying drug lords.

The Coyote pack has ten members and the alpha is unknown. The Coyotes are the omega pack in the area and do all of the dirty work. Their purpose is to fill the role of troubleshooters. If there is a quest into the Umbra, Milwaukee needs help, or Chicago has a rumble with Kindred warming up, these Garou are rushed to the location as quickly as possible. They are also utilized in backing up the Rat pack in time of need. Whenever the Sept takes a vote amongst the packs, the Coyote pack has no voice in the matter.

Notes for a Garou-based Game
Martin Falcon is old and dying.­ He wishes to stay active and therefore has avoided membership in the Old Ones pack. When he dies, the ownership of the property will go to his eldest son, Gaillan, who is Kinfolk. Gaillan does not know this, nor did his mother while she lived.

The county to the east of where the Sept resides is filled with diabolists and they are beginning to spread to the South Bank and Madison area.

The FBI is currently helping the local police with a case that appears to involve someone committing “copy cat” murders. This group is headed by Special Agent Jonathan Styles. He has twelve police officers working with him:  one State Trooper, two County officers, three from South Bank (two detectives and one CSI technician), one detective from Washington and another from Georgetown.

Kindred from Chicago and Detroit are looking for a location that would serve as a meet up point between the two cities. South Bank is currently being scouted for such an opportunity.

Illegal (and legal) gun sales and drug sales are up (tripled).

Werewolf Stats
Anne Red Claws (PC)
Pack:  None
Sept:  Shadow of the Great Lake Sept
Breed:  Homid
Auspice:  Theurge
Tribe:  Silent Striders
Pack Totem:  Coyote
Concept:  High school student

Attributes
Strength  3
Dexterity (Cat-like reflexes)  4
Stamina  3
Charisma  2
Manipulation  2
Appearance  2
Perception  2
Intelligence (clear thinker)  4
Wits  2


Abilities
Talents
Alertness  3
Athletics  1
Ddoge  2
Empathy  1
Expression  1
Primal-Urge  3
Streetwise  2

Skills
Animal  1
Firearms  2
Leadership  2
Performance  11
Repair  1
Survival  2

Knowledge
Investigation  1
Medicine  3
Rituals  1
Science  1

Advantages
Backgrounds
Allies  2
Fetish  3 (Harmony Flute)
Kinfolk  1
Mentor  1
Pure Breed  3

Gifts
Persuasion
Sense Wyrm
Spirit Speech

Rage  5
Gnosis  7
Willpower  4

Renown
Glory 150
Honor 150
Wisdom  200



Clinton “Claws at the Wyrm” Stellner (PC)
Pack:  Renegades
Sept:  Shadow of the Great Lake Sept
Breed:  Homid
Auspice: 
Tribe:  Not known (White Howler)
Pack Totem:  Weasel
Concept:
Battle Scars: 

Attributes
Strength (wiry)  4
Dexterity (athletic)  5
Stamina  4
Charisma  2
Manipulation  1
Appearance (bold demeanor)  4
Perception  3
Intelligence  3
Wits  3

Abilities
Talents
Acting  2
Athletics  3
Alertness  3
Blatancy  1
Brawl  3
Composition  2
Dodge (duck)  4 (for a 6’ tall character!)
Intimidate  2
Leadership  1
Look  2
Meditation  2
Mimicry  2
Seduction  1
Sense Deception  3
Streetwise  4
Subterfuge  2

Skills
Animal Ken  2
Archery (moving targets)  4
Blind Fighting  2
Camouflage  2
Carousing  4
Carpentry  1
Climbing  1
Cooking 1
Debate  2
Demolition  2
Drive (curves)  4
Etiquette  3
Fast Draw  2
Firearms  2
First Aid  2
Fishing  2
Gambling  2
Games  2
Haggling  1
Heavy Guns  1
Herbalism  1
Hunting  1
Melee  3
Music (voice)  2
Police Procedures  2
Psychoanalysis  2
Stealth  2
Survival  3
Swimming  2
Throwing (moving targets)  4
Torture  1
Tracking  2
Traps  3

