The Path of Barriers

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.

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Lagos v3.0

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

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.

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Ode to the Gangrel

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.

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A View on Crossovers

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.

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Church Epidemics

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

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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Thirteenth Legion – Apocalypse Now

by Kabael

Alrighty-righty-righty, step right up to read the fourth installment of the unfortunately intermittent column called The Thirteenth Legion here at De Vita In Excessum. I’m your host, the handsome Derek Guder and I hope you enjoy today’s show. First of all, we have to get the standard formalities out of the way. For those avid fans (I’m pretending that there are some) who care out there, my email address has changed yet again, send all fan mail to dguder@speaksoftly.com. To keep those who have been following my travails updated, my book proceeds apace, but at a snail’s pace and the other opportunities at publication have fallen through – but I remain undaunted and I continue to fight the good fight! And stuff – mainly stuff.

Enough banter already, let’s cut to the chase here. What am I going to drone on about this month? What subject have I picked that doesn’t really need to be picked at? Well, any Storyteller or player worth their salt (and salt is good too, I love salty foods) has watched one or another movie and said to themselves "Hmmm, now that would make a damn fine game in blah blah blah…" I did it just this night/morning. I finished watching the really rather good Three Kings and thought it would make for a great idea for a game. Borrowing and "getting inspiration" (the harsh might call it plagiarism) is a perfect way to build up a game. Hell, even all the "Storyteller’s Handbooks" and Companions and Screens and Wipies say that, but they never give an example of how to take an idea from a movie and bend and twist it. The astute readers should now realize why I chose this month’s title.

A while back I finally rented Apocalypse Now at the urging of a friend of mine (those of you who haven’t yet, stop reading and go rent it – you can come back afterward) and I was completely blown away. It’s a brilliantly done movie with a shocking and brilliant point to it (it’s that point that separates it from most war movies, really). It had compelling characters, great plot, action and philosophy. Not a common combination by any stretch (no, The Matrix doesn’t count – eejits).

So just what the hell is it that I want to do with this idea of the movie? Even more astute readers should be able to puzzle that out – I’m going to give it the barest of dissections and then stretch it’s lovely skin over the bones of the each of the five World of Darkness games. People who keep up with the general happenings of the lines from White Wolf should be warned, however, I am now, and will likely always be, ignoring the existence of abominable Hunter: the Reckoning and the death of the glorious Wraith: the Oblivion. As far as I am concerned, the latter exists, the former does not, I get a much better World of Darkness that way. Returning from my mini-rant and venting, let’s be more specific about what I’m going to do. First, I’ll look at the movie Apocalypse Now (bear with me, I saw it a few months ago at this writing, although I have some notes) and talk about what makes it tick, at least to me – why it’s worth bothering with. Then I’ll look at each of White Wolf’s dark little game lines in turn, giving a basic outline for a chronicle/story based on the movie, with a few unique setting twists – we want to be inspired by the movie, not recreate it, after all.

So, on to the show.

Apocalypse Then

First off, I should provide a general warning – I don’t remember the movie in exacting detail, just in general, most of the names have fled. Whatever quotes I may have from the movie should be assumed to be loose excerpts, "it went something like…" instead of the literal truth. "The names are made up, but the problems are real." That would be a good disclaimer – and points to the first to figure out where I got that from, ah youth.

So just what is this "great and brilliant masterpiece" about, eh? On the surface, it’s about a soldier – who’s name escapes me damnit – who is given a simple assignment: kill a man. You’d think that in wartime (specifically the Vietnam War this time) this wouldn’t be such a big thing, but the man he has to kill is a US soldier (named Kurts), not "the enemy." He is supposedly acting without orders and carving some sort of bloody kingdom for himself in the jungles. Surrounded by natives who have flocked to his banner, he’s apparently gone mad ("I dreamed last night of a snail, crawling along the edge… of a… straight razor…") – and he’s beating "the enemy," sending them running. Our "hero," the soldier, accepts the mission and heads up the river in a patrol boat deeper into enemy territory. Long story chopped into the Reader’s Digest version, our soldier finds Kurts to be no different from himself. Maddened by the lies and the hypocrisy of the war and burdened by the guilt of his own actions, Kurts has apparently simply snapped. The "horror" of which Kurts is obsessed with is the horror of Truth, the horror that there is no such thing as "justifiable killing." That any man could be a – and even is on some level – a psychotic killer. The movie is not about the war, it’s not about killing, it’s about the Truth and the lies that men build around them – and the realization that we all do that. Kurts is the Malkavian we all have inside us, to cheapen the point of the movie into a stereotype. So how do we make this a story? We take the central elements and mold them to our needs. So what are those elements? You have to decide that for yourself, in the end, but the point of this column is to provide and example, so I’ll look at the chosen movie.

