Whispers from the World of Darkness

Claim of the Ventrue

April 28th, 2000 by dvie

by The Dark Prince of New York

I am Lord

What I was before does not matter, what I am now is all that applies,
as Caine gave down to his childer, I own everything under night’s skies,
it is my birthright granted me by Veddartha, my claim most righteous of all,
the blood within me is the blue-blood, my clansmen and I stand the most tall.

I am Lord,
I am Lord.

It was our father who was most favored, always at the Dark Father’s side,
that alone grants us our sovereignty, that alone is why our words you abide,
Who more apt than us to ruleth, none exist more ratified than us in design,
hate us not for our blessings, nurtured and suckeled from upon Caine’s vine.

For I am Lord,
I am Lord.

We have brought it all together, we have made it safe to walk the night,
live within our beautiful cities, and know what it is to claim Caine’s right,
All the traditions we shall enforce, the eyes of Seth’s children shall never see,
what dwells inside the bodies of every vampire, everything they shall never be.

Because I am Lord,
I am Lord.

My skin the consistency of marble, a mind that penetrates the mind’s of all,
my mere presence the stuff of legends, making them love me or fear a fall,
my claim to fame is lack of failures, my blue blood guaranteeing my success,
I know I am the greatest of kindred, for Caine would accept nothing less.

I am Lord,
I am your Lord.

We are the backbone of the office, princes and leaders fill our ranks,
we do it because that’s what we are, there’s no need to give us thanks,
I can make the rich among you envious, your banks take loans from me,
no need to look to see who’s king of the hill, if you look up I’m the one you’ll see.

For I am Lord,
I am Lord.

I refuse none of my own a safe place to sleep, a lesson you other’s could learn,
always have pride in your consanguineous, or you should meet the sun and burn,
it is as the Gangrel speak of the wolves, each wolf of the pack knows his place,
Have no shame for what is your niche, for we are the alphas of the kindred race.

We are the Lords,
I am Lord.

Some may say we are haughty, some may even say that arrogance is our way,
we simply acknowledge our superiority, jealousy causes those things you say,
Look at me, see my proud glory, recognize our symbol of crown and sword,
what I can’t do with one, I can do with the other, now you know why I am Lord.

I am your Lord,
forever am I. Lord,
I am Lord.

Posted in Poetry, Vampire | No Comments »

A Little Stroll

April 28th, 2000 by dvie

by Sinclair and Millie

Sinclair takes a look at himself in the mirror, gathering a few things. He then sharpens his knife before putting it in its sheath and glances around, whistling to himself as he starts out of Joseph’s house.

Millie hides in a shadow outside the Tudor residence, watching Sinclair emerge.

Sinclair walks down the driveway and into the street, still whistling. The stir in the back of his mind is no longer ignorable. Time for a little amusement… He straightens his tie as he walks, watching everything around him: A predator in his prime. He stops by a corner, watching the cars go by. He then pauses at a house, seeing the lights on, debating… then walks past, not wanting to get embroiled in a family affair tonight.

Millie slips behind him, stalking him, probing his thoughts. She blinks, the ghoul’s mind seeming more unreadable than many kindred’s, and so slinks closer, surveying his demeanor, his movements, his expression.

Sinclair continues his stride with a purposeful, almost thoughtful expression on his face, watching those he sees speculatively. Millie glances at those the ghoul surveys. He watches a woman carrying an infant with interest as she enters a convenience mart and stands just to one side of the building, waiting for her to emerge again, making note of the vehicle she was driving. He takes a quick surveillance of the parking area, looking for security cameras. He then starts to walk over to her car, pulling out his knife.

Growing agitated her lack of ability to probe his thoughts, she moves several yards behind him and makes herself seen, though still remaining unobtrusive. "Psst… Sinclair."

Sinclair pauses when he hears a voice calling his name and looks around for the source. His eyes narrow, wondering who is following him. Millie nods to him slightly from the shadows. He makes a quick mental check to see if he can recognize the girl, and then walks to where she is standing, slipping his knife under his jacket again. He watches her impassively, composed, and non-threatening.

Millie watches his movements carefully then smirks, eyes gleaming. "Got a new boss, I see."

"I remember you. Yeah. New boss."

"Too bad about Bastain. He was real cool." Millie looks up at the ghoul towering
over her.

Sinclair smiles, folding his arms across his chest. "Bad news for Mr. Thorne, good news for Mr. Tudor."

"Tudor must trust you, letting you out like this." Millie smirks slightly.

Sinclair shrugs. "I like going for walks."

Millie replies with a gleam, "Me too."

Sinclair glances at the Malkavian curiously. "You were following me? Why?"

"You were around. Seemed like the thing to do," she smiles slightly.

"Mr. Thorne liked you. Guess that means I like you too. He was smart."

"I am glad you like me. Maybe we should walk some more…" Millie looks around at the crowd.

Sinclair glances around at the people walking in and out of the convenience store taking note of the fact the woman’s car is no longer in the parking lot. He dismisses her from his thoughts. "Sure. Where you want to go?"

"I am not sure. Maybe someplace we can talk, catch up on old times." Millie grins subtly.

Sinclair thinks this over carefully, wondering if she is leading him into a trap of some kind. Bastain warned him about Malks. He shrugs. His former Boss had liked this Malk. "Name the place."

"We can just walk." She indicates a direction down the street.

Sinclair looks her over a critical eye, his curiosity piqued. Looks didn’t mean nothing - he wondered what it would feel like to break her fingers - would there be more resistance than for the normals? He nods, starting to walk in the direction she pointed.

Millie follows him closely, whispering, "So, how long you been with…Joseph?"

Sinclair takes his cues from the volume of her voice and whispers as well. "Not long. Maybe a month."

She nods. "What do you do for him? If… you can say…"

"I fix things. I keep him safe."

"Same thing as for Bastian, then."

Sinclair nods once. Then asks her, "You’re Malkavian, right?"

"So they say," Millie grimaces.

Sinclair lets his thoughts wander, wondering if the brain of a Malkavian would look any different - since they are insane.

Still frowning, Millie asks him, "Why?"

"I get curious about stuff," he answers plainly.

Millie smiles a bit and answers softly, "Me too."

Sinclair glances at her, a thoughtful expression on his face. "What you wonder about?"

She gets softer and more intent, looking around then down, "Lots of stuff. what people keep, what makes things work, what is inside things…" Sinclair’s eyes light up at the mention of ‘what makes thing work… what’s inside things’ as she continues, "Maybe that’s why I followed you… just… wanted to know about you."

"I want to know what makes you work. What’s on the inside," Sinclair states.

Millie pauses for a moment in walking. "Been trying to figure that one out for a long time…" She shrugs, and starts walking again, deep in thought.

Sinclair continues watching her, a thoughtful expression on his face. He debates reaching out and dragging her off to get what he wants, but decides this is not the right night for that. Maybe he could get her to volunteer… he wonders. "I could help you figure it out."

"Oh?" she looks up at him.

Sinclair nods.

"How?" she asks with childlike inquisitiveness.

"I could take a look inside and show you what makes you work."

Millie puzzles at his words, her interest pulling her along, "Um… ok."

Sinclair smiles, quite pleased with his himself, "We have to go someplace quiet with no one around. Someplace where I can work."

The Malkavian ponders. "There is a closed store near here. I can get in. Will that do?"

Sinclair glances at her thoughtfully. "Yeah. Guess so." He smiles as he follows her into an alleyway.

The pair soon arrives at a back door of a building a few blocks away. Millie pulls out a small, straight piece of metal, works on the lock for a few minutes, then silently opens the door and slips inside.

Sinclair follows Millie carefully, stepping inside silently. He looks around, taking very quick, careful assessment of the area, scouts for exits and trap then nods, satisfied. He looks for a room with a mirror, remembering his promise to show Millie how she works. "This will work. Two things though…" Millie looks at the mirror with confusion as Sinclair turns to her calmly, continuing, "If you flip out, I’ll need to stake you. I won’t keep you staked - just until you calm down." He waits to see if this is acceptable.

Millie’s jaw drops for a moment. She closes it again and nods, her confusion growing.

Sinclair nods as well, pleased. "Second - if you damage me… I’ll need blood afterwards."

Millie gets a sick look, "Ew… well, sure. " She smirks, "I am sure Joseph would love to have you back pumped up on my blood." Millie grins mischievously.

Sinclair smiles, extremely pleased. "You want that I should bind you? Or do you think you can hold still? You can bite on me if you want. I don’t mind - but moving would be distracting."

Millie grows more concerned than confused, asking in a low voice, "What are you going to do?"

Sinclair looks around for something to tie Millie with, something to tie her to, as well, if she wants. He turns back as she speaks, a calm look on his face. "Show you what makes you work."

"Like…" Millie pauses in a moment of realization, "puppies," she closes her eyes. "No… don’t. Don’t tie me." She opens her eyes again.

"Okay. You gotta hold very still though."

"I can… I have… I mean, I can be still, mostly." She adds darkly, "I…. see why Joseph wanted you."

Sinclair nods, satisfied with her answer, and anxious to begin. He takes off his jacket and wipes the mirror off, so it’s not so dusty she cannot see herself reflected in it. He turns back to look at Millie. "Can you see?" She nods slowly. Sinclair stands, watching her thoughtfully for a moment, wondering where to begin. He thinks he’d like to begin with a few simple pain tests to see how high her thresh hold was - better to be safe than sorry. He steps closer to her. "You say stop; I stop. Okay?"

Millie steels her nerve as the large man looms over her. Sinclair pulls out his knife and presses it through her hand, watching her reactions carefully. "Does this hurt?"

