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octobeR novembeR DecembeR septembeR
septembeR 2007
title impRint isbn stock# us pRice
the mysterium mage 978-1-58846-434-7 40102 $26.99
sidereals exalted 978-1-58846-697-6 80102 $31.99
lords of the night-booster pack vtes 978-1-58846-342-5 2767 $2.99
starter decks
lords of the night - assamite vtes 978-1-58846-345-6 2770 $9.99
lords of the night - setite vtes 978-1-58846-346-3 2771 $9.99
lords of the night - giovanni vtes 978-1-58846-347-0 2772 $9.99
lords of the night - ravnos vtes 978-1-58846-348-7 2773 $9.99
octobeR 2007
title impRint isbn stock# us pRice
autumn nightmares changeling 978-1-58846-531-3 70300 $26.99
wod: reliquary wod 978-1-58846-492-7 55203 $24.99
book of sorcery 4 exalted 978-1-58846-698-3 80303 $24.99
the roll of glorious divinity vol. 1
novembeR 2007
title impRint isbn stock# us pRice
astral realms mage 978-1-58846-435-4 40202 $29.99
vampire-rome vampire 978-1-58846-270-1 25140 $31.99
DecembeR 2007
title impRint isbn stock# us pRice
scion: god scion 978-1-58846-470-5 75002 $34.99
winter masques changeling 978-1-58846-532-0 70200 $26.99
changeling breeds wod 978-1-58846-493-4 55103 $31.99
President - CCP North America: Mike Tinney
Creative Director: Rich Thomas
Production Manager: matt milberger
Board Games and Cards Manager: Ptur rarinsson
VtR Developer: Joe Carriker
CtL/MtA/WtF Developer: Ethan Skemp
Exalted Developer: John Chambers
Eve RPG Developer: Russell Bailey
Alternative Products Developer: Eddy Webb
Board Games and Cards Developer: Ken Cliffe
VTES/WoD Art Director: Mike Chaney
VtR Art Director: Craig Grant
WtF/CtL/MtA Art Director: Aileen E. Miles
Exalted Art Director: Brian Glass
Graphic Designer: Jessica Mullins
Director of Marketing - CCP North America: Peter Gollan
Marketing: Kelley Barnes-Herrmann
Organized Play Coordinators: Oscar Garza
Zack Walters
Quarterly Editor-in-Chief: Robert Fulkerson
Quarterly Senior Editor: Merry Luong
Quarterly Layout: Jessica Mullins

cover Art
by micheal komark
H o w l i n g s
Since I worked on the last quarterly Ive thought to myself what I would end up
writing here for my own EQuarterly. Its an interesting thing when you know that the
words you write here will be seen by fans like yourself, who live for the next book in their
favorite White Wolf line and die when they see the fnal editing of those books.
I look back to when I frst arrived here at White Wolf and was instantly pushed into
a position as heavy-lifting equipment for the rapidly flling offce. I watched as Intern
Alley was consumed by programmers and game designers for the upcoming MMO. I
still ache after working all weekend to make the Demo for Scion: Hero in on time,
only to watch as its was made late by the confict between editors and developers.
And fnally I look forward, As White Wolf fnally begins the move to an
offce the Icelanders will no longer make fun of; as my friends and fellow interns
get hired on by the company they respect so much and as I hopefully will do
the same in the coming weeks.
I know that there is so much to get excited about this fall, Changeling: The
Lost and Scion: God make awesome seem like an understatement, and I cant
wait for all of you out there to see whats coming next.