The central elements of Apocalypse Now are the power and danger of the Truth and the universality of lies. It shows us that through a sympathetic but flawed main character who makes an allegorical journey into an increasingly chaotic and barbaric world only to find a darker reflection of himself, whom he is forced to kill and, in doing so, accept. Sounds like fun, eh? So to fit this to the various games without it just being a clone each time, we have to get creative. Let’s go down the line, shall we?

Vampire: the Masquerade

"We cut these people in half – and give them a band-aid"

The war between the Sabbat and the Camarilla has been a long and bloody one, and ultimately it has gone no where. It’s a stalemate in the end, and all the Elders know it – but they’ll be damned if they tell the neonates. At least it was until things started shaking up.

Those in the know (the rarest of the rare in Kindred society, only beaten by the "nice guys") have realized that Gehenna began a long, long time ago, but now barely anyone can deny it’s reality – they can feel it in their blood. The Ravnos have fallen and the thin-blooded run around, some of them even have children, by Caine. The Gangrel didn’t bother hanging around the mansion waiting for the owners to come home from vacation – and put everyone in the oven. They left the Camarilla when what was going on became obvious – and their departure has tipped the balance by more than a bit. The Camarilla’s strong arm has decided it didn’t like the rest of the body and made off for its own pastures. As a result, the rest of the great Clans have been forced to pick up the slack, lest the Camarilla fall like the house of cards the Sabbat claims it is. "Peaceful" Kindred have been impressed into wartime duties.

Vilheim Kurtsweild was a German-born, self-made businessman who got himself hired into the employ of a vampire – and then Embraced into the ranks of the Ventrue. He was set in charge of Ventrue interest in military construction contracts across the East Coast, working out of New York. Later, he served to organize the Clan’s general military interests, working as a facilitator for his brethren.

When the Sabbat wave across the Eastern seaboard fell upon New York, he was forced to be a warrior. Instrumental in reclaiming and defending a great deal of territory from the Sword of Caine, he decided to take the fight to the enemy, and with blinding charisma he took his growing cult of personality through the city, actually terrifying the Sabbat, shaking the faith of many in the fanatical sect.

Unfortunately for him, however, those in charge of New York don’t appreciate his accomplishments and are fearful that his often blatant tactics will draw attention from the authorities or hunters. His horrific tactics have earned him censure from several Princes and other power players, and a small coterie has been organized to "terminate his command" while the rest of the Camarilla can focus upon holding New York.

So what do you do in this game? Try to stress the lies that layer everything in Kindred society, paint everyone as an almost pathological liar. Nothing should be as it seems, and everything has a string attached to it. Show the players that they are predators, monsters, and liars – but let them continue with their hunt, let them take down Kurtsweild, and make sure they realize that they are liars themselves. They lie others, to each other and to themselves. This works best if members of the group or like Kurtsweild, it can drive home to feeling of kinship.

Other complications can be brought in by further following the Vampire: the Masquerade metaplot. The Sabbat official takes New York in the published material. What if that happens after Kurtsweild’s death? The characters, in a way, may have handed the largest city in America over to the Sabbat. Other possibilities include running this right in the middle of the Week of Nightmares or involving the thin-blooded, either as sideline prophets or perhaps as the real target in all these maneuverings. And what does the Ancient sleeping under New York think of this?