Knowledge
Anthropology  2
Archaeology  2
Architecture (natural preservation)  4
Area Knowledge  1
Astronomy  1
Biology  2
Chemistry  2
Computers  2
Criminology  1
Demon Lore  1
Forensics  2
Fortune Telling  1
Heraldry  2
History  3
Linguistics (German)  1
Literature  (European)  4
Mathematics  3
Military Science  1
Naturalist  2
Physcis  3
Psychology  1
Spirit Lore  2
Technology  2
Theology  2
Vampire Lore  3
Werewolf Lore  3
Wizardry Lore  3

Advantages
Merits/Flaws
Hunted (by BSD)  -4
Phobia (heights)  -2
Phobia (public speaking)  -2

Gifts
Blur of the Milky Eye
Sense Wyrm
Smell of Man

Fetishes
Bane Arrows (quantity 14)
Bane Skin
Fang Dagger

Gnosis  7
Willpower  7
Humanity  7
Rage  4

Renown
Glory  4500
Honor  2500
Wisdom  1700



David
Pack:  Renegades
Sept:  none
Breed: 
Auspice: 
Tribe:  Augra(?) Gurahl
Pack Totem: 
Concept: 




Attributes
Strength  3
Dexterity  3
Stamina  3
Charisma  3
Manipulation  3
Appearance  3
Perception  3
Intelligence  4
Wits  3

Abilities
Talents
Alertness 4
Athletics  3
Brawl  4
Dodge  3
Empathy  3
Instruction  1
Intimidation  3
Mimicry  1
Primal-Urge  1
Streetwise  2
Subterfuge  2
Throwing  3

Skills
Animal Ken  3
Archery (crossbow only)  1
Drive  3
Teiquette  2
Firearms  4
Meditation  3
Melee  3
Leadership  1
Performance  3
Repair  3
Stealth  3
Survival  3

Knowledge
Computer  3
Enigmas  3
Herbalism  3
Investigate  3
Law  2
Linguistics (German, Military hand signals)  2
Medicine  3
Occult (other stuff)  4
Poisons  1
Politics  1
Rituals  3
Science (biology)  4

Advantages
Backgrounds

Gifts
Blur of the Milky Eye
Heightened Senses
Razor Claws
Scent of the True Form
Sense Wyrm

Rites
Rite of Rending the Gauntlet
Rite of Talisman Dedication
Rite of the True Form

Gnosis  10
Humanity  6
Willpower  7
Rage  5



Saviour of Gaia  (NPC)
Pack:  none
Sept:  Shadow of the Great Lake Sept
Breed:  Homid
Auspice:  Philodox
Tribe:  Children of Gaia
Pack Totem:  none
Concept:  former Greenpeace Agent

Attributes
Strength  1
Dexterity  3
Stamina  2
Charisma  2
Manipulation (persuasion)  4
Appearance (captivating)  4
Perception  2
Intelligence  3
Wits  3

Abilities
Talents
Alertness  2
Brawling (martial arts)  4
Dodge  2
Empathy  3
Primal-Urge  1
Streetwise  1

Skills
Animal Ken  1
Drive  1
Etiquette  1
Kailindo  3
Stelath  1
Surivival  1

Knowledge
Computer  1
Medicine  3
Occult  2
Rituals  3

Advantages
Backgrounds
Contacts  3
Rites  1

Gifts
Mother’s Touch
Persuasion
Truth of Gaia

Rage  3
Gnosis  1
Willpower  7

Renown
None listed


Ian O’Mally (NPC)
Pack: 
Sept:  Shadow of the Great Lake Sept
Breed:  Homid
Auspice:  Theurge
Tribe:  Fianna
Pack Totem: 
Concept:  Quoter of the Litany; Judge

Attributes
Strength  2
Dexterity  2
Stamina  2
Charisma  3
Manipulation  3
Appearance  2
Perception  2
Intelligence  4
Wits  4

Abilities
Talents

Alertness  2
Athletics  1
Brawl  2
Empathy  4
Expression  2
Intimdation  3
Primal-Urge  4
Subterfuge  4

Skills
Animal Ken  5
Etiquette  4
Firearms  2
Melee  3
Leadership  4
Performance  4
Stealth  1
Survival  2

Knowledge
Enigmas  4
Investigation  2
Law  4
Linguistics  2
Medicine  3
Occult  4
Politics  3
Rituals  4
Science (biology, naturalist)  2

Advantages
None listed


Akashic Brotherhood:  Miss WuMiss Wu has been in the South Bank area longer than most of the rest of the Mages in the area.  She can remember when the last Kindred Prince existed.  She also remembers who planted the evidence that got him destroyed.  Miss Wu discovered Derek Stellner, Stacy Castille (d), and Franklin Devaroiuxe.  Derek and Franklin were turned over to appropriate Mages in Chicago to train them. Stacy traveled out to U.S.C. to receive her formal training. 