TABLE OF CONTENTS
Golden Apples,
An Article on World of Darkness: Reliquary 4
Role Call!!!, An Article on The Books of Sorcery, Vol. IV
The Roll of Glorious Divinity IGods & Elementals 5
Conversations Among Crumbling Columns
An Interview with Ray Fawks on Rome 7
Eyes of Ain Soph, Excerpts from Mage: Mysterium 11
Things that Go bump in the Night
An Article on Changeling: Autumn Nightmares 15
Dark and Sexy, an Interview with Mike Chaney 19
Of Gods and Men, Excerpts from Scion: God 22
Play You Favorite White Wolf Staffer, by The Interns 24
Ass Kicking and Astrology
An Interview with Dean Shomshak on
Manual of Exalted Power: The Sidereals 30
Lone Wolf, an Article on Wolf Pack Faces in the Crowd 33
Ordinary People, Extraordinary Circumstances
Excerpts from Monte Cooks World of Darkness 35
Interview with an Inmate
An Interview with Joe Carriker on Asylum 38
From the Mists of Torpor
An Article on The Fall of the Camarilla 40
Gen Con turns 40!, a big congrats from White Wolf 41
Lords of the Night is White Wolf, VtES News 44
War Targets and Cogs in the Machine
Fiction from EVE Online 45
SUBMISSIONS
EDITORS FOREWARD 49
The Freelancer, by A. Quentin Murlin 49
2007 CCP NA, f.h. All rights reserved. Reproduction without the written
permission of the publisher is expressly forbidden. White Wolf, World of
Darkness, Vampire the Eternal Struggle, EVE: Second Genesis and Exalted are
registered trademarks of White Wolf Publishing, Inc. All rights reserved. Vampire
the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the
Created, Changeling the Lost, Storyteller System, Storytelling System, Minds
Eye Theatre, Sword and Sorcery, the Sword & Sorcery logo, are trademarks
of White Wolf Publishing, Inc. Arthaus is a trademark of Arthaus Publishing.
All rights reserved.
The mention of or reference to any company or product in these pages is not
a challenge to the trademark or copyright concerned.
Check out White Wolf online at
http://www.white-wolf.com/
4
Relics of power have inspired
some of the greatest legends of our
time: Medusas Head, the Grail, a
genies bottle, the True Cross, the
Spear of Destiny, and the list could
go on for hundreds of pages. These
items have been the subjects of great
quests, mythology, horrifc crimes,
and urban legends. Reliquary for the
World of Darkness seeks to give a brief
catalogue of these items as well as a
list of possible powers and dozens of
adventure seeds.
Relics are created in many dif-
ferent ways, most of them deliberate.
While all supernatural creatures have
the capacity to create a magical item,
such as Klaives for werewolves or
Artifacts for mages, normal mortals
typically cannot make items of super-
natural wonder. However, as with all
rules, there are some exceptions. A
Relic could be an item imbued with
a particularly strong emotion under
a special circumstance or it could be a gift from the gods. This
book focuses on mortals and their interactions with items of
power because most other magical items created by supernatu-
rals require Gnosis, Mana, Vitae, or etc. to activate, and they
are all things that mortals do not possess. Instead of raw fuel,
most Relics require certain conditions to activate them, such
as certain actions or rituals. Or the more powerful ones are
always functional while affecting everything and everyone
around them, whether for better or for worse.
Many Relics carry a deep symbology and indeed most of
them have become symbols in themselves or icons in our modern
culture whose original meanings have been subverted into the
popular world. One example is the Grail and whether or not
this was an item or a person is still a topic of ferocious debate
dating over a thousand years of discourse. Whole legions have
been destroyed while searching for it as well as dozens of books
and movies created to tell one side of its story. It is almost
impossible to live in the modern Western world without having
heard of the Grail and its many supposed forms. Although this
item is not given stats in the book, it is the perfect example
Golden Apples
An Article on Reliquary for World of Darkness
By Chandler Kennedy
of a Relic and the possible effect it
could have on the entire world.
However, not all Relics have
such grand histories attached to
them and many pass unnoticed
through the pages of history while
subtly affecting those they come in
contact with after their original
grand entrance. One such object is
the Apple of Eris. The Trojan War
is often blamed on Helen, the face
who launched a thousand ships,
But it is often forgotten that the
original cause of the war was Eris,
the Goddess of Strife, who was not
invited to a wedding on Olympus.