Werewolf: the Apocalypse

"Give me a hundred moral men…"

The Silver Fangs have always been the leaders of the Garou Nation, and today is no different, despite the claims of some other werewolves. Tradition stands strong and tall among the followers of Gaia, wanton change is for the monkeys. In the Amazon War, like everywhere else, the Silver Fangs lead and they are in control. One such warrior-general, a Silver Fang known as Wounds-of-Gaia, has been among the few who have not left yet. In fact, he has taken his pack and those that decided to join with him deeper into the jungle, past the "front lines," almost as if they were trying to dig into the very heart of the Wyrm itself. The Garou and the kinfolk (and the other breeds of shifters) who follow him watch his every move for wisdom and enlightenment, they nearly worship him. The Elders of the Nation, however, point to his barbaric tactics as signs that he has gone completely mad, fallen to unspoken weakness of his tribe, and that he must be put down. They say he has gone too far, that he is "Wyrm-tainted" and a betrayer of all that can be held sacred. Although King Albrecht has not commented on the issue (some say he is avoiding it), many older Garou have organized packs solely to "return him to Gaia."

Are they right in their accusations? Has Wounds-of-Gaia gone too far? His followers say that he is simply a genius, that his mastery of the Truth frightens the Elders. The spirits seem to be frightened of him – and at the same time, perversely drawn to the energy surrounding him. His victims don’t argue, they simply stare into the jungle, impaled on spikes – those that have eyes, at least.

This is a tale about what is required to win, the dedication that is needed to completely conquer an enemy. What are you willing to sacrifice? How much are you willing to pay for this combat? This battle? This war? How far is "too far" when so much is riding on the line? Put obstacles in the pack’s way that are almost impossible to get around without compromising their cherished beliefs (re: lies). Show them the success that Wounds-of-Gaia has managed to pull from the maw of the Wyrm – and then show them what he paid to get it.

Up until now Werewolf: the Apocalypse has had almost no metaplot, and what it did have was confined to novels. This will finally be rectified with the newly announced revised edition (see the website for details, I’m sure it’s full of information and press releases), but as of yet there is little to worry about. Some interesting twists, however, could be such things as abandoning the idea of a barbaric war, and instead making the game a shadow war against agents of the Wyrm in the civilized world, such as the Seventh Generation in New York. This allows you to emphasize the violence and horror by painting it against the contrasting "safe world." Another alternative would be the War of Rage or a war against the Black Spiral Dancers, but bother suffer from having pretty much unassailable moral high-ground. Significant reworking would be needed. You could even take the entire event into the Umbra, placing it in a Realm, perhaps something like Scar even.

Mage: the Ascension

"The horror… the horror…"

They say the Ascension War is over, but the bullets keep flying. The Technocracy still has the Pogrom to enforce and the Traditions still have the Faceless Monolith to lash out at. Each side kills the other for the benefit of the Sleeper between them – who could care less about their undying devotions. Even if the prize has fallen asleep, the combatants are still tearing away at each other.

The orders came from up on high. The Crafts have been destroyed and the Traditions have been beaten – stop the fighting and come in out of the rain, there are more important things to do on the Timetable. Then Command was gone, cut-off, and communication hasn’t been re-established. Kurt Blackwater of the New World Order received his new orders, read them, and replied promptly to the local Construct. While they listened to some mad gibberish about razors and slugs, he picked up his guns and took his men back to his war.

Like Sherman, Blackwater has marched his way through the magical community. Those superstitionists he finds, he kills. Those vampires he finds, he kills. Whatever horrors lurking in the shadows of the World of Darkness he can get his sights on dies – in horrible ways. And he isn’t subtle about it, he leaves signs, signs that scare the supernatural community – and terrify the populace. Desperate stories of "psychotic killing sprees" and "gang wars" are used to buy time and the Technocracy scrambles to "relieve" Blackwater of his command before he pulls every in the shadows on the Technocracy. All those in his path scramble around trying to survive, or trying to take revenge.

This story works best for a Technocratic campaign where the PCs are handed the task of eliminating Kurt Blackwater by an over-extended and increasingly desperate Construct. He’s disobeyed orders and he’s committing atrocities left and right, even if he is "cleaning up the streets." Hunt him down, take him out, simple, right? Those on the business end of his crusade are similarly after him, but this is much more personal, and it can actually be much more powerful if they realize just how much like them he might really be.

This game is about philosophy and morality. Blackwater’s actions are wrong, aren’t they? Or is he just going "a bit too far." It’s hard to tell sometimes. To keep this from being a black-and-white issue, bring the good side of Blackwater’s crusade to light – maybe there was a hidden layer of Nephandi in the city, or the local supernatural creatures were notorious for their depredations – like in Mexico City. In some ways this game is like the one for Werewolf: the Apocalypse except that it’s a bit more abstract and a great deal more difficult. This should be a game about ruthlessness on all sides and about the morality of war, and perhaps of the Ascension War itself.