She grinds her teeth and nods as her eyes focus intently on the knife through her hand. Sinclair waits to see if she is going to run, frenzy, or stand still like she promised. He twists the knife slowly in a circle, continuing to watch her reactions. Millie closes her eyes for a moment until the rims line with red then opens them, the whites covered in a bloody sheen.

Sinclair nods to himself, satisfied. He pulls the knife from her hand and sets it, point down, at the hollow of her throat. Using gentle, consistent pressure he presses the knife downward, into her skin as he makes a very clinical incision from neck to abdomen, parting flesh and clothing alike.

Millie grinds her teeth again until a crack is heard. She stares at the mirror through a haze of pain. Making sure he is out of her line of sight he makes a second incision, deeper than the first, across her midsection then makes a third incision, just below her shoulder blades, not as deep. He pauses in his work look up at Millie’s face. "Does this hurt, too?" She lets out a guttural creak to a nodding of her head, swallowing blood dripping from her mouth from cracked and broken gums.

Sinclair smiles, sticking the knife in his pants pocket. He runs his fingers over the parted skin carefully slipping his fingers underneath her flesh and peeling it slowly back from her ribcage, as one might remove a shirt. Whistling to himself, he opens the skin all the way down, being cautious to catch her intestines, should they slip out. Millie stares in horror and morose wonder at the mirror. He smiles at her almost lovingly. "You’re doing very well. Hold still now."

Millie looks down at her flayed skin, and at her blood glistened, withered insides. Sinclair wipes the blood off his hands, glancing at the inside of the vampire. Curious… her innards seemed to be shriveled… not engorgedwith life as the humans he’d seen. He reaches under her bottom most ribs,curling his fingers around them and tugs, one swift motion - breaking them off in his hands.

Millie convulses with the crack and bites down hard yet again, breaking more teeth. Sinclair watches her face, enjoying the reaction. A flush rises to his cheeks as he continues to reach underneath her ribs and snap them off. He removes them one at a time. She spits out bloody pieces of teeth between convulsions of pain, finally eeking out, "No… no more breaking." She blinks away the red in her eyes, concentrating again on the mirror.

Sinclair steps aside to let Millie look at herself in the mirror as reaches inside her, curious. He nods to her comment, watching her reflection for a moment, then bends closer, studying the treasures he finds as he lifts them carefully, reverently, examining each organ for the differences between kindred and kine.

Millie sickens and winces with his poking and prodding, but watches with eerie interest. Having sated his curiosity, he steps aside, pulling out a hankie to wipe his hands on and says matter-of-factly, "This is what makes you tick."

Millie steps closer to the mirror for a moment, shakily, looking for several minutes before slowly sealing the incisions. She wipes the blood from her mouth, and asks weakly, "Hey… I don’t suppose… turn about is fair… blood." She glances up at him.

Sinclair watches her, fascinated at kindred healing abilities, folding his arms as she heals. He shrugs, holding out his arm to her. "Go ahead."

She looks down and clenches her fists slightly, whispering raspily, "Could you… turn around…?" He turns without another word, his arm still extended. Millie gently lowers his arm then puts her hands up on his shoulders, pressing down lightly. He grunts, kneeling, his body turned away from her. The Malkavian keeps her hands on his shoulders, and lowers her lips behind his ear, sinking her fangs into the soft skin there and drinks slowly, holding him still and upright.

Sinclair shudders, the new, utterly alien sensation catching him by surprise. Confusion envelops him as he kneels, panting, trying to control the sensation unsuccessfully.

Millie soon pulls away, sealing the wound and withdraws further, watching him from behind. Sinclair grunts once as she stops her bite, resisting the urge to grab her, and force her to continue feeding on him. He shakes his head, trying to clear away the lightheadedness.

Sinclair glances up at Millie, a feral light in his eyes - one that passes quickly. He continues staring at her, awestruck for several moments. He then rises to his feet, reaching over and stroking the side of her face. He frowns in confusion, stepping away from her. "I never felt nothing like that before."

Millie ponders his statement. "I… understand. I am sorry… I just assumed… that…" she frowns a bit. "You know the way home?"

Sinclair nods, continuing to frown. He then looks around to make sure there is no incriminating evidence left behind and wipes up whatever blood may have fallen with the inside of his jacket, trying to distract himself. He slips his jacket back on, walking out. He keeps his eyes on Millie, his calm back in place. He’ll have to think about this later.

She forces a smile, and motions for him to follow. Sinclair thinks about returning to Joseph’s house to clear his thoughts and follows her.

Soon enough, Millie turns around and waves as they are within sight of Joseph’s house and then slips around the side of a car, not emerging from the other side.

Sinclair watches her until she disappears around the side of the car. He shrugs, wondering if he should continue on his hunt. He decides not, he’s had enough excitement for the evening. He whistles, returning to his room to pick up where he left off in his book, glancing often at the bloody knife on his dresser where he’d set it down.

A curious smile lights his face every time he does.

Posted in Storytelling, Vampire | No Comments »

Hollow Sanctum - Flavors of Magic -An Alternate Resonance System in MAGE Revised

April 28th, 2000 by dvie

by Malcus Deroga

"The air reeks
of dark magic… and the refreshing scent of pine."
- Another confused Mage player

The release of Mage Revised has stirred up quite a hornet’s nest in the White Wolf community, and everyone seems to have an opinion. Since the book hit shelves, the newsgroups and mailing lists have been filled with commentary; some of it has been scathing, while others have been glowing with praise. Mage Revised is both vilified and exalted by the community, and the discussion is, I’m sure, far from over.

My column this month will NOT add my "two cents worth" to this duel of words; I fired my lone bullet way back in February when I reviewed it. Rather, I wish to examine the one absolutely new addition to Mage Revised that, in my humble opinion, isn’t worth the paper it’s printed on: the Resonance system.

Resonance is an idea that’s been around for quite some time in Mage, but was never fully capitalized on. Even going as far back as the simplistic concepts of "black" and "white" magic, there has always been a notion that magic has a certain feel to it, and that different types of magic have different "flavors", as it were. A calm priest would call upon the power of heaven, and the resulting effects would feel beatific. Meanwhile, the dark witch in her grove who uses blood and innocent flesh for his crafts would certainly feel palpably evil. This carried into Mage as early as first edition, but mechanics were always sadly lacking, as were explanations on which to base such mechanics. With the release of the revised edition, we were promised comprehensive mechanics and explanations for this long missing aspect of magic.

Sadly, what we were presented with in the new rulebook, to use a colloquialism… sucked.

The Problem
Here’s the new resonance system, in a nutshell. According to Mage Revised, all mages have a leaning toward one of three "metaphysical leanings": Stasis, Entropy, and Dynamism. It is this leaning, and the mage’s particular proclivity within this leaning, that determines how the mage’s work resonates. In game terms, each mage starts out with a single dot in one of these three traits. The more dots, the stronger the resonance.

Sounds simple, and something so simple should work beautifully, right? Guess again.

The first major problem with the system is its reliance upon an outside force for the effect. By tying mages to a "metaphysic trinity", the resonance system inevitably ties Mage to those Werewolf staples called the Wyrm, Wyld, and Weaver. The system takes no account of the mage’s avatar or nature whatsoever, tying it to an outside force and making the whole thing "stink of the Wyrm." Mage has always been good at avoiding the Triat as presented in Werewolf; now it is linked to it intimately, taking the feel of magic out of the mage’s hands.

The second problem is more practical. There are NO mechanics given for this supposed "new system." None, nada, zip, empty, non-existent. We are given a new trait with no mechanics on how it is raised or lowered or how it actually effectsmagic at all. The only solid mechanic we’re given is that a particular mage’s resonance can be detected as a "mystic signature" with a Perception + Awareness roll, and even then the book says it should be "immediately noticeable". The term "up to the Storyteller" seems to come up a lot, and yet these same Storytellers are given no way of making these decisions. The job of a new rulebook is to explain things such as this, and yet everyone is left floundering. Worse still, these flimsy resonance traits are now supposed to affect such major game mechanics as Quiet.

This is quite possibly the worst implementation of a new mechanic this writer has ever seen. The new resonance system is, in effect, a useless token. Players have dots on their character sheets that mean absolutely nothing, and Storytellers aren’t even given enough information, for the most part, to rectify the problem.

A New Mechanic
Far be it from me to just lay down and die, though. Knowing the problems we face with the new system, we can take the basic idea of resonance, and the possible utility of an actual Resonance statistic, and redirect it into something far more palatable and useful.

The alternate system I propose seeks to accomplish three major goals. The first is to shift the focus away from the Triat and back into the mage by centering on her avataric Essence and her inner Nature. Second, we create a solid, stable mechanic that aids players and Storytellers in flavoring magical effects. Finally, we give concrete rules for how such resonance affects the working of magic, including interaction with other magi.

A mage’s resonance should be primarily affected by her Essence, the inclinations and desires of the avatar. Dynamic essences tend to be wild and flamboyant, generating unpredictable effects and changing themselves at a moment’s notice. Pattern essences prefer predictable, orderly patterns in magic. Primordial essences "feel" like old magic, carrying an air of mystery and occasionally fear. Questing essences are focused yet creative, preferring effects that get the job done while still looking good. Thus, the mage’s Essence trait replaces the "metaphysic trinity" as the primary trait.

For the secondary trait, we plug in the mage’s Nature. Magic comes from the avatar, but is ultimately shaped by the will of the mage, and using Nature as the secondary trait reflects this. A visionary mage will be creative, yet centered on a goal, while a conniver will be far subtler and eventually overpowering.