She created the Apple with the
legendary inscription: For the
fairest. It was this Apple that was
the original cause for one of the
greatest myths in Greek history.
The Apple is never heard from
again, and it passed out of memory
and into myth.
Reliquary provides a long and detailed list of relics that
range from those created by the Christian God to those created
by the strong emotions of simple, but exceptional, mortals. A
very long list of new Merits and Powers are also listed to provide
a wide range and detailed descriptions of what magical items are
capable of. This also provides for any Storyteller who wants to
create a home-brewed relic for his game. Descriptions of aging
and what the telltale signs of uses are given to help create the
reality of the relic and give it the details that belay a long and
worn history. While the very contents of this book are rife
with story seeds, a chronicle is feshed out in one chapter of
the book to outline how a Relic may be used either to drive a
Chronicle or simply to provide favor.
Although many players may look upon these objects
as simple dice bonuses, Relics are items of wonder and should
be played as such. They should enchant players, lead players to
search around the world for them, and, in the end, show play-
ers just what kind of person they truly are. After all, absolute
power corrupts absolutely.
5
Role Call!!!
An article on The Book of Sorcery Vol. IV
The Roll of Glorious Divinity- Gods and Elementals
Heres the lowdown on The
Books of Sorcery, Vol. IVThe
Roll of Glorious Divinity I
Gods & Elementals.
The gods of Creation are basi-
cally people. Theyre not totally
people, and they see things a bit
differently. Theyre immortal.
They dont feel aches and pains,
dont need to eat (though they
like it), and theyre inhuman in
various other ways, but basically,
people they are. For the purpose of
metaphor theyre defnitely people
more than theyre anything else.
Call them people in masks.
Theyre also powerful. Not
quite as powerful as the Celestial
Exalted, but theyre way more
powerful than Creations mortals.
And far more numerous than
the Dragon-Blooded could ever
hope to be.
Powerful people step on the
people below them. Usually,
they do it without noticing, but
when they do notice, they seldom
stopwhen youre used to doing
something, its always easier to
keep doing it than to quit. Even
if they try to quit they seldom suc-
ceed. Having power and exercising
it but not stepping on the people
below you is hard, and you have
to be careful to pull it off.
Gods who spend effort on being careful are at a dis-
advantage against gods who dont. Since the Usurpation,
the politics of the spirit courts have been cutthroat. Any
being willing to put itself at a disadvantage for something
as ephemeral as ethics falls behind right quick.
In the book, I tried to step around the issue a bit. I
tried to be delicate about it. Im only being as blunt as
I am here because I fgure if you took the time to read
the White Wolf Quarterly, you deserve to see something
you wont see elsewhere. This is me being candid.
6
I know people like to run different sorts of games.
Not everyone likes the same sort of Exalted that I like.
We didnt set out to write a book about heavy-handed
morality plays (by we I mean myself, Eric Brennan,
Elizabeth Brooks, Conrad Hubbard, Lydia Laurenson,
and Dustin Shampel, and by the way I would like to
take this moment to give a shout out to all of those
names because they all handed in incredible work).
In the end, I think weve made a book that enables
morally fragile anime-favored swords & sorcery yarns
to be set just before a worlds end.
For those of you who want to play or run more
upbeat fare or play down the pointing-fngers-and-
jockeying-for-position-until-the-sky-caves-in, we
didnt make it hard. This book has asses to kick
and names to take. It has powers to steal, allies to
befriend, enemies to make and to beat up. It has
suggestions for how to go about playing spirits. There
is plenty of fun to be had here, I assure you. In fact,
heres an excerpt
Divine (ability) SuboRDination
Cost: 5m, 1wp ; Mins: (Ability) 5, Essence 5; Type: Refexive
Keywords: Combo-OK
Duration: Instant
Spirits with this Charm exercise their divine will to
automatically succeed on any check of the Ability in
question. When the spirits player invokes this Charm,
she forgoes rolling for a single task and instead the spirit
succeeds on that task with a threshold of 0, regardless of
the rolls diffculty or external penalties. When associated
with a combat Ability used to calculate a DV (Martial
Arts, Melee, or Dodge), the spirits player can invoke
it to perfectly defend against a single incoming attack,
regardless of whether the attack can normally be blocked
or dodged. Used in this manner, the Charm possesses one
of the Four Flaws of Invulnerability (Exalted p. 194).