With the revised edition of Mage: the Ascension, there are many issues that will have to be ironed out, due to it’s rushed and incomplete nature. The Avatar Winds, if they will affect the campaign, need to be given a plausible explanation and the true extent of the loss of the Masters should be given a great deal of thought, especially for this game since much of the theme relies upon looking at how close atrocity and necessity can be. That gets harder without lots of superiors to use as tools in painting that theme.

More than the other game lines, Mage: the Ascension will call for multiple screenings of the film throughout the chronicle, simply to get an idea of what your trying to do.

Wraith: the Oblivion

"I don’t know if I can kill a man face-to-face."

Everyone knew that the Sixth Maelstrom was coming, even those who ran around decrying it the loudest – they knew it the most. No one, except maybe Charon himself, knew that it would come in such a small package, however.

The Dark Kingdom of Jade invaded the Dark Kingdom of Iron in an attempt to keep its empire together in the face of an outside threat. Working from the inside, they managed to flood their troops in and surprise Stygia all across its territories. Some cities pushed back the invaders, other weren’t so lucky. Most were simply forced into some kind of stalemate. London was one of those necropoli caught between two great powers.

Kurts was a legionnaire from the Emerald Legion when the Jade Empire struck, and he was given a field promotion when all of this commanding officers fell under the enemy’s weapons. He took his troops and led them back against the Jade troops, pushing and shoving and bashing his way through their defenses. He seemed unstoppable, a slow juggernaut of Iron. Those he led were convinced that he was a genius, there were rumors that he had known about the invasion and had refused Transcendence to lead Stygia against its enemies. Others said that the Ladies of Fate had chosen him, or that he was Charon himself. Both the Jade and the Iron troops look at him and at each other and shiver – all they see is a Shadow-eaten madman clawing towards their throats. The Iron Citadel is forced to send a circle of wraiths to eliminate Kurts, even during a war with the Jade Empire, they cannot afford to have a charismatic Shadow-eaten leading their own troops. He must be stopped, at all costs.

And then the Smiling Lord’s final deceit is revealed and the Maelstrom hits.

This is a tough game about identity, and how much of the self is a convenient lie. Here, you have to strive more than anywhere else to show the players just how much Kurts is like them, and how he seems to be nearly completely dissolved away in the face of the Truth unveiled from its lies. Is he really Shadow-eaten? Maybe, or maybe that’s just another convenient lie to shield everyone, including himself. This is a game about how war, horror and necessity all lead to forcing people to violate their own sense of identity, whittling away at their psyche (and Psyche as well). That’s the Truth that has apparently driven Kurts insane.

Changeling: the Dreaming

"He’s a great man!"

Some wars never die, they just take a rest to let everyone lick their wounds and feel complacent and safe. Some of them return, like the Accordance War. When the sidhe returned, they returned with tyranny and despotism and hate. They hadn’t changed since the Sundering and they still held the same time-honored lies to their lips. Some things never seem to change.

When the peace came, the proud troll Kurt Grendoal stopped swinging his axe and watched. He watched the sidhe rule and lie, and then lie again. He watched them bend the commoners down and rape them for all they had, and make them say thanks afterward. He watched it alone, seething with rage until he couldn’t take it anymore and he ended it, just like he ended the sidhe’s lives.

A troll renowned for his compassion and honesty, he was obviously mad, a crazy fae fallen into some kind of violent Bedlam – or even become a Dauntain, if the rumors were true. But those who he had "freed" saw him as a near-prophet. His revelations of the Truth were chilling like the soft and deadly caress of Banality, but they could simply not be denied – and neither could the war he started.

Now Concordia is in an uproar, and the wise see flames in the future. The nobility calls for Kurt’s head on a platter while the common man has been riled up by tales of his success at emancipation – and terrified by word of his atrocities. Mutilations, killings – even Cold Iron, all kinds of horrors have been attributed to the bloody troll, many of them true.