The combination of Essence and Nature will result in some interesting combinations, but a properly created character should have no problems fitting the resonance in. Players and Storytellers should work together to come up with magical styles that fit the character concept. For example, a hermit with a Primordial / Loner resonance may call upon elementals and various world spirits that shun society, while another hermit with a Static / Loner resonance may use subtle effects that come only from concentration and discipline. Their magical effects would resonate far differently, but share the edge of being lonely magic. The resonance will radiate from the mage as well, making the Primordial hermit "the creepy guy in the woods" while making the Static one into "a disciplined survivor." The mage begins play with a single dot in this resonance trait, with the range being from one to five.

Resonance can increase and decrease, within certain parameters.
Resonance should increase or decrease in the following circumstances:

  • If a mage succeeds at a Seeking, the Storyteller may wish to increase the resonance trait by one to reflect the increased Arete. This should only be done when the mage’s Seeking goes particularly well, and an increase in power is immediately evidenced.
  • If a mage’s Avatar rating should ever increase, a single point of Resonance should immediately be given. The powering of an avatar is a tremendous event, and the new levels of power the mage can now tap should be reflected in her resonance. If the mage’s Avatar rating ever decreases, the weakened essence no longer pulses as strongly in the mage’s magic, and the resonance trait should decrease.
  • If the mage suffers a Paradox backlash, the Storyteller may increase the resonance trait to reflect a side effect of the event. When reality snaps around you, it is liable to influence your power. Likewise, a strong backlash that truly harms the mage may actually decrease the resonance.
  • If the mage’s Nature should ever shift, the resonance should drop severely, possibly back down to one point. The mage’s magic is taking on a whole new tone at that point, and the resonance will take some time to rebuild to reflect the new direction.

As a guideline, the mage’s resonance rating should never climb more than a single dot above the mage’s Avatar rating. Mages with weak avatars will simply not have the mystic wherewithal to resonate strongly; they cannot put enough resonant quintessence into the effect.

As a general rule, the higher the resonance trait, the more magic is affected. This becomes a matter of role-playing for the most part, requiring the player to incorporate how the mage’s magic "looks" into the mage’s background and paradigm. However, there are some tools players and Storytellers can use to help reflect resonance "in-game."

The idea that resonance can be used as a "mystic signature" is good, but the mechanic is a bit flawed. While Awareness + Perception should allow a mage to detect general tendencies in the resonance, true analysis should be far more difficult. Getting a true sense of this signature should require at least one level of one of the spheres used, and an Intelligence + Enigmas roll (at difficulty 10 - Resonance) to truly piece together the various feelings the resonance radiates.

A mage’s magic may be easier to work if she shapes the effect to match her resonance. At the Storyteller’s discretion, a mage that works their magic to fit their resonance should receive a one-point reduction of the difficulty for every TWO points of Resonance. Likewise, an effect that the ST rules is opposite a mage’s resonance should receive +1 to the difficulty per two points of resonance.

A mage may seek to smother her resonance so as not to leave a signature. For each point of resonance the mage seeks to hide, the difficulty of magic increases by one. Mages do not need to hide all their resonance at once, however, if they simply seek to subdue the effect.

Using Tass of a similar primary resonance as the mage lowers mystic difficulties by 1, while using Tass of a different resonance increases the difficulty by at least one. A priest is going to find using that jar of baby’s blood awfully difficult…

When working conjunctual magic, resonance should become a MAJOR factor. Mages with similar resonance (similar meaning same Essence) should perform joined magic at no penalty, while mages of different resonance should find their energies clashing, causing +1 difficulty. If two mages of exactly the same resonance work together, the energies flow together like water, causing a -1 difficulty drop. Stronger resonance should overwhelm weaker ones; for every point of difference between their resonances, the mage with the weaker resonance should gain a +1 penalty to her difficulties, reflecting the difficulty in adding weak magic to strong.

In Conclusion
The above is surely incomplete, and I encourage readers to add to this basic framework as they see fit. What I have sought to do is correct the major problems with the Revised mechanic and make resonance a viable option for gaming. Magic is powerful, and no one should walk into using it ignorantly…

…not even in a role-playing game

NEXT ISSUE: SAD NEWS - Well, it may be a while before I grace the halls of DViE again; I am taking a leave of absence from these pages to fulfill other duties and seek opportunities that have opened before me. I will occasionally come by for visits now and again, and I hope you’ll all be here waiting for me. Until then, may the power of the game take you beyond the Horizon! Feel free to write!

Posted in Articles, Mage | No Comments »

The Path of Barriers

April 28th, 2000 by dvie

by Hound

This defensive path was first researched shortly after the founding of clan Tremere but was lost to them with the defection of Goratrix. The incomplete path traveled with him and his chantry to the arms of the Sabbat where it was of keen interest to the Assamite antitribu who helped complete the path along with the new-founded Tremere antitribu. In time the Assamites learned the path from their unbound brethren in their bid to break the Tremere blood curse. Finally through the Assamites, this path made it’s way back to the Camarilla and then the last step in it’s long journey back to the clan that first conceptualized it, the Tremere

This path allows a thaumaturge to delay or stop those who would pursue him through manipulations of inanimate objects, air and ether. It is also an effective method of arresting attempts to scry upon the thaumaturge astrally or magically. The magics of this path do not, however, effect plant life, and thaumaturges needing to form barriers of living wood and vines would instead have to look to the Green Path.

Encountering the Path of Barriers:
This path will generally only appear in the hands of those who were able to barter themselves instruction therein. It is encountered foremost among Assamite antitribu and those dealing with them and some of the unaligned Assamites. Otherwise it will appear mostly in the arsenal of older kindred who have managed to capture a copy of the path for themselves.

Level 1: Fortify
The thaumaturge can make any existing barrier more effective. Locks resist tampering, bolts harden, wood becomes harder, gates become heavier and hinges bind to themselves.

System: The physical barrier to be fortified must be within eyesight. The thaumaturge rolls for success as normal, each success increases the number of successes needed to move or break it. The power is maintained as long as the thaumaturge keeps the barrier in sight.

Level 2: Fortification True
At this level the thaumaturge can reinforce non-traditional, magical, ethereal and insubstantial barriers. Anything the thaumaturge can visualize can be the target of this power, be it encryption’s, anti-intrusion software, the gauntlet, spider webs, armor and clothing, glass windows…

System: As Fortify, each success adds 1 to the successes needed to defeat the barrier, even if it would normally take no successes to defeat it (as in the case of spider webs). Fortified clothing provides 1 armor die per success, with a 1 Dexterity penalty per 2 armor dice provided.

Level 3: Roiling Barrier
The thaumaturge can draw forth a "wall" of dense, churning air. While the barrier rarely interferes with vision (unless used in a particularly dusty or dirty environment), it certainly interferes in movement and missile weapons.

System: The thaumaturge must create the wall within eyesight, and it is only maintained as long as he keeps it in sight. It occupies a space of up to 200 feet by 200 feet by 30 feet deep. Anyone attempting to fly through the wall must successfully make a flight check at difficulty 8 requiring one success per success the thaumaturge gained while casting the wall or be flung from the wall and struck to the ground, dealing 1 damage die per success on the casting. Anything shot or thrown through the wall has two successes removed from the attack per success in the casting, while bullets have 1 success removed per success in the casting. Persons attempting to cross through the wall must make an extended Strength roll, difficulty 4, requiring 1 success per success achieved in the casting to cross the barrier entirely.

Level 4: Rebellion of the Land
The thaumaturge can make the environment work against his pursuit. Carpets will tangle feet, doors will close and lock themselves, chandeliers will fall, drawers and cupboards open at inopportune moments, etc.

System: The thaumaturge rolls for success as normal. Each success results in more resistance to pursuers. Anyone trying to close the ground between them and the thaumaturge requires a Dexterity + Athletics roll, difficulty 5 + 1 per success of the caster (difficulties above 9 are treated as difficulty 9 requiring one additional success per difficulty above 9).

Botch Pinned in place by the furnishings, taking 1 damage per casting success, immobilized for the scene
Failure Stopped by the furnishings, taking 1 damage per casting success
1 success Closed ground, take 1 damage per casting success, reduce dif of next round’s roll by 2
2 successes Closed ground, take 1 damage per 2 casting successes, made it out of the area of effect
3+ successes Closed ground, no damage, made it out of the area of effect

The thaumaturge can also use the power more offensively, preventing escape from a room or house or even (with but one success) allowing for a dramatic entry into a room with the closing of all doors and windows therein.

Level 5: Invoke Greater Barrier
The thaumaturge can now raise walls out of whatever material is at hand. Outdoors this will result in earthen or stone walls erupting from the earth, with wooden or concrete walls tearing themselves into position indoors.

System: The caster must but touch the substance to become a wall and spend the point of blood. On a successful casting roll a wall erupts from the surface (up to 100 feet distant from the caster), growing up to 8 feet tall per success on the casting. The wall will collapse (with possibly messy results if used indoors) in D10/2 hours, leaving behind a pile of dirt, boards, concrete chunks, etc as appropriate.

Posted in Articles, Vampire | No Comments »

Lagos v3.0

April 28th, 2000 by dvie

by The Malkavian Teddy Bear

History: When Gaia was talking with her children and assigning each of her special children roles, they all took them happily. However, once they had all left to set out their appointed tasks, one small voice came from behind the Mother.
"What about me, kind Mother?"
Gaia saw little Rabbit, flustered and out of breath.
"And where have you been hiding, my child?
"I was .. preoccupied elsewhere Mother, but now I wish to help you however I can."

Gaia smiled down on little Rabbit and looked around slowly to see that everyone else was gone. She then leaned down and told Rabbit that he had an important role.

"You, my little Rabbit will be the healer of my other Children. When they become wounded or start to stray from the path, you will nurture them and help them find me once more."