As with almost all spirit Charms, each spirit with
Divine (Ability) Subordination will have unique limita-
tions applied to its invocation (in addition to the Flaw
of Invulnerability). Even when all-encompassing, this
Charm suffers one of the Four Flaws of Invulnerability
when used for defense.
But the lowdown is this: Gods & Elementals
started out as a book full of gods and elementals. Over
the course of writing it, it metamorphosed into a book
full of all the ways gods and elementals step on each other
and all the ways they step on mortals.
What are you going to do about
it, oh powerful Exalt?
7
Conversations Among Crumbling Columns
Interview with Rome Developer Ray Fawkes
By Chandler Kennedy
As White Wolf
delves into the history
of the modern Requiem,
Developer Ray Fawkes
shares some inside in-
formation to the secrets
of the book. Rome is a
revealing look at the
last time the Kindred
truly ran civilization
behind the scenes. The
book reveals the origin
of the Lancea Sanctum
as well as laying founda-
tion for the rest of the
covenants.
Gone are the opulent
modern havens, instead
the Roman vampires
inhabit the catacombs
beneath the city. What
made you decide to have
the Necropolis be the
home of Romes vampire
population?
Well, the vampires
of Ancient Rome see
themselves very dif-
ferently from modern
Kindred. They believe
that they are less than mortal, [and are] condemned to a cursed
existence outside the natural cycle of life and death. They are
not allowed to play the role of legitimate ancestors - something
very important to the mortals of the time. Many choose to
relegate themselves to dwelling underground, literally beneath
the living and the Camarilla, as the governing force in Roman
vampire society, espouses, and supports that view.
To be a vampire
is considered shameful
in Roman tradition,
how do you expect
this change will expect
role-play?
Its an entirely
different outlook,
r eal l y, and i t l l
probably steer the
characters in direc-
tions that might
not be as common
i n modern-ni ght
settings. Because
theyre ashamed of
what they are, many
of the Roman vam-
pires work very hard
at justifying their ex-
istence in one way or
another - a concern
that many modern
Kindred dont really
worry about. Theres
a lot of religious soul
seeking among the
vampires in An-
cient Rome, theres
a lot of posturing,
and theres something thats defnitely disappeared in
modern nights: seeking the approval of living mortals
in order to rationalize ones ongoing existence. Some
vampires present themselves to senators and warriors
while expounding philosophically or holding debates
in the gloom of night and hoping that the mortals will
acknowledge their insight and pay them respect.
8
Even though the Lancea Sanctum is the only modern cov-
enant in the book, what effect do you hope to have on modern
players of the Sanctifed by revealing their fedgling covenant
was the catalyst for the fall of Roman kindred society?
One would hope that modern players of the
Sanctifed would feel pretty good about the historical
achievements of their covenant since considering that
they are arguably the winners of Kindred history! They
may be surprised to learn how that victory was achieved,
though, and how different the covenant really was in
those nights, despite modern propaganda. Even the basic
commandments of the Covenant have changed over
the years, and we fully expect to see players of Sancti-
fed characters begin to defne themselves as modern
Longinists and ancient Longinists.
Of course, we also show what used to happen to
Kindred who chose to make declarations like that within
the ranks of the Sanctifed...