The Parliament of Dreams has sent justice after the troll, in the form of death. The sidhe simply cannot stand for it and many of the commoners have convinced themselves that they like the reign of their nobility. The Parliament desperately hopes to avert a war across the continent, but it may already be too late as other "resistance cells" rise up against their oppressors, whoever they happen to be.

This game should focus on several things, actually. Framed within the insanity of the war is the reality of its inevitability. It will come, in the end, violence really is the way – and even if it isn’t, it’s a well-beaten path. Beyond that as well is the realization that atrocity and violence and horror serve to destroy all sense of safety and home more than they do to solve anything. Those who survive this war will have nowhere to go, nowhere will be safe, because they will have nowhere to hide from the Truth inside, the realization that is colder than Iron or Banality itself. This returns you to the insanity of the whole situation.

Never let anything work as planning in this chronicle, keep it messed up and make sure everything is just a bit wrong. This is a war, it is the essence of chaos and insanity. It is also unstoppable, with or without Kurt, this would have happened, it was simply unavoidable, a near force of nature. Survivors of the last Accordance War and orphans of this one can make the last element of this story more than painfully clear.

No adjustments have to made for a metaplot here, but those who want even more insanity should think about having the Week of Nightmares rip through the Dreaming in the midst of this, and watch everyone fall to pieces in the chaos and unrivalled insanity. Bedlam and Banality both should be flying fast and furious, and chimera and thallain can be used to great effect. Maybe this wave of terror has an even greater root, perhaps the greatest symbol of "home" and a "safe place" itself has been destroyed. Arcadia the great is no more.

Damn, that was long

I can’t believe you actually kept reading

Sorry to keep you waiting for so long, but I thought it might be worthwhile for someone out there. If anyone actually uses any of this crap, please drop me a line, I’d love to hear about how it works out.

I guess I don’t have much else to say now, except what I’m planning for next month (re: next article). I had originally intended something about internet resources for White Wolf for this month, so I might do that, but I doubt it. After last column’s look at Werewolf: the Apocalypse, I’ve had a few people say I should turn my overly-winded gaze to the wonderful and deeply flawed Changeling: the Dreaming, so maybe I’ll do that. But it would be a big project indeed. Thinking about it now, I could write a column on crossovers, both within the World of Darkness and without, that might be fun.

As always, let me know if there is a personal preference of any sort, I love to get feedback.

Posted in Articles, World of Darkness | Comments Off on Thirteenth Legion – Apocalypse Now

Silent Voice (Part 2)

by Brittany Adams

She was met outside of Moncada’s office by her appointed bodyguards, then led upstairs to her suite. She could barely suppress a small chuckle as the men took up positions on each side of her door. Surely, they weren’t crazy enough to think that she couldn’t escape if she really wanted to. She stepped into the sitting room of her opulent quarters and nodded with satisfaction as she looked around. This may well be her last night of existence, but she was still nobility, and Moncada made sure to provide her with all of the amenities befitting her station.

Alexis walked into the bedchamber and closed the door, then sat down on the bed and slipped into another meditative trance. More than anything, she wanted the Voice to either confirm or deny the path she had chosen to take with this trial. However, as it was earlier, her inner pleas were met with silence. She stayed in her trance for hours, waiting and hoping, but she was finally forced to give up as dawn stained the horizon.

The next night, Alexis entered the grand ballroom of the estate with her back straight and her head held high. The room was filled with rows of chairs, and at the front, the stage usually reserved for musical groups contained a row of seven chairs behind a long table, each of them filled with those who would be her judges. She recognized most of them by their faces, but knew only a few by name. She didn’t turn her head to look at the crowd that had gathered in the room, but she did notice that off to the side sat Archbishop Faddei of Austria, the one that had promoted her to Bishop so many years ago.

She stopped in the center of the cleared space in front of the platform and looked up at those before her. Her eyes and face were unreadable as she kept a tight grip on her emotions. Any slip up now could be fatal. Always the epitome of etiquette, she dipped a respectful curtsey to the panel and remained silent, for the accused in a blood court does not speak unless spoken to.

Archbishop Moncada opened a file in front of him and glanced over the papers contained within. He waited a few moments to create suspense then folded his hands on top of the file and looked at Alexis.

"Contessa Alexis Dread, childer of Lord Blackthorin Dread, a petition has been brought before us with accusations that you have failed at various duties and that you are no longer worthy of being Lasombra. What say you to these charges?"