Miss Wu has her own contacts within the city and its surrounding areas.  Two of which are new to this part of the world.  One of them is a Kitsune known as Su and the other is a Bushi vampire. Both of their masters asked Miss Wu if she would do their formal training dealing with other occult societies. For now, the Kitsune has been content to simply "watch." However, the Bushi is tracking a Ninja vampire. This Ninja vampire recently assassinated a regent who flew into the area from Chicago. Ali-Batan:  none known

Celestial Chorus:  Sisters Jasmine and Isabelle (members of the Holy Trinity)Dreamspeakers:  Jimmy "Red Bird" Smith
Euthanatos:  Franklin Deveraoux
Order of Hermes:  Jonathan CarmineSons of Ether:  Thomas  "Zip Gun" Chappe  (Professor at a local university)Verbena:  Derek StellnerVirtual Adepts:  Blake Wilder, Stephen RurkHollow Ones:  Jules FiorbjornMarauders:  none stationaryNephandi:  Joe Smith (diabolist), Ralph Robertson (Verbena-barabbi)

James Wong
Gene-engineer

Attributes
Physical  3
Social  2
Perception  2
Intelligence  4
Wits  2

Abilities
Alertness  3
Athletics  3
Brawl  3
Computer  5
Dodge  2
Drive  2
Firearms  3
Melee  3
Medicine  4
Meditation  3
Occult  3
Science (biochemistry, genetics)  4
Streetwise  1
Subterfuge  1
Technology  4

Advantages
Willpower  7
Arete  3
Quintessence  8
Paradox  4

Spheres
Life  3
Matter  2
Mind  2
Prime  3

Mr. Wong is currently working on a project involving werewolf DNA. He received information from operatives in the Indianapolis area that South Bank pertaining to the number of werewolves in the South Bank area. He transferred from the University of Chicago to a local university in South Bank.

During testing, Mr. Wong’s assistant went crazy and sliced up their only lead (Miss Smith). Mr. Wong then contacted his superiors, requesting the elimination of his assistant.

Utilizing NWO contacts, Mr. Wong received the information currently on file with the local police involving Miss Smith. The file informed him that three men were discovered by the fire department in the home of Miss Smith while it was burning down. All three men escaped police custody before their identities were determined. They are considered “at large.” 

Mr. Wong requested additional aid and was sent two NWO teams, with another 3 teams and a Hit Mark V on backup in Chicago to assist with removing any werewolf threats. Neither Mr. Wong or the Technocracy realize the extent to which the werewolves have inundated themselves in the local area. The NWO teams have determined who the three men were (Derek Stellner, Clinton Stellner, and Kyle MacGregor), know where they live, and what their pedigrees are. They are also aware of three additional individuals who spend a good amount of time with the three men, including a vampire (Malinda Davies), and two other mages (Ralph Roberts and Sharon Hilt). Mr. Wong plans to use their families as hostages in order to gain the men.

File 4221-103WE
Name:  Clint Stellner
Breed:  Werewolf
Subject is considered armed and dangerous at all times. Kill on sight.
The subject owns and operates an architectural firm. Two others work for the subject:  Ralph Robertson and Katie Oslinger. Ms. Oslinger does not know of her boss’ breed (crossfile no. 4221-103WEa). Mr. Robertson does, as he himself is a mage (crossfile no. 4221-023MA).

All tax returns involved with the subject and its business are up to date. Bank accounts give no impression of illegal activities.

The subject is a member of what the werewolves refer to as a “sept” called “Shadow of the Great Lake.” However, the subject is hunted by another local sept. This other sept has no known name (crossfile no. 4221-6101). The other sept operation out of a local state park. The subject’s sept operates from a private park.