The players of the Sanctifed arent the only ones
wholl fnd interesting background for play in modern
covenants, though. The groundwork for the Invictus is
all laid in place in these books, and one of the many
faces of the early Circle of the Crone is explored in
detail. The players of the Carthians may be surprised
to fnd how far back their ideological roots go as well,
even if their covenant didnt really come together until
hundreds of years later.
Where did the concept of the Strix come from, especially
the representation of them as spirits?
The Strix, great enemies of the Kindred of Rome,
were conceived of as both a mythological explanation for
the origin of one of the fve clans in the setting and as a
violent, alien threat to the Kindred of the time. They are
ancestors and devourers, patrons and corrupters.
They arent exactly spirits to tell the truth. Nobody
knows exactly what they are - but the vampires believe
that they are ghosts of a sort. We chose to represent them
as disembodied creatures so as to make them frightening
to every kind of vampire: they cant be held back with
force or barrier, and they are relentless while preying on
the Kindred in a manner even more degrading and hor-
rifying than the theft of blood.
9
The Strix are said to become active when the vampire
population becomes too great, how many times have they arisen
in history and can we expect to see them in modern nights?
The bloody-minded activity of the Striges in Ancient
Rome may or may not be a response to the size of the
Kindred population. There are those among the vampires
who believe thats the case - and there are those who say
that they predate Rome by centuries...possibly millennia
- so its not impossible to believe that their assault on the
Camarilla is not the frst time theyve presented a problem
to vampires.
The Striges disappeared utterly after the Fall of the
Camarilla, though, and there is no evidence of their
activity anywhere since. Thats why the vampires of
modern nights dont remember them: theyre an an-
cient threat thats long faded into obscurity and, as far
as anyone nowadays might be concerned, are nothing
but a myth.
Can we expect to see them again in modern nights?
Let me say this: if they do show up again some time - or
something like them does - it wont be when any vampire
expects it.
10
Debate is obviously a huge part of Roman Elysium, how
do you hope Storytellers will translate this for their games?
The Camarilla is a society built on conquest but ruled
by politicians. To prevent the Kindred from killing
one another en masse every time theres a dispute
in government (and to keep the rule of the society
from defaulting to the vampire with
the most physical power), they de-
vised a system of rigorous and structured
debate for Elysium gatherings. The formal
debate system is essen-
tially mental and social
combat and can have
deadly consequences - but can
be rigidly controlled to prevent
the mass frenzy that often resulted
under less orderly circumstances.
Were hoping Storytell-
ers will run with the Debate
system in the book by
putting characters into
scenes where a turn of
phrase or a provocative gesture are just
as weighty as the unsheathing of
claws. Were also hoping the
system will go a signifcant
way towards making mentally- or socially focused
characters a force to be reckoned with. Ideally,
Kindred should be just as afraid of an intellectual
debate specialist in the Roman Elysium as they
are of a brutal warrior outside it.
The system of Debate also gives characters
a concrete reason to attend Elysium gatherings;
they can potentially alter the course of gov-
ernment with a well-placed challenge, after
all, or they can take advantage of a unique
opportunity to humiliate and ruin a rival.
Clan is more based on race and is more
important in Rome than current nights, how do
you expect this will effect inter-party drama?
Signifcantly. In the world of
Ancient Rome, theres no
imperative to hide the con-
tempt of the upper classes
for outsiders. Players will be
able to play in any tier of Roman Kindred society, so they
will be allowed to choose how much or how little they
are expected to conform to type - at the lowest stratum
of the Camarilla, for example, nobody cares much what
Clan a vampire belongs to while at the highest echelon,
one clan is given precedence over all others.
Friction will no doubt result between charac-
ters Embraced into different
clans, and friction is good:
it leads to confict, which is an
essential part of drama.
The Masquerade is not as strictly
enforced in Rome as in modern
nights even though Rome is
the largest and most modern
city in the world.
What is your justifca-
tion for that and the change
to the current view?