Out of all the times she had attended these tribunals, she had only seen one other time when the accused was granted the right to face the judges, but she knew the expected response.

"The charges are false, Your Excellency."

The Archbishop nodded and continued, "You have been charged with failing to lead the pack, Res Divina Nigrum, the simplest of tasks for one of your abilities. What say you?"

Again, Alexis responded with the expected answer, "The charge is false, Your Excellency."

"Explain."

She chose her words very carefully as she took the first step down the road which she hoped would let her walk from this room at the end of the night.

"I was set up to fail by my sire and his former concubine. They subverted the pack members and pitted them against me. Lord Dread admitted to me after the pack was disbanded that it was impossible for me to lead them successfully under such circumstances."

She watched emotionlessly as the judges made notes of her explanation.

Moncada looked down at the file, frowning slightly as he took a pen and crossed items off of his list, items which were apparently too trivial for him to bring up. After a few minutes, he stopped and looked down at Alexis.

"You have also been accused of failing to perform the duties of an Archbishop and therefore, you were stripped of your title. What say you?"

This was the part of the trial that she knew would decide her fate. She mentally steeled herself as she made her reply.

"The charge is false, Your Excellency."

"Explain."

She allowed a bit of anger to creep into her voice as she recited the speech she had memorized as her answer to this charge.

"In a fit of insanity, the Cardinal stripped all title holding Sabbat in the area of Meridian of their titles. Immediately afterward, he disappeared so that none could challenge his decision. As a result, the city was retaken by the Camarilla, and our sect members there have been left in total disarray and confusion without proper leadership."

She noticed the stunned expressions on the faces of the judges as they conversed in whispers up on the stage. Behind her, she could hear the crowd mumbling to each other in disbelief at her pronouncement. However, Moncada remained calm. His only outward sign of surprise was a raised eyebrow as he spoke.

"That Cardinal is your sire, Alexis. You would betray him?"

Alexis nodded, "Former Cardinal. He forfeited his title when he vanished. I caught a glimpse of him in the arms of a known Camarilla woman as I was leaving to come here. It is my opinion that he has betrayed not only me, but our entire Clan and Sect." She paused for a moment then continued, "I feel that he has followed the same path as the traitor, Giangaleazzo." She added the last statement as a well-rehearsed afterthought, knowing Moncada’s towering fury at Giangaleazzo for his treason.

She could barely suppress a grin as her statement had its desired effect. Moncada’s hands clenched into fists and he frowned darkly. He spoke with the other judges, and in a matter of minutes, a verdict was reached.

"Contessa Alexis Dread, in light of these revelations, it is our judgement that these allegations are false. You are free to go."

She nodded and started to turn to leave, but then she paused and turned back, "If I may ask, who brought the petition against me?"

Moncada glanced over to Archbishop Faddei, and his look told her all she needed to know. She frowned at the one she had once called ally and her eyes flashed angrily. Suddenly, she heard a long silent, yet familiar, voice in the back of her mind.
"Do it. Kill him. Do it."
Alexis didn’t even think, she just reacted. Before Faddei could make a move, she had taken the scarab brooch from her gown. She squeezed the head of the scarab and two wing-shaped blades shot out from the sides, then snapped together to form one semi-circular blade. In an instant, she crossed the few feet that seperated her from her enemy, and the blade was slammed into his chest, piercing his heart. She growled and jammed the blade in harder, then twisted it.

Faddei’s eyes widened as the poison on the blade spread throughout his body. Alexis used shadow tendrils to hold him in place as his unlife ended. She released him and pulled the blade from his chest, causing him to collapse onto the floor in a heap. She carefully cleaned the small dagger off on his shirt, then let go of the scarab’s head. The blades shot back into place and she pinned the brooch back onto her gown as she turned and faced Moncada. "He will no longer waste this court’s precious time, Your Excellency."

The Archbishop nodded approvingly and smiled, "Would you like the right of Amaranth on that one?"

Alexis shook her head, "No, thank you. The sting of the scarab is poison. However, I would take his title since he will be unable to perform his duties."

A couple of the judges laughed out loud while the rest simply smiled and grinned. Moncada controlled his laughter enough to answer her.