Rabbit jumped for elation then hurried back to his warren to beget children to help in his task as Mother Gaia’s nurse. The only problem is that the other of Gaia’s protectors didn’t believe little Rabbit. They did not hear their Mother bestowing such an important task and thought that the wily little Rabbit was making it up for a laugh at their expense. And since then, they have all despised little Rabbit, some even taking it up to personally abuse them.

Since then, Rabbit has only been able to heal each other, bringing them to the path and allowing them to understand Gaia’s real meaning for them. For all the abuse given them, when another shifter comes to a Lagos, they still will help them.

Background: These careful animals are little known and even less seen. They are a mystery to most and to the more corrupted changers, a fine delicacy. These finicky and flighty little creatures have not known a human born Lagos in centuries. They were bred out long ago and since then, the rabbit born Lagos are few and far between.

Whenever a Kinfolk rabbit bears a true Lagos, it takes some time before the shapeshifting ability comes out. Therefore, there is a good chance these frail little things will be eaten before they can even realize their true potential. This has also hurt them in recent times when they are hunted more and more by humans, Black Spiral Dancers and a few deranged Beté.

Even if a Lagos manages to come to age so that it can change into it’s own Crinos form, the resulting shock is usually enough to send a wererabbit off a cliff or into the maws of one of its predators.

If a Lagos manages to live through it’s First Change and is found by an elder wererabbit, then the training begins. They are taught the basic tenets of their own Litany, which include such things as to remain hidden for their true form is not hidden by a shroud of lies and never to harm any creature that is defenseless. The Lagos live a life of quiet observation and harmonious existence. They remain in the woods mostly, defending dens from predators of all sorts and fornicating as much as possible to help ensure they continuae of the line.

A very few, however, will venture into the cities, using their various combat skills which are tailored for their unique frames. These rogue Lagos are normally destroyed quickly, for they must hide all traces of their existence. If they are lucky, they can work a truce with the untrusting Garou and stay with them. The septs who have Rabbit as a totem will find themselves without the favor of their totem if they turn away one of the quiet Lagos.

The Lagos worship Rabbit with a passion, and their only request to their totem is that they remain a secret to the others. For, as long as they are unknown, they are in much less danger. They have no interest in the coming Apocalypse, and only care to tend to the health of Gaia and try to nurse their dying Mother back to health. In the end, these creatures will die in the Armageddon, but hopefully they will have served their purpose by then. That is their only wish, that they can help Gaia survive through the hell that is to come.

Appearance: As rabbits, they are very similar to their normal cousins. The only difference, however, is that the Lagos is a fine specimen of the species. Their hind legs are well developed, their ears are large and firm and their teeth are solid and healthy looking. This is another reason why they are so desperately hunted, they are the most prized of the species. However, this also helps in mating and allows them to be picked over others more often.

When in their Crinos, they become an interesting crossbreed of human and rabbit. Their hind legs adapt to upright walking, but are still powerful and thick, ready to thrash out against people. Their arms are not as developed, but still firm and able to aid in defense or attack. Their body is sleek and covered in healthy fur, the head is elongated and slimmed some. The eyes move away from the center of the head just enough to allow better perception, the teeth do not grow any larger, they merely grow to accommodate the new size. The body will increase one and a half times from their homid form, and gain about twice their body weight, due to the drastic muscle increase in the legs and back.

The glabro form of the Lagos is unappealing and rather silly to those wererabbits who know what normal humans look like regularly and have seen themselves in this form. The legs become those of a weightlifter with a glandular problem, large and powerful. The eyes become wider and doe-like, while the ears start to show signs of extended hair and elongation. The nails grow slightly, becoming harder and longer while the teeth gain a characteristic commonly known as "bucktoothed."

The hispo form is merely a rabbit doubled in size. The Lagos becomes quicker, stronger, and more alert. The only problem is they become more cautious. The instincts inside them are still strong and if they sense any sort of danger, they normally run in terror. This form is normally used for escape and quick strikes to incapacitate a stronger foe.

The interesting aspect of the Lagos is the homid form. Due to the centuries of lacking a homid born half to the species, the Lagos’ human form has become a mere adaptation to the rabbit one. The human form has a cute appearance, although slightly harrier than a normal person. The legs are almost always better built than the arms and the eyes always carry an innocent quality in them.

Stats (base creation on Lagos):

Homid: same as Lagos
Glabro: +2 Dex, +1 Sta, +1 Per, -1 diff on Alertness rolls
Crinos: +1 Str, +4 Dex, +2 Sta, +2 Per
Hispo: +1 Str, +2 Dex, +2 Sta, +1 Per, -1 diff on Alertness rolls, -2 diff on Primal rolls
Lagos: n/a

Gifts
The Lagos can take any gift from anyone, a blessing from Gaia for their punishment from her other children. The only problem, is that they usually only learn ones from rabbits and other lagomorph spirits. Most Shifters would just as soon kill them out of suspicion than teach a gift to them. They also have one special gift, at level 2.
Gaia’s Kiss, Level 2
This blessing from Gaia is another apologize for her other children’s behavior. When in trouble and badly wounded, a Lagos may evoke it’s Mother’s kiss. This healing, spiritual energy bleeds away the powers that make an aggravated one such. They become normal wounds, healing at such a rate.
System The Lagos rolls Stamina+Primal Urge, diff 8, for every 2 successes the power lasts a scene. If only one success is scored, then the power will heal one level of aggravated wounds. If the roll is botched, the power backlashes and raises the Lagos’ soak roll difficulties by 1 for a scene. This power costs 2 Gnosis or 3 Rage, depending on the mental state of the Lagos(I.E. Storyteller’s discretion).

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Gateway to Eternity

April 28th, 2000 by dvie
Reach down your hand in your pocket,
Pull out some hope for me.
It’s been a long day,
Always.
-Matchbox 20, "Long Day"

by Dark Mistress Amy

Chapter 1 - Pulling up Hope

Her eyes were like liquid and they flowed over him with just as much ease, looking him over carefully. When they met his own eyes they narrowed slightly, causing him to fidget. Geoff wasn’t usually so nervous under such scrutiny. Then again, it wasn’t often that he was under such scrutiny by a four year old girl, either.

" If you sign here, then you can go, Mr. Taschereau." Even though she was standing next to him, Ms. Thompson’s voice sounded distant and hazy. He was drowning in a sea of lapis; he was drowning in those eyes.

Ms. Thompson jumped a little as he suddenly gasped and turned to her, his eyes somewhat wider and his throat bobbed a few times before he took another breath, a deep breath as if gasping for air.

The proprietress of the Jacksonville Regional Orphanage blinked at him in surprise and opened her mouth to say something, but he cut her off.

" I’ll sign now, thank you." He grabbed the clipboard and the pen from her hands and quickly scribbled his signature on the bottom line. There was no questioning the feelings he’d just had — he knew he had to sign the paper. Not the reasons why, he just knew he had to sign it. It was as if he was possessed by a demon and for a fraction of a second he wondered if he was being influenced by the Wyrm.

How could such a sweet, innocent looking little girl be a creature of that hideous abomination, though? No… she didn’t smell of taint. But there was something about her that didn’t set well with him, either. Still, something told him that she was destined to go with him.

Destiny? He chuckled as he handed the clipboard back to Ms. Thompson, inciting another odd look from her direction. He didn’t believe in destiny… did he? Whatever happened in this world happened because the Mother deemed it to be so. It’s what he was always taught and what he’d always believe. If that was destiny, then yes… it was his destiny to take this child away from the orphanage.

Seraphim. That’s what they’d said her name was. It was a beautiful name that rolled off the tongue. But she’d never told him that herself. In fact, the orphanage had said that she never spoken before. They had been surprised when she had singled Geoff out and approached him herself.

" She’s never taken to anyone like that," Ms. Thompson had remarked.

So Geoff decided to fill out the papers and try to adopt her. Still, even the day that she’d approached him she hadn’t scrutinized him like she did that day he came to pick her up. Maybe she’d thought he had forgotten about her?

But the adoption process was no easy task. It took weeks, months even, sometimes, to process the paperwork. And for a single 23 year old to be adopting a young girl? Well, needless to say, he doubted very seriously they were going to approve him at all. But they did.

He was ecstatic about the whole affair and had been hoping that Sera (the nickname fit her perfectly) would be too. Yet when he arrived to pick her up she seemed more solemn than ever.

Ms. Thompson was droning on about how happy she was that Sera finally found a good, stable home, that she’d been in the orphanage since she was an infant, but Geoff wasn’t listening. He was watching the blonde haired girl out the front window as she stood in front of the orphanage, her small bag on the ground by her feet. She looked like she was waiting for a bus, only she wasn’t standing at a bus stop.

Slowly, her head turned, looking around at all the parked cars. Then she reached down and took her bag in hand again. To Geoff’s disbelief she walked over and sat on the curb in front of Geoff’s BMW. He was stupefied.

" –Mr. Taschereau? Are you listening to me?"

At the sound of Ms. Thompson’s voice he jolted back to reality and turned to her, nodding. " Yes, um… thank you… thank you very much. It was a pleasure." He quickly shook the hand of the stunned woman and then hurried out of her office, tearing out the front door of the orphanage and down the front steps.

" Sera?" His voice quieted some as he approached her and the car. " Sera… how did you know this was my car?"

The girl looked up at him with her stormy blue eyes again and shrugged, not saying a word. Geoff frowned in confusion before fumbling with his keys to unlock the passenger side door for her.

She got up, bag in hand, and got in without another word. He was already on the other side of the car, unlocking his own door. When he got in and went to start the car she was seatbelted and sitting with her hands folded neatly in her lap, her bag on the floor at her feet. With no real reason at all, he reached back and pulled his own seat belt out, buckling it securely around himself. He’d never bothered with it before, but this time he did… for her sake, at least.