The subject is also a member of a group referred to as “Renegade Pack” (crossfile no. 4221-XXX). This group consists of his brother, Ralph Robertson, Sharon Hilt, Kyle MacGregor, and Malinda Davies (crossfile nos. 4221-0001MA, 4221-023MA, 4221-048MA, 4221-100WE, and 4221-222VA). Every individual should be considered armed and dangerous at all times. They should be killed on sight.

Like all shapeshifters, the subject has the ability to enter the Umbral Realms.

File 4221-100WE
Name:  Kyle MacGregor
Breed:  Werewolf
Subject is considered armed and dangerous at all times. Kill on sight.
Marital Status:  Married

The subject owns and operates a freelance computer firm. No one else works for the firm. All tax returns for the subject and its business are up to date. Bank accounts give an impression of no legal activities, but there appears to be money challenges. This may be a leverage point to use in the future.

The subject is a member of the local Sept, Shadow of the Great Lake. The subjects is hunter by another local sept (crossfile nos. 4221-103WE and 4221-601WE).

The subject is also a member of the “Renegade Pack” (crossfile no. 4221-XXX).

The subject’s wife shows no sign of being a supernatural creature. The child has shown no evidence, but observation will be maintained.

Like all shape shifters, the subject has the ability to enter the Umbral Realms.



Fae
Boggans:
Eshu:  Sharon (Herald, Wylder), Jennifer Giorgia (Court Scribe, Wylder)
Knockers:  The South Bank Stronghold has one who is always tinkering with things to improve them
·         Seelie:  Two or three live to the west of South Bank, working in factories, one lives in Elkhart working as a car mechanic and is known to be able to repair anything, two are fronting as computer programmers but are actually hackers
·         Unseelie:  An old grump works for a local drug manufacturer and is powerful enough the Seelie know to leave him alone

Pwka:  Fledermouse (Court Jester, Childling, Seelie), Stephanie “Maigheach Cluas” Johnson (“my-uch klooas”)

Redcaps:  Susan Rosenthorn (Court Seer, Grump, Useelie), March MacTir (Childling, Unseelie) loves to hunt (esp. humans) and his Fae Seeming is a bit carnal

Satyrs:  Jordan (Thane, Wylding), Frederick Briggs (Court Bard, Wylder)

Sidhe:  Lord Murdoch Sinclair (Baron, Wylder), Sir Padruig Smith (Herald, Wylder) Lackey, John Fladen (Chancellor, Grump), Timothy Stultz (Steward, Grump), John Samo (Childling, Lackey), Jeffrey (Thane, Childling), Aerwynne (Thane, Childling), Sir Columbus (Knyght, Grump), Lady Deirdre Morgantod (Lady Knyght, Wylder, Unseelie), Lord Greymantle (Baron from Tartarus, very old Wylder or Grump)

Sluagh:  Rose (only one.helps local Nosferatu with running the underground part of his bar, often trades secrets with the sewer rat, as well; helps Freddie (also a Sluagh) in the next county over with keeping tabs on everyone everywhere (unseelie. Mandrake)

Trolls:  Ugnar (Thane, Childling), Morgan (Thane, Wylder) Lackey, Sir Vlad (Knyght, Grump), Sir Milton (Knyght, Wylder)

The Baron and his Retainers:
Baron:  Lord Murdoch Sinclair
Heralds:  Sir Pa'draig Smith
Seers:  Susan Rosethorn
Chancellor:  John Fladen
Bard:  Frederick Briggs
Jesters:  Fladdermaus
Troubadours:
Scribe:  Jennifer Giorgia
Steward:  Timothy Stultz
Reeve:  Benjamin Stinson
Thanes:  Ugnar, Morgan, Jeffrey, Aerwynne, JordanKnyghts:  Sirs Vlad, Milton, and Columbus.  Lady Deirdre Morgantod

Fae Stats
Fiain-Lugh (jello)
Court:  Seelie
Legacies:  Cavalier/Beast
House:  none
Seeming:  Wylding
Kith:  Cu Sith
Household/Motley:  none

Attributes
Strength  4
Dexterity  5
Stamina  3
Charisma  0 (3)
Manipulation  2 (4)
Appearance  0 (2)
Perception  5
Intelligence  2
Wits  4

Abilities
Alertness  4
Athletics  3
Brawl  4
Dodge  4
Empathy  3
Intimidation  4
Kenning  4
Etiquette  0 (3)
Leadership  0 (3)
Stealth  4
Survival  3
Investigation  2
Linguistics  x
Occult  2

The statistics in parentheses represent the Cu Sith’s numbers when interacting with other canines. In addition, the Cu Sith’s rating of Etiquette 3 is used in Changeling society.