Well, the Masquer-
ade does exist in Rome,
but it has a very different
meaning - and it isnt one
of the basic Traditions of
the Camarilla the way it is
for modern Kindred. To most
vampires, the urge to keep their
existence secret arises from embar-
rassment...they dont want anybody
to know that theyre not legiti-
mately dead like all good ancestors
should be. Some are less shameful
than others, of course, and are will-
ing to play fast and loose with their
secrecy. Some suffer punishment
at the hands of mortals because
of it, and some dont.
To be perfectly frank, the
Kindred of Ancient Rome,
as we pick up the setting in
the frst book, just havent
experienced the uprising of
outraged mortals on anything
but an individual basis, so
the lawmakers dont see
the need to enforce it.
Not to worry. They get taught their
lessons. Have we mentioned that the second Rome book
is called The Fall of the Camarilla?
11
A new Legacy from Mysterium,
a new book for Mage: The Awakening
Eyes of Ain Soph
Excerpts from Mage: Mysterium
By: Joseph Carriker
You can only understand the nature of magic by
testing its limits
Magic is at its heart a mystery. No one knows or perhaps
has ever known exactly
how or why it works
why the 10 Arcana are
arranged as they are,
what creates the various
limits on magic, or why
some few human awaken
and most remain forever
cut off from the Supernal
World. The vast majority
of mages consider these
questions best suited for
philosophers. Instead,
most mages with an
interest in theory focus
their efforts on practi-
cal goals like creating
new rotes, fnding more
effcient methods of har-
vesting Mana, or fnding
easier ways to create
imbued items.
However, just as
sleepers with an interest
in science occasionally
turn their intellects to
abstract pursuits like
theoretical physics,
some mages seek to in-
vestigate the nature of magic itself. The most devoted
of these students of magic often choose to pursue this
legacy. The Eyes of Ain Soph are mages who dedicate
themselves into learning to understand magic in its most
complex and powerful manifestations. The legacy is
after the eternal and formless light that represents pure,
raw divinity as yet unmanifested in the Kabalistic Tree
of Life, a realm of perfect enlightenment and mystical
understanding, and the
members of this legacy
seek to understand the
totality of magic. As
a result, their attain-
ments are a mixture
of abilities that aid
their observations and
those that allow them
to remain safe while
performing these ob-
servations. Mages who
pursue this legacy are
often obsessed with
understanding the se-
crets and intricacies
of magic.
One of the central
tenants of this legacy
is that the knowledge
of magic is inherent in
the structure of magic
and so the best way to
understand how and
why the various Ar-
cana work as they do
is to experiment with
them. A very few Seek-
ers, as the members of
this legacy are frequently called, confne their efforts to
working out lengthy theories about the nature of magic.
However, the vast majority believe that theory cannot
be separated from practice in any useful fashion and
spend much of their time examining and experiment-
12
ing with various unusual types of magics and various
unusual phenomena. Most members of this legacy are
tireless in their pursuit of new styles of magic. They
regularly seek out the oldest or most obscure rotes
they can fnd in the hope that some features in these
magical formulas will reveal some deeper truth about
magic. These mages tirelessly study newly discovered
rotes and any notes about magical theory written by
those who created these rotes. However, these same
Seekers also actively experiment with any new rotes
they fnd while seeking unusual quirks or advantages
in their use.
In their efforts to further understand the nature of
magic, many Seekers also attempt to learn as much as
they can about the various other unusual phenomena
found in the world of Darkness. Some study the limited
mortal phenomena of thaumaturgy or psychic powers
(see Second Sight for further information on both
phenomena); others become fascinated with the Abyss
and the various intruders into reality (see Intruders:
Encounters With the Abyss for further information).
Some Seekers attempt to learn all they can about the
various other supernatural beings who also inhabit the
World of Darkness, and many seek to learn all they
can about Twilight, the Shadow Realm, and the spirits
that inhabit it. Because of these studies, many Seekers
amass large collections of esoteric books and occult
relics, which include things from decades-old books
on psychic powers, vials of vampire blood, and strange
relics physically retrieved from the Shadow Realm
or the Underworld. Although most other mages care
little for these exotic collections, various supernatural
beings and occasionally mortal thaumaturges or even
powerful spirits can take an interest in the items in
these collections and so many Seekers protect their
more exotic items with potent wardings.