The ride home was quiet. She didn’t say a word and he wasn’t going to talk if the conversation was going to be one-sided. He didn’t even turn on the radio as he was oft to do if he was alone in the care. For some reason the silence was oddly comforting.

They pulled up in the driveway of his single-story house. It was painted a light tan color with white all along the eves and the window and door frames. A quaint little home in one of the better neighborhoods of Jacksonville, Florida.

Only it wasn’t so little to a single man, living on his own. The three bedroom house felt so spacious and empty. It made him feel that much more alone. He’d been hoping that a child would help fill that space in his life, in his soul, that felt hollow… like something was missing. He admitted to himself that it was a selfish reason, but he knew that he could provide for the child and, given time, come to love her like his own. So what harm would come of it?

Sera had gotten out of the car and was waiting for him at the front door when he finally joined her, keys in hand to unlock the portal to her new home. He pushed the door open and bade her enter with a sweep of his hand.

She walked inside and just stood by the doorway looking around at everything, at first.

Geoff followed after her, shutting the door behind them. " Is it up to your standards, m’lady?" He smiled and made a flourishing half-bow.

But she hadn’t noticed as she had already begun wandering through the living room, touching object after object, almost as a blind person would to familiarize themselves with their surroundings.

" I’ll be in the kitchen, cooking dinner, when you’re finished, okay?" He wasn’t sure if she’d heard him or not because she made no sign to lead him to that conclusion. He shrugged and wandered into the kitchen anyway, whether she’d heard him or not.

Eggs, bacon, toast… he pulled out all the ingredients for a complete breakfast. He didn’t feel like cooking something complicated, so he settled on making them breakfast for dinner.

Then, as he was laying four strips across the frying pan, he heard a voice behind him. As pure and clear as a crystal bell, the sort of voice he would’ve expected from an angel, should one have had the misfortune to fall to earth.

Thank you.

Posted in Storytelling, Vampire | No Comments »

Ode to the Gangrel

April 28th, 2000 by dvie

by The Dark Prince of New York

I Walk Alone
Walking down the road, the road of no sunlit streams,
always on my guard from foes, or so to me it seems,
I’m just a lone-sung outlander, trying to make his way, I do not seek approval,
I do not care about what you say.

I walk alone,
I walk alone.

It really doesn’t
frighten me, you get used to anything given time,
100’s of years of drinking the blood, 100’s of years searching for the sign,
No one cares, no one loves, because to none can I make it known,
No one place could ever be enough, I move on, and so I walk alone.

I walk alone,
I walk alone.

Nothing but this
suitcase, no home that lasts longer than a day,
no one to even talk to, and there is no one to hear the words I say,
some people are born to be alone, others are loners who choose the path,
some never had the choice, and other’s have earned it through god’s wrath.

I walk alone,
I walk alone.

I’ve searched near
and far, I’ve climbed every fucken mountain in my way,
I have traveled through every night there is, still searching for my lost day,
With a walking stick in one hand, and my fingers’ clawed in the other,
Always seeking my promised land, where in I may find another.

So I walk alone,
I walk alone.

The stick to guide me
on the path, and my claws to meet any comers,
for first I must survive life’s winters, if I am to ever reach her summers,
No one understands me, no one ever loves the man unknown,
and so as I travel ever onward, I know that I must walk alone.

I walk alone,
I walk alone.

I’ve traveled from
one side of the world, clear to the other side,
stopping here, sleeping there, and occasionally I’d hitch a ride,
why do I keep going, I often wonder, when I know I am forever damned,
because I am all I have in this world, so I must be my greatest fan.

So I walk alone,
I walk alone.

Not much of a fan,
really, because I don’t care if I make it through,
each night goes by in accord, more blood, the same because nothing’s new
and in case there is a wondering why, in case it must be known,
I’ve never had the choice, for my sire’s seed demands I walk alone.

I’ve walked alone,
I walk alone.
I’ll always walk alone.

Posted in Poetry, Vampire | No Comments »

A View on Crossovers

April 28th, 2000 by dvie

by Lars

Warning: This can be considered a rant, and you have probably heard it all before.

The World of Darkness as a published game setting is by most players and storytellers, as well as those who write the books, considered a whole. The ‘canon’ setting as directed by the books is very colorful and varied in its supernatural populace, having vampires, werewolves, wizards, ghosts, changelings, mummies, etc. all sharing the long night and evading the eye of mankind. This article is intended to explore some of the pros, but mostly the cons of such a viewpoint, and to look at a possible alternative.

The wide range of supernatural influences in the World of Darkness, and all the rules for successfully combining all of them, is considered one of the great strengths of White Wolf’s system. All the core books have an ‘antagonists’ section that presents the other game lines, and the variety of supplements out there makes sure that no chronicle with a strong crossover element ever has to run out of new, exotic elements when something is needed to spice it up. This is probably the way the different game lines most often cross, when, say, a vampire turns up as an antagonist in a werewolf game. This approach gives the person behind a story or chronicle plenty of material for alternative or unusual twists. The full-scale crossover game is another option, where the characters are usually from different game lines. This obviously caters for every taste - whatever your favorite angle on the World of Darkness is, you have the option of realizing it in the game.

These are great ways of playing the game. However, my personal experience and preferences lead me to prefer another way entirely.

The main flaw of the crossover chronicle, as I see it, is a tendency for total acceptance of what we call the canon. The idea behind this is the mentality that all that has been published in the books is fact, and nothing else. Where this can be fascinating and mysterious for someone who doesn’t know what the other games are about, this is very rarely the case. In my experience, players (and storytellers) that are attracted to such games have read most of the books and can’t wait till they reach those certain elements, such as supernatural powers, they know by heart. Which can certainly be fun, no doubt about it - but one of the elements I love about roleplaying is mystery, and that is hard to invoke in that particular type of game.

This isn’t to say that a crossover chronicle can’t be well crafted and provide lots of mystery, horror and great roleplaying. That is simply a matter of involvement and skill on behalf of the players and storyteller. But that leads my to my second, more personalized point about crossover games.

What makes the WoD line of games, and every roleplaying game to an extent, catch my eye is the strong visual concepts behind each. What makes me want to play a game has less to do with the rules or background than it has with the color scheme and imagery around which the concept revolves. Each core book in the storyteller series - I’m thinking primarily of Vampire, Werewolf, Wraith, and Changeling - has a specific light in which it sees the game world and itself. That of the vampires is a red light of dark sensual intrigue, where that of werewolves is a darkly brown of eco-tribal rage. The light of wraith is the gray of decay and tragedy, and that of the changelings is a dazzling pale rainbow of dreams. Taking an element of one color and trying to blend it into another where it doesn’t fit, by having the alien element existing in the colored world, messes up the original color scheme enough to make it impossible for me to enjoy the world in the light it was presented in. I don’t know if anyone else feels this way, but it’s a way of looking at it.

The alternative to the presented World of Darkness, where universal crossover is canon, is to consider each of the game lines to have their own unique world, one created by select elements from the game line as well as the imagination of the storyteller. That way the players shouldn’t convinced they know any facts about the world, as nobody does but the ST. This has the advantage of keeping the players on their toes and the game mysterious. Other supernatural elements can be readily included should any be called for, but again the other game lines need only be consulted for ideas. Using certain elements but not others can help make an alien element fit in the color scheme (I like that concept) of the unique game world.

There are advantages to only using a single supernatural element in your stories though. The one that first leaps to mind is the plausibility. Somehow it is easier (and scarier) to imagine (for me at least) that a race of for example vampires could exist as a unique mythical element in the world, than to imagine them existing as one out of a whole string of completely separate mythical elements. You could call it willing suspension of disbelief, if you like. Which I believe is the cornerstone of ‘fantasy’ roleplaying.

An interesting (and recommendable) way of looking at the whole discussion is to not look at the different supernatural and mythical elements as separate, but rather to look at the basic premises of the World of Darkness. All of the games are built over the idea of a supernatural remnant of the past, believed to be myth by the human race, existing as individuals in their own right (in addition, 4 of the 5 game lines also refer to a mystical hidden realm of spiritual energy). This is the basic idea. The next step is to figure out how to approach it. You can either slice the basic idea into different pieces, each piece outlined in the different game lines, or you can keep the idea in one piece and choose the game line you like the best to represent it. Or make up your own. Regardless, the choice is yours.

Posted in Articles, World of Darkness | 1 Comment »

Church Epidemics

April 28th, 2000 by dvie

by Nick

As Ian Dorff and the rest of the Disease took their place on the stage of the Church, they melded with the ebony veil that blanketed the stage, which through the darkness seemed to become an virus, dark shadows oozing down on the dance floor to overtake the onlookers. A long drawn out silence was a knifes edge, gutting and cutting everyone’s patience. In the stillness the Goths waited, unsure if they liked the cessation of sound or the seeds of emotion in their stomach which expanded with the water of anticipation. Someone thought of screaming, but the noise was quenched by fear of rebuke, for the nothingness seemed to develop into an art that no one wanted to taint with screams or catcalls.

From the front of a stage, a light turned on, revealing crimson lips. "Evening," the lips said, emitting a voice that flowed over the crowd like a breeze of velvet. The crowd hung on the word, feeding off the small parcel tossed at them like ravaged dogs. Wasn’t there going to be music? Should they leave? The seconds that passed were longer than the first and the crowd was stared at the stage, wide eyed, waiting to be saved from the deafless spell cast upon them, helpless against it’s powers, their will to weak to break it.