Advantages
How of Forboding:  With the expenditure of one point of Glamour, the Cu Sith can emit a howl to scare off a creature. Upon hearing the howl, the target must make a Willpower save versus 7. The creature must also make one additional success per point of Glamour spent by the Cu Shit. Failure to make the role sends the creature running from the area.

Bark of Warning:  If the Cu Sith deems a being is in its way or trespassing, the Cu Sith will emit a series of three barks. If the being has not removed itself by the third series, the Cu Sith will attack it with the intent of killing it.


Néal dé Dorchadas (cloth of darkness):  With this power, the Cu Sith can make itself invisible to the naked eye. The Cu Sith spends a point of Glamour and rolls Charisma + Stealth. This is considered the same as the Obfuscate ability “Vanish from Mind’s Eye.”  Only Faerie Sight, Kenning, Awareness, Auspex, and the Umbra will reveal the Cu Sith.

The Cu Sith’s bite does Strength + 4 damage, as well as, the same amount in Chimerical and Aggravated damage to supernatural creatures. The Cu Sith’s claws do Strength + 2 damage, as well as, the same amount of Chimerical and Aggravated damage to supernatural creatures.

Appearance:  Cu Sith stand between two and three feet tall in their canine Seeming. Their hair color is deep black, fading to white at their paws. Their build is similar to a greyhound, simply shorter in stature. While in their faerie Seeming, the Cu Sith stand from three to four and one half feet at the withers. Their hair color turns from black to a deep dark green which fades to light green at their paws. Their eyes in this Seeming do not reflect light and appear to be the color of the abyss. Their overland speed is twice that of humans.



Wraiths were used only as plot devices in this setting.



Others
Mummies:  none
Gypsies:  a wandering band, now and then.
Gurahl:  David
Nuwisha:  Michelle



Kent Hix, age twenty-seven. After the death of Miss Smith, a Garou, the local Sept thought everything was cleaned up by Kinain. However, the file which was hidden, eventually made its way to this ambitious rookie’s desk. Along with the file came a copy of the file on Stacey MacAlister’s death. Stacey had been murdered by BSDs when they came after Clinton Stellner, her boyfriend. Kent thinks Clinton is somehow involved, because he knew both Miss Smith and Stacey. Kent has no idea who placed the file on his desk or why. Kent’s partner is Brian Goldeye, age twenty six. He thinks Kent is crazy for looking into these cases.

South Bank Special Affairs Task Force (from a future-based South Bank setting)
Captain Edward Scaramanga:  Head of the task force with an administrative personality
Lieutenant Brett Ekland:  The real head of the team, Brett is one of the guys, but still makes sure everything is done properly
Detective Abraham Mirmalak:  Head of field investigations (deceased)
Detective Rachel Hyman:  Head of lab investigations
Sergeant Hudson Parker:  CSI
Sergeant Aron Yoshida:  Transfer from Vice
Sergeant Stephanie Macphearson:  Transferred from SWAT, she is the tactical commander, she is familiar with the power suits and how to use the tank
Sergeant Marc Bourgoin:  Technician, designs and tests many of the “toys” the SATF utilizes, better than Macphearson in a power suit, but not as good in the tank, likes to wear a white lab coat for effect
Sergeant Aimee Calhoun:  Forensics
Corporal Eric Chung:  Internet security, actually has ten people throughout the police department that report to him
Corporal Andrew Disl:  Profiler, assistant to Park and Calhoun
Private Lena Khrolovich:  Newest member to the team, she handles occult investigations, cousin of Armin Khrolovich
Private Ted Toscani:  Sniper











Cheat Code
South Bank:  South Bend
Lincoln:  Lakeville
Liberty:  North Liberty
Madison:  Mishawaka
Chester:  LaPaz
Marian:  Niles
Georgetown:  Osceola
Washington:  Granger