"Spoken like a true Lasombra. Yes, you may have his title, a title which should never have been taken from you in the first place."

"My thanks, Your Excellency. Now, I must take my leave and plan my return to the United States." She nodded to each of the judges, then turned and made her way back to her suite, her mind racing with plots and intrigues… now with the help of her Inner Voice.

Posted in Storytelling, Vampire | Comments Off on Silent Voice (Part 2)

Hollow Sanctum – Desperately Seeking Arete – The Avatar and Seeking in Mage

by Malcus Dorroga

"Why does my enlightened consciousness look like a Kubrik movie?"
– confused Mage player during a Seeking

Welcome back. I should probably be saying that to myself, seeing as I’ve been away from the column for so long, but life does have its ups and downs, and mine was somewhere between the third and fourth circles of Dante’s E-Z Bake. Things have perked considerably since then, so I find myself before you yet again.

This month’s article will tackle a hefty subject: the Seeking. As all players of Mage know, seekings are spiritual missions of enlightenment, tests and trials to further Awaken a mage to the mysteries of existence. Seekings are a part of most ancient cultures, with an emphasis on finding your place in the world and coming into wisdom and age. For the mages of the World of Darkness, seekings are vital elements of growth, eye-opening events that lead to greater power and wisdom. However, as vital as seekings are, the task of running a seeking can be a real pain. With the release of Mage Revised, the task is made even more daunting by sheer virtue of the fact that there is NO information on these important events provided.

What is a Seeking?

A seeking is, in flowery terms, a direct interaction between the conscious mind of the mage and his subconscious mystic awareness, as embodied by his avatar.  Usually in the form of dreams and vision quests, seekings test the mage’s growing enlightenment, pointing out obstacles to be overcome and walls to be broken.

In Mage, seekings serve a two-fold purpose. The first is the pursuit of self-perfection, or overcoming the weaknesses of a mage’s nature. All mages are human and, ultimately, flawed in character and spirit. Seekings provide a mage with personal insights and challenges that must be incorporated and overcome before further enlightenment can be achieved. The second is the pursuit of clarity. The path to Ascension is fraught with peril, and only a road of enlightenment can show the way. Seekings allow the mage to learn deeper and deeper truths about existence, overcoming preconceived notions and, eventually, his own restrictive paradigm.

An often-asked question is, "Why hold a seeking?" There is a case to be made that enlightenment should be acquired during the process of daily living, since that is the place where a mage acquires all his or her experience. However, seekings are necessary for this very reason, allowing a mage to use and ponder the knowledge he has gained without the prejudices of "the real world" affecting him. Seekings are a dynamic reflection of a mage’s inner struggle, and no real world act can truly reflect that.

During a seeking, a mage is tested in three main ways. First, a mage’s personality is challenged. The mage is often put in situations that conflict with her personality, forcing her to develop her strengths and overcome her flaws and weaknesses. Without development of the self, true understanding of the outside world can never come. Second, the mage’s beliefs are often put to the test. All mages hold to some set of beliefs about how reality works, whether they are hermetic or virtual, religious or spiritual, and a seeking seeks to test those beliefs. Mages who cannot look past their paradigm, or who cannot expand it to encompass some hitherto unthought of aspect of reality, do not develop properly. Finally, a mage’s power is tested. Her ability to wield the power of the universe is an important part of being a mage, and one who cannot handle the greater powers of mastery do not get very far.

Planning a Seeking

Sooner or later, a player is going to ask for permission to raise his or her Arete. This causes problems immediately for the ST and the game as a whole.   Seekings are personal matters best run one-on-one, and a player who decides, at the beginning of a session, that he just has to raise his rating right then and there can derail a whole session. It also puts the ST in the impossible place of having to craft an important personal event on the fly. To avoid this problem, players and Storytellers need to work together and plan ahead of time to ensure the success of the story.

Players should give their Storytellers at least two weeks warning that they’re almost ready to go through a seeking. This gives the Storyteller time to get his stuff together while the player earns those last few experience points. It also allows he player and the Storyteller to discuss potential goals of the seeking, to brainstorm ideas and work up a basic framework.