Rain drops. All around the dancefloor, raindrops descended. The splattering of their crashing echoed throughout the large room, trickling down walls. When the rain stopped, no one was wet, however. Suddenly an angry note was played, and the serenity formed by the rainfall was like a bomb going off in the room. No one shouted, for they weren’t sure if they were released from their bondage to silence. Another angry note, this one deeper, puncturing the chains, but still, the crowd was silent. Like a whirlwind, the lead guitar let out a fast barrage of violent tunes; the speakers, lined up all around the Church spewed out the hostility onto the edgy crowd and all knew the disease was spread.

Flashing strobe lights lit the stage, revealing the shepherds with their instruments, but only for split seconds. Atop the Church, a spotlight seemingly bleached the dancefloor and those who writhed there for a second, and than, blinded, darkness fell upon them again. A low, organ sound conflicted with the Wa-wa sounds that escalated and intensified, but they worked well together to confuse.

"Glossy eyed desires staring up at you beneath the table," the lips sang in a deep voice, melodic "You can’t discard the memories and you can’t throw away your fragility." The lyrics erupted like a volcano, hot ash falling upon those who dared to come to watch.

When the first song neared it’s end, the stage seemed to coruscate, the song sinuous, a coil wrapping around the emotions of the dancers and choking them. Orgasmic, the end would not end, building and building; it raped the innocent of their naiveté and reinstated faith to the unbelievers. The lips, always lighted, sang the final lyrics to the song, the words dripping off like honey. "The patch to cover the jungle that dwells in these orbs. The match to set you afire once more. Burnt, charred… so slender in this grip. So tender, you slip on these dreams of Camelot."

The rainfall came again, a storm now, winds there but not. Strobe lights slashed through the crowd and on stage a half -face appeared, teasing all who watched as it hid in the darkness and drifted around the stage like a windup toy. A guitar solo, halting in it’s notes, seemed to dig a hole into the crowd, a fester growing off their hatred. "Ahhhhhhhhhhhhhhhhhhhhhhhhh……," the half-face screeched at them, the scream barbed with hatred, a whip lashing out at them in all their ignorance. The music came to a stop, the storm subsided. All the Goths watched as the half-face disappeared into the darkness…

Regretfully, the silence came alive again. Kine’s heads throbbed from the music that was injected into them from all sides; they shivered from the message that they were fed, the taste as cold as ice. For each one at the Church, the message was different, but everyone had a message…a secret that hurt more than life.

Usually, many would go to the bar for a drink, but none left the floor, for there, in that confined area, the message seemed to exist. Only there. Someone called out to the stage, beckoning the band to lead the sheep to their master. Manifesting itself on the middle of the stage the same slender half-face appeared. A hand, bleached white rose up to wave at the crowd before it. It rose higher, reaching up to the darkness above it, the half-face contorted with pain and lips seemingly praying. Suddenly the hand dropped and strummed the invisible guitar. Behind the half-face a bright light jostled the crowd and the instruments, in harmony played a sad tune, the lead guitar leading with it’s dispirited low key notes.

"Oh, I miss the faith a child sees in his fathers eyes. I regret the lies I could all of a sudden conceive." The voice and lyrics seemed to wane, the floor spilt with a hurt that stained the ground and crawled up the still legs of those who listened and those who did not.

"Oh, I can’t forget every wish I made and I can’t remember the silken morals," the half-face sang, and the Goths were confused as to whether they should dance or moan. "You can hang me with the noose of treachery, and grow the flowers of insecurity with water of doubt."

Lyrics led sadness, and sadness led lyrics. The depression caused an unstable feeling, a fragile psyche that would be easily broken. On a thin line the misery walked, and as each second passed, the line grew weaker and the hurt heavier, until the crowd snapped and on key, the mood, mercurial, collapsed and grew anew, fast paced and filled with anarchy. As the gloom was uplifted the half-face changed to a full face and it ran about on stage, appearing and disappearing, the voice harsh and condescending.

Changes so quick; no one could control themselves, releasing anything and everything; all hopes, all desires, all dreams gone as the song and lyrics wrapped them up in an escape. Everyone there knew it could not last forever … but for that song, it did.

The face that sang was agonized as it seemed to fight between being invisible and visible….

On stage the face hissed out degrading lyrics, it’s voice grating and filling the Church to the brim with fury. Carmine colored lights set the stage alight, revealing the band. The five of them seemed to illuminate like fallen seraphs, convulsing in the shimmering spotlight of sin. Ian Dorff stood center stage, guitar in hand, a cobalt ray painting him, gushing milky-white streams caressing his face as they fell from the cloud of smoke above him.

Rising and rising, the music came closer to a climax, the pace untamed and savage, fueling the strife that the masses below the stage fed from. From small boxes at the front of the stage, a fog clawed it’s way into the air, shading the lights upon the band and enveloping them in a misty smog. Abruptly, the music came to a halt. All stood still, exhausted, emotionally and physically spent after the fifteen minute song, but addicted and hungry for another round of pure emotion.

Bursting through the reddish film and silence, Ian ran to the edge of the stage and screamed the final lyrics down into the face of a stunned Goth. "Oohhh to violate you like I want…" and the words spread across the hushed gathering, the voice hanging on in vain to the last word, breaking, near cracking and vanishing after two long minutes. Quickly the darkness engulfed the platform, leaving only the malevolence to float about like a plague.

The striking of metal against metal rose quickly. Fast…faster… the clang clang clang churning the Goths into movement. At the end of every set of three clangs, the sound of gunshots went off, and the cadence was inescapable, those who sat before to listen finding themselves spiraling in the sounds.

"Those eyes, oh those eyes, I bet you sit and wonder what’s my agenda," a malleable voice sang, it’s voice changing, cycling through the emotions felt by the singer. "Cut this stomach open and watch my insides shiver and shake," the voice continued, the source of it hidden, but everywhere. "Poke holes in my face and watch this brain quake, eat me taste me, lick me from head to toe, I want you to know, rub this face in vain, shatter this hope with pain as you walk away eager to please, to put you at ease, make it difficult make it hard, we can always go back to the start," it went on, never stopping to take a breath, the emotions swirling like debris in a storm and being cast adrift. "Empty as faith and as full as desire I long for you to hold me inside those eyes, my tongue is frozen with awe and my mouth barely speaks, my chest tightens with anticipation."

Strobe lights, beating slowly into the crowd slowed down the pace of the dance, the lyrics torpid and slowing down the rasp of metal. In the same single sentence, the voice changed moods again, mixing feelings; sadness and joy colliding, wordly and holy wants tearing at each other…"your hold on me is so tight, infatuation, blinding lights, dance to the music to hypnotize and paralyze, submerge me in the velvet sea of green, bury this primal urge in those waters, to pray for tomorrow while I drown in stress to stay away from those orbs of mockery, eating, crawling on my flesh, tickle and tease, dumb memory like sand storms and sharp glass cutting dullness away, shining mysteries," the voice called out from all corners of the Church, "and nothing makes sense in those eyes…" The voice seemed to struggle ending the drawn out sentence.

Metal colliding, continued to whip about in the room, a bang bang thundering, signaling an end or beginning. Black as December’s midnight, the stage was quiet.

Waves washing upon a beach, crashing; thousands of droplets descending to the sands. The rhythm of want and hope and the scratchy lead of expectation. Soft as the clouds, a yellow light showers the stage, the band like a hazy day dream. The drums beating, a cudgel of peace upon the crowd.

For a long time the soothing music was played, it’s grasp on the mood gentle but firm. Like a helping hand, it pulled the many Goths there out of the delirium they were cast into by the songs before. Like a mother, it seemed to put them to sleep, to blanket their worries with love, their future with optimism.

A jaded-green light began to entwine itself with Ian, wrapping insubstantial hands around his body; his face was tranquil, the strife either buried deep within or cast away. His fingers working the electric guitar majestically, casting all into a state of bliss, a pure reverie. Opening his mouth to speak, a rasp, his voice was as brilliant as the one you could love. "Tonight I will say sweet dreams. This evening I can blow you a kiss good-bye. On an apathetic night like this I can have an undisturbed slumber, during this twilight I can walk away into the ebony nebula and never look back."

"With the grace of a tender pillow I can fantasize about the never ending fantasy of sleep. Never to wake again, I will not grow old, my face shaped with a heart like smile of perpetuity," Ian went on, the amiable, covering all with security and the ability to dream again. "In the void I will float on a cotton cloud towards nothing, for nothing is what I shall seek. Through the mouth of God I can be swallowed whole, for whole I was born, and whole I shall slip away into a measureless trance of nihility."

Ascending, as though he had not yet touched any, his voice trembled with urgency. "Say your adieu to me please, or join me in this eternal trip. Forever is the long night in the arms of a sleeping angel." Centering his joy on the strings of the guitar, he cleansed the room of it’s immorality, the solo creating foreign sounds and a foreign rest before Ian took a bow and the light died.

Motif

He had been listening to the disgustingly beautiful motif for a long time, staring at his gimlet-eyed piece of art, a malformation of love. Gregory shuddered, the disturbed relationship a glass pane of narcissism smeared with the vulgar desires of masochism and sadism which swelled like a blister in his cold, cold heart. Gregory was waiting for the addiction to finally burst, and then he would never crave to feel like he remember he once had.

All Vampires were degenerates, may it be their minds deteriorating like a clock’s music, it’s song slowly fading away until it’s tune is sick and feeble or their lust for consistency a crutch with many splinters, each sliver of order an infected, pussy sore hiding in the depths of their pits. Yes, each and every Vampire was cascading into a true death, like the blood that they drank cascaded upon the mouths that sang litanies to the greatness of sin and the truth you gained in drinking from its chalice of faith. Gregory would teach his masterpiece how the wear the thorned crown properly and he would fill it with all the love that years of eternity would bring.