Although many Seekers are quite methodical in their
investigations, some of their research is inherently dan-
gerous and most are perfectly willing to take signifcant
risks when investigating unknown phenomena like newly
discovered artifacts, magically protected ancient ruins, or
unique spirits. Although some of their attainments are
designed to help protect them from the negative conse-
quences of these investigations, some degree of risk often
remains, which has given the Seekers a general reputation
as mages who often meddle in matters best left alone. A
few outsiders consider them to be dangerous, but most
believe that Seekers simply have an over-developed death
wish, and many mages who lack the protections granted
by this legacy remove themselves from the vicinity of any
major Seeker investigation.
Although this reputation is often far from deserved,
it is also true that many Seekers are suffciently deter-
mined in their efforts to learn the secrets of magic that
they regularly engage in magical experiments that entail
some degree of risk. However, few members of this legacy
are daredevils and almost none are particularly careless.
The vast majority are obsessive researchers who make
certain that they can repeat any successes and avoid
having any particular failure or serious problem occur
more than once.
Parent Path or Order: Obrimos
Nickname: Seekers
Appearance: Either most Seekers have the some-
what otherworldly appearance of dreamers who often
pay little attention to the mundane details of life or
they are obsessed and dedicated scholars who deal
with most matters not pertaining to their researches
with a swift and functional effciency. In both cases,
Seekers care little for fashion or beauty and largely
dress in comfortable, utilitarian clothing. However,
most Seekers who have followed this legacy for more
than a short time have a keen interest in safety and
spend as much time examining and checking any safety
gear they may require as the most fashion conscious
dilettante spends on his appearance and grooming.
Some are well spoken and outgoing and express their
interests with loud and effusive enthusiasm while oth-
ers are shy and are more comfortable recording their
conclusions in writing, but all Seekers seem to come
more alive when preparing for, engaging, or speaking
about their researches.
Background: Many are scholars, philosophers,
research scientists, or engineers who are interested
in uncovering mysteries through a mixture of careful
thought and precisely controlled experiments. Others
are explorers, feld archeologists, naturalists, and similar
daring individuals who attempt to wrest new knowl-
edge and new experiences from the untamed and little
known corners of the world. However, formal academic
training and credentials are not a requirement for mem-
bership. A sincere commitment to studying magic and
an understanding of the techniques of scientifc study
are both considered far more important than where or
how someone obtained their knowledge. As a result,
some members are passionate autodidacts, and a few are
13
mystics and shamans who seek profound truths
and ultimate enlightenment through visionary
journeys and deep and lengthy meditations
or collectors of eccentric relics who en-
deavor to learn to use and
understand the strange
and sometimes dangerous
magical oddities in their
collection. Regardless
of their methods, those
who choose to pursue this
legacy tirelessly attempt to
understand the worlds most
diffcult and complex secrets
through a mixture of theory
and practice that requires
a combination of time,
dedication, and occasionally
signifcant risk.
Organization: The Eyes
of Ain Soph maintain close
but somewhat impersonal
contact with one another.
Because many are scholars
or academics of one sort
or another, they are most
comfortable with the trap-
pings of academic culture.
As a result, the members of this
legacy work together to discreetly
publish a journal (written partly in
Atlantean High Speech to maintain
secrecy), maintain several email lists, and
hold a yearly conference, where the various
members share their fndings and critique
one anothers researches. This conference
is also used as an opportunity for members
to meet others working on similar projects
and to organize joint projects.