Storytellers who want to get an early start on the planning process should note how each character is acting during the session. Note little personality flaws and quirks, the characters’ interpersonal relationships, and their use of magic.   Take particular note of how they act within their Nature and Essence. Finally, as a player’s experience total starts to stock up, answer three questions:

1) Do the characters display any constant behaviors or tendencies that can be considered weaknesses?
2) Is the character living up to her Nature?
3) Is the character living up to her Essence? 

When the time comes to actually plan the seeking, decide whether you will test the mage’s personality, his faith in his paradigm, or his use of power. In many cases, a seeking will test more than one of these, but the major focus should be on one. This allows you to keep a focus while branching off.

Seekings should be structured with the essence of the mage’s avatar in mind. A dynamic avatar is not going to set up elaborate puzzles that have a specific set answer, so don’t set up the seeking as such. Primordial essences tend toward surreal, cosmic moods that use a lot of old symbolism and mythic threads.  Pattern essences tend to work through logic and puzzles, reinforcing old lessons while introducing new ones. Dynamic essences are unpredictable and chaotic, and their seekings reflect this with wild events and odd, Dali-esque visuals meant to expand the senses. Questing essences focus on a foreseeable goal and test just how the mage reaches that goal.

Seekings can focus on all kinds of goals. They can lead to overcoming a personality weakness or resolving an inner conflict. Many seekings expand the consciousness of the mage, bringing her one step closer to a major universal truth. Seekings can help to develop, or even overcome, a mage’s paradigm. Seekings can also focus on reality, aiding the mage in telling reality apart from his own powers.

The actual goals of a seeking should be set early on, but two rules come into play here. First and foremost, the players should not know what the goal actually is. While little hints can pop up here and there, and false ones can be scattered like water, the final goals you have set out should only be evident at the end of the session. Second, be flexible; a player may come up with an even better answer than you envisioned, and should be rewarded thusly. Finally, remember that the player is laying down a lot of experience on this, so the mood should be one of learning, not competition.

This brings us to another issue that’s always been prickly with Mage players: the failure of a seeking and the spending of experience points. Many mages fail their seekings, unable to overcome some need for revenge or an inability to grasp some universal concept. In these cases, what happens to the experience points a player has spent months saving up? Some Storytellers have ruled that the experience points buy the seeking itself, and the failure to complete the seeking results in a loss of the experience points. Others give the experience back to the player out of a sense of fairness. My own take on this is somewhere in between: the players receive back half the experience points to save, while the other half MUST be spent immediately to improve the character’s skills or buy off flaws. My reasoning is simple; even if one does not achieve true enlightenment on a seeking, most mages will still come away with a few small lessons. At the very least, they’ll know what their weaknesses are.

Running the Seeking

Plan to run a one-on-one session for the seeking. Tell the player in question to show up early for the next game, if possible, or tell everyone else top show up late. If you can swing it, it might even be preferable to run it between sessions so as to minimize the disruption.

Seekings most commonly take three forms. Dreamscapes are seekings that take place while the mage is asleep, and they are the most common form. Dreamscapes rely heavily on symbolism and mythic threads most of the time, allowing for surrealism and oddity that warps the sensibilities and brings the mage to a new plateau. Mindscapes are meditative seekings, and are fairly common for pattern essences. They rely heavily on inward focus and personal drama. Finally, there are Walkabouts, rare seekings that take place in everyday life. Walkabouts are usually reserved for shamans and spiritualists, and occasionally take place in the Umbra.

When Storytelling the Seeking, start with what the mage knows and slowly warp it. A mage in a dreamscape may start in her living room, only to open the door onto a field of battle. The descriptions should be vivid, even more vivid than usual, and symbolism should stand out. Walk the mage through the seeking slowly, letting her think about each and every event and course of action.  Seeking should never be rushed; considering the experience point layout the player has saved up for, she deserves your best. Each seeking should culminate in a defining moment, that single second of insight and decision that decides whether the mage succeeds or fails. Play up this moment, especially if the player succeeds.

The seeking is simply another facet of your story, and possibly the most important one for many Mage players. It is a story element not entered into lightly by either side, but ultimately rewarding.

NEXT MONTH: The revised version of Mage provides players with something they’ve been clamoring for: resonance mechanics. However, in my opinion, they fall well short of adequate, a seemingly a half-hearted attempt. I’ll look at resonance and suggest an alternative system for it.

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