"Wonderful, absolutely wonderful," Gregory said, walking across the plush carpet towards Ian who sat infront of a keyboard. "You’ve truly inspired me."

The Childe looked at his Sire and only saw a very sad lie that refused to die, even though it has been uncovered. "Thank you. I needs work though. The voices of the monks should be a bit lower; they shouldn’t distract the listener from the beat of the stick against the tree."

"So that is what that was!" Gregory’s voice was a glass of wine teeming with cheerfulness, and Ian was already drunk from last nights binge of praise. As Gregory approached Ian, he lifted his hand to caress the wild hair. "I think everyone will be enthralled. Cladious shall love this and be jealous of me." The Elder Toreador’s eyes became glassy as he lost himself in a fantasy, each stroke through Ian’s hair thickening the layers on his eyes until they shimmered against the light on the ceiling.

Turning off the power to the keyboard, Ian moved his head slightly so that Gregory’s hand slipped onto his shoulder. "I think I’m going to go to the Church." A stone shattered through the glass.

"Ahh.. but you promised we would be having dinner together tonight," Gregory pouted.

"I don’t remember that."

"I do!"

"Well, I’m breaking my promise." Looking into his Sire’s hurt eyes, Ian felt a slight burden on his heart called pity. "I"m sorry, maybe tomorrow night?" "You didn’t even come with me to the Church last night." Gregory was looking down, his handsome face of a man in his thirties mocked by this childish attitude.

"There were things I had to do. That place is … disturbing on Saturday nights."

Gregory seemed to go through a metamorphosis. "You have to get used to them, you do know that."

"No, I don’t." Picking up a well worn Bible, Ian turned his back to Gregory. A tense aura, as though filtered in suddenly through some imaginary vents from above began to fill up the small studio. "I’ll see you tomorrow night, Gregory." Turning, Ian looked at his Sire who stared at him. Like a painting.

Before the blister popped Ian left.

So Cruel

She touched the coolest of flesh and her finger tips tingled as she imagined the man’s creative pith deteriorating her stagnancy and replacing it with a new brilliant fire. Her eyelids fluttered like a flag in the wind, the long sought after merit finally caressing her body as hands molded to her every want. Drowning in the tarn, she could look through the rippled water at the mountain of ingeniousness. Attenuated, her lungs seemed to falter, lips resting upon her’s, as icy as the waters she was submerged in. Bursting, she spoke into his mouth, pleaded with him to release her as a fear of suffocation took hold of her. He would teach her though; she would see, and he would break her down like he had broken others and grind her into a husk of sensation.

Maryanne saw him first perform at an underground club called the Brothel. The show he put on with his band had inhaled her like righteous vacuum sucking up the wicked particles of dust on the carpets of the city. The lyrics he sang demanded her to stop faking. To stop faking what, Maryanne did not know, but she felt the command. Maryanne knew she had been touched, that it was a very special moment and she alone had been picked out from all the others in the crowd to be moved in the way she had been. The scene from the last show proved it.

It was when he looked into her eyes and she felt her knees explode under the gaze of his malice. It was when he seemed to leap into her soul, a farmer tillaging every wretched sense that possessed her and numbed her hope with a scythe of promise. Her mind seemed to become a whirlpool of engagements with greatness, and she was sinking along with them. He was the hand that would pull her from the depths. Driven to tears and the ground she writhed, finally finding the path she needed to walk after the overgrowth that hid it was removed. A path of not mere lust, but a true passion. A desire that surpassed the simple wants of love.

After the show she searched him out, but he seemed to have disappeared. That night Maryanne went home devastated, her whole life the very essence of nothing. It hurt so very much to be nothing. So she vowed to find him again and she had, lounging outside the Brothel by the walls diseased with graffiti.

"There you are," Maryanne said, her voice a murmur, and he could only hear the nervousness, not the words. He looked at her with his crude, intriguing face and she swooned. "I love you," she said stupidly. Oh, you’re so cruel there, she wanted to cry at him. So cruel the way you are looking at me.

The man observed her as though she were just another florescent design on the walls behind him. She was of a medium build with black lace flowing delicately over her curves. A black turtle neck, cut off at the belly covered her body and black jeans, ripped and shred seemed to squeeze the life out of her legs as they were so tight. A face sculptured into the perfect oval, so perfect it was flawed by it’s beauty. Her eyes were partially covered by the long, black dyed bangs, as though in submission.

"I love you too," he said to her.

Maryanne nodded.

"You are very delicate."

Again she just nodded.

"Feel like dropping this hole?"

She nodded thrice and followed him away. Oh please, lead me anywhere.

"You’d suffocate within me," he had said as she pressed herself against him in the alley.

"Oh, no! Please?" she begged and her whole body shuddered under the realization that she had him here. Oh, how she wanted him to split her open like a knife and how she wanted him to taste her, to tell her that she was a delicacy. If anything to just tell her she was worth the taste…

"Aren’t you a bit young?" he asked.

"Oh no, just obsessed." Holding onto the tears desperately, she looked up at him as strongly as she could, but it was just a revolting parody of the attitude she wished to portray. "Just change me, like you promised." You’re so cruel. Oh, so cruel.

She kissed him as a pauper, depraved, and in the need of something true. He kept his promise though and left her breathless in the alley.

Metamorphasis

Oh, please stop the sifting of dread; stop the current of crimson that mauls my face, breaking the bones of passion down with the fists of anger and anarchy. Persecuted, nailed to the cross, my body aching, bleeding as the lashes of words rupture my sides with vehemence. The damned. Eyes of the purest verdant, orbs bathed in the commitment to destruction, the downfall of morality. Soldiers of the depraved one rising up from their cavities of wretchedness, clothed in the mire of true death. Poxes of iniquity marking the ones they have diseased, trails of immoral acts and the stains of rage now hieroglyphics that few remember or understand. These forgotten acts are to go unforgiven for an eternity so that our Lazarous may feed, corrupt and kill again. Never again…

Judas is in the midst, silently stalking us in the fields. Born from lies, he searches the truths only we can offer. A gluttonous fiend though, plowing and raping the seeds we grow, but he is strapped down with disillusion of rainfall. I would hand him the knowledge but it would only decay at the touch of his intentions and crumble, to become just more sand in the deserts of crisis. Sadly unknowing. Sadly searching like all. Emerging, choking, blind, reaching, touching, feeling the wrong hand. Led astray into the darkness of pain, another malnourished soul lead to the table of Satan, and there to feast upon poisoned food of hate, our poor Judas.

Gather together the Apostles. Enlighten the populous before the evil one strikes again. Be wary, for the walls shall seethe the conversations you speak and transform them into plans of destruction. The faces now are a blur of the masks they were, all to masquerade and violate. The time coming, to bring justice to the unjustified. Through the lyrics of madness and the tunes of expectation, isolation and desire, an elixir of salvation. Sing the gospel, monster of your own incantations. Play your role as the metamorphasis.

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Alternate Currents - Gargoyles: Dealing with the Devil

April 28th, 2000 by dvie

by Matt Roberts

Origin
Among the Tremere, the study of magical zoology has become a dead art. The mystical and bizarre creatures that once inhabited the world have long since vanished, and those Warlocks whose occupation focused on their study have since resigned themselves to an existence locked away from the modern world.

They have become little more than animate retainers of ancient knowledge, kept around more as a matter of course than for any real belief that their secrets may one day prove of some use. Their position’s within the hierarchy of Clan Tremere have long since lost the power they once contained. Like the dusty and decayed remains of mythological creatures they surround themselves with, they are artifacts of a bygone era. And it is only among the minds and written works of these impotent masters that curious searchers can uncover possible origins for the Tremere’s demonic allies, the Gargoyles. There are essentially two theories on the subject, both steeped in Judeo-Christian myth.

The first maintains that gargoyles are the descendents of those angels who refused to take sides during the War in Heaven. After Lucifer and his allies were cast down, the Lord turned to those who had insisted on neutrality, and set them upon the Earth as mortals. Their time on Earth would either serve as an act of contrition, or as the final step before eternal damnation. Many supporters of this belief find it ironic that the descendents of these beings, the Gargoyles, have likely become fallen in the eyes of God due to the Tremere (they also tend to take some spiteful satisfaction from it).

The second conjecture about Gargoyle origins, however, skirts the line of heresy in the eyes of many Cainites. It is very likely, say these Warlocks, that the Gargoyles are one of the monster races spawned by Lilith. They hold the ritual used to impart vampirism to a Gargoyle as evidence of this, insisting it is only through this connection that the Curse could be spread.

On the other hand, support for this theory is seen by some Tremere as evidence of possible interest in the Lilith heresy, and is thus frowned upon by the Council of Seven. Due to the questionable nature of their positions and continued usefulness, most Tremere researchers who support this belief keep fairly quiet about their opinions.

History
Gargoyle history is separated into two sections by Tremere historians: before the first large-scale Tremere/Gargoyle alliance, and after. The former is markedly vague, composed more of rumor and legend than fact. The only accurately known truths are records dating back to the time when House Tremere was still a part of the Order of Hermes, describing deals made between individual magi and solitary Gargoyle clans.

Additionally, ancient mountain cities have been discovered (and kept hidden) by the Tremere. These locations (many of which appear to have pre-dated the Great Flood) contain structures covered with intricate carvings of Gargoyles, an advanced system of aqueducts, and complex buildings and pathways clearly built for inhabitants both able to walk and fly. This clashes with the state of the Gargoyle clans at the time of the Deal, which was at a Stone Age level of development. Clearly, at some point in the past the Gargoyles had a more advanced society, but at some point it descended into barbarism. No answer has yet to be found for the question of why this happened. Gargoyle history within Clan Tremere is better documented, and is segmented by three large-scale events: the Deal, the Betrayal, and the Desertion.

The Deal
As has been mentioned, relations between the Tremere and the Gargoyle race traditionally went no further than individual Chantries and Gargoyle clans. After House Tremere cursed itself with vampirism, Tremere leadership began an urgent search for any and all advantages it could find. While Thaumaturgy was the main result of this program, Tremere warlocks also begun seeking allies among the supernatural world. At the same time, many Gargoyle clans were beginning to feel the effects of humanity’s ever-increasing expansion.

More and more often, the two races would be forced into confrontation, which inevitably led to fighting due to the Gargoyles heightened instinct of territoriality. Overwhelmed by numbers and more advanced weaponry, most Gargoyle clans lost these battles, with the few survivors forced to flee. It was among these desperate groups that the Tremere found a most willing ear. Taking advantage of their need for sanctuary, the Tremere offered these remnants protection and a home. The bargain wasn’t entirely one-sided, as the Tremere were beginning to feel the sting of attacks made by those Clans whose territory they were spreading into. A deal was struck, and Clan Tremere gained the strength and abilities of Gargoyle allies.

The Betrayal
During the Inquisition, many Tremere Chantries found themselves popular targets. As it’s members were not only undead but also sorcerers, they frequently found themselves the focus of local legend. Inquisitors seized upon these rumors, and soon the Tremere themselves fighting for their existence before the fires of the Inquisition. A solution to this problem was needed, and soon.

Incredibly, the Tremere Gargoyles themselves were the ones to offer it. Clan Tremere began a campaign to spread rumors of the existence and location of demons walking upon the face of the earth. In essence, they sacrificed many of the remaining independent Gargoyle clans currently in existence to the Inquisition, both as a distraction and as a means of lowering the numbers of Inquisitors somewhat. The gambit worked, and allowed the Tremere time to prepare and take greater care in hiding their existence from their mortal neighbors. In the end, nearly a half of the remaining Gargoyle race was slaughtered. The rest found themselves alerted to the new danger posed by the Inquisition by helpful Tremere Gargoyles, and were offered sanctuary in the halls of the Tremere. Almost all those approached accepted this offer.

After joining, many eventually learned of who had manipulated the Inquisition to their homes, but by then it was too late, as they discovered another secret of the Tremere Gargoyles: a variation of the original ritual of vampirism used by House Tremere had been developed that would work on Gargoyles. Disguised as ritualized pacts and swearing of Oaths, all of the new additions were fed the blood of these vampiric Gargoyles, and forced into a Blood Bond. Those who had been promised sanctuary found themselves forced into slavery, betrayed by their own kind. And unfortunately, there was nothing they could do about it.

The Desertion
The third epoch of Gargoyle history is marked by the event known as the Desertion. After the pyres of the Inquisition had died down, but before the formation of the Camarilla, many of the new undead Gargoyles had become tired of their inability to rise beyond a specific point in the Tremere Hierarchy.

Believing themselves knowledgeable and powerful enough to no longer need the help of Clan Tremere, they began to conspire with one another, waiting for an appropriate opportunity to present itself. The Anarch Revolt proved to be exactly what they were waiting for. At the height of hostilities between elders and childer, a third of the Gargoyle population simply vanished. The sudden loss of their defenders severely weakened many Chantries, causing more than one to fall to the Anarch hordes. The Council of Seven’s reaction was quick and severe. All remaining vampire Gargoyles were given a choice: accept full Blood Bonding to one of the members of the Council, or be destroyed. All agreed to the Bond.

Since then, relations between the Gargoyle and Vampire members of Clan Tremere have remained fairly stable and static. Gargoyles have their own place within the structure of the organizational pyramid, determined by the Caste system that has formed over the years. Some are treated as trash, others as useful pawns, and a few are actually feared. Those who escaped (and their descendents) have learned how to survive in a world overrun by mankind, now preying upon those who once decimated their ancestors. For better or worse, the Gargoyle race has been permanently marked by the Tremere, and has established a place for itself among an unsuspecting world.

Gargoyles Within the Tremere
What positions a Gargoyle can have within the halls of the Tremere is determined by their Caste, of which there are three: the Bound, the Skilled, and the Cursed.

The Bound
The lowest rung on the Gargoyle social ladder, this Caste is composed of the descendents of those Gargoyles tricked during the Betrayal. They are fed the blood of a member of the Cursed caste once at birth, once on their first birthday, and a final time on their second birthday. They are used as servants, guards, shock troops, sacrifices, and occasionally as test subjects. They hold no power whatsoever within Clan Tremere, and most often are treated as little better than slaves. This is by far the largest Caste.

The Skilled
These Gargoyles are those that actually have some status among the Tremere, without being Embraced. They are basically on an equal level as most Neonates. They tend to fill positions as scouts, messengers, diplomats, security overseers, and minor sorcerers. Most answer directly to the highest ranking members of their home Chantry, and gain some authority while accomplishing tasks set before them by these elders. Members of this Caste almost never mate with members of the Bound. The Caste of any offspring from such an unusual union depends mainly on the wishes and status of the Skilled parent, and on the mothers Caste.

The Cursed
No Gargoyles are born into the Cursed Caste. It is the composed of those Gargoyles who have undergone the ritual of vampirism, or been Embraced by another Cursed Gargoyle. Each is Blood Bound to a very high-ranking Tremere (many directly to a member of the Council of Seven).

Over the years, they have become a sort of secret police within the Clan, reporting any suspicious activity they learn of to their patron. Where other Castes look for threats from without, they look inwards for betrayal, demon-worship, and any plots targeting their masters. They are always drawn from members of the Skilled Caste, and are always deferred to by members of the lower Castes. They often have no single residence, instead travelling from Chantry to Chantry every few months.

Independents
After fleeing from Clan Tremere, most of the deserters immediately split up into smaller groups. While this lack of central organization was what made their ancestors vulnerable in the first place, it couldn’t be helped. Five monsters can hide better than twenty. Fortunately, their time spent with the Tremere has armed them with several advantages Gargoyles of the past did not have, including a working understanding of sorcery, greater insight in the way of mankind, and a healthy respect for cold, calculated cruelty. Most keep in touch with one another through the use of sorcery and messengers. There are several ways in which independent Gargoyle clans have managed to survive in the modern nights. Most are dependent on the unique resources available to them in their chosen region. However, there are two methods that have proven most successful over the years.

Returning to the Earth
The first solution is to find a large system of caves, and settle down. They should be difficult to travel through without the advantage of flight, ideally impossible without the use of modern caving tools. This serves the dual purpose of keeping food sources (chickens, dogs, drifters, runaways) from escaping, and also acts as added protection from Lupines (wolves aren’t well known for their spelunking skills).

Occasionally, nearby small towns are converted into worshippers, forming cults around the Gargoyles. The caverns can then be turned into a tourist attraction, allowing vampiric Gargoyles to feed without the dangers inherent of kidnapping, merely having to Dominate small groups of visitors.

The Sewer Rat Gambit
There is also an option open for the more hideous Gargoyle groups: finding a location devoid of Nosferatu, and setting up shop posing as members of that Clan. As long as you smell like shit and are ugly as sin, most Kindred don’t feel the need to question your origins too closely. It’s also sometimes possible for a small group of Gargoyles to join an established Nosferatu community. This hinges on whether or not the group can convince the Nosferatu leaders of their usefulness. However, there is the danger that the Nosferatu will just take what they want from the Gargoyles, and proceed to turn them over to the nearest Tremere.

Appearance
Gargoyle’s Appearance trait begins at 0, and can only have a maximum of 3. They range across the spectrum from grotesque to passably human (with the right clothing). Skin color tends to be in various shades of grey, green, and brown. Even the human looking ones have a fairly demonic appearance.

Unique Abilities (Kewl Powerz)
A couple inherent advantages Gargoyles might have.
- Flight: In urban areas, this should be highly restricted, and allowable only in emergencies.
- Claws: Non-retractable, but in all other ways the same as the Protean power Feral Claws.
- Numina: Allowing some Gargoyles to learn Hedge Magic probably shouldn’t be out of the question (at least for the Skilled Caste).
- Potence and Fortitude: Appropriate for members of the Bound Caste, due to Ghouling (perhaps even making them a sort of proto-Revenant family).
- Awareness. Like the Talent from Mage: the Ascension. Appropriate for those Gargoyles used as sentinels or bloodhounds by Clan Tremere. Roll Perception
+ Awareness to sense the supernatural.

Vampiric Gargoyles
Beginning Disciplines: Dominate, Auspex, Thaumaturgy
Weakness: Blood bound to a high ranking Tremere, or Hunted if Independent
Common Backgrounds: Generation, Mentor and Status for Tremere Gargoyles, Herd and Servants for Independents who gather a Cult around them.

Uses in a Vampire Game
A major reason for incorporating the above changes would be to increase the number of possible roles for Gargoyles (both as PC’s and NPC’s) within Clan Tremere. Paranoia should be a common Theme when involving them: whether slave or pawn, they are always watching, and always ready to report what they have seen.

A Tremere PC might find himself the subject of a Cursed inquisitors questioning, asked about past deeds she thought had gone unseen. Spiritual Corruption is also something you might want to play up, as well. Stories involving Independent Gargoyles work well to highlight themes of Revenge, Survival, and pure Monstrousness.

They also can be used as an unusual antagonist a Coterie might encounter in the least expected places. Finally, it might be fun to run one or two stories as a Dark Parody of the cartoon, using all the above Themes.

Matt Roberts is a New Mexican native, and writer of Corax Reviews.
And yes, he did watch the cartoon and drew some inspiration from it.

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