Although many of the members of this
Legacy have idiosyncratic theories and are
most comfortable working alone when they
encounter a member working on a similar
project, and they almost always welcome
the aid and alternative viewpoint that
collaboration can bring. New
members learn the secrets of this
legacy by working as an assistant to one of the
members. Members almost always only take on
assistants whose ideas and theories are similar
to their own. As a result, even once they
have become fully members
of this legacy, Visionaries
are often interested in
working with their former
teachers on projects of mu-
tual interest.
The other major way in
which the members work to-
gether involves dealing with the
large collections of unusual
magical relics that some
members possess. While
some Seekers keep their
various unusual acquisitions
to themselves, others are in-
terested in both showing off
their more interesting items and
in having other mages provide
insights into any possible
revelation or theories that
can be obtained by exam-
ining these items. Seekers
are never simply greedy
hoarders of magic. They
wish to use the unusual items
they often collect as tools to uncover
hidden truths about magic. As a
result, most consider permitting
other serious scholars to access these
items to be the best way to wrest the
maximum amount of knowledge
from any oddities they possess.
Suggested Oblations: Study-
ing an Artifact or Imbued Item,
fnding or examining an ancient
relic, formulating a scientifc
or occult theory, writing an
academic paper, translating
an ancient language.
Concepts: Mathematician,
philosopher, archeolo-
gist, theoretical physicist,
feld biologist.
14
Attainments
To truly understand the nature of magic, an under-
standing of the Prime Arcana is an absolute necessity,
and so it forms the core of the study of this legacy.
However, to gain acceptance, members must also be
serious scholars who also possess suffcient knowledge
to impress their prospective teachers.
While by no means necessary to learn this legacy,
many members are also interested in the nature of the
Shadow World and so study of the Spirit Arcana is
a useful adjunct to the study of
Prime magics.
1st Attainment:
Seekers Eye
Prerequisites: Gnosis 3, Prime 2,
Academics 2, Occult 2
The mage attunes himself
to the fows of magic so closely
that he can see the subtle fows
of magic. This attainment
duplicates the affects of both
the Analyze Enchanted Item
spell (Mage, pp. 219-220) and
Supernal Vision spell (Mage,
p. 221). The mage can use
both of these abilities at will
and many who follow this legacy use both continuously
so that they will never miss a chance to see some rare
and unusual wonder.
Optional Arcanum: Spirit 2
If the mage also possesses Spirit 2, he can also
use his same enhanced perception to see across the
Gauntlet in a manner similar to the Peer Across the
Gauntlet spell (Mage, p. 247). This same attainment
also allows the mage to see all spirits in Twilight, includ-
ing possessing spirits. However, because looking past
the Gauntlet can easily interfere with ordinary mortal
perceptions, the ability must be deliberately activated.
The mage must roll Wits + Occult + Spirit to use this
ability, which lasts for a scene.
2nd Attainment: Seekers Aegis
Prerequisites: Gnosis 5, Prime 3
As the mage learns more of this legacy, he can use his
knowledge of magic to protect himself from the magics he is
observing. The mage can call upon a protection similar to
the Controlled Dispellation spell (Mage, p. 224) to avoid
harm while not interfering with the operation of a particular
fascinating magical effect. In addition to protecting himself
from harmful magics, the Seeker can also protect others, but
to do so, they must be in physical contact with him when he
rolls to divert the spell. A mage only
protect a number of others equal to
his score in the Prime Arcana.
Optional Arcanum: Spirit 3
Mages skilled in the Spirit Ar-
canum also learn how to protect
themselves from the powers of spirits.
The mage can call upon a protection
similar to the Numinous Shield spell
(Mage, pp. 249-250). If desired, when mage
creates this shield, he can invest this shield
with Mana to fuel its defenses.
3rd Attainment:
Seekers Mastery
Prerequisites: Gnosis 7, Prime 4
Having now mastered this legacy, the mage understands
all forms of magic well enough to remove them with a wave of
his hand. The mage can dispel any magic in a manner similar
to the Supernal Dispellation spell (Mage, p. 229).
Optional Arcanum: Spirit 4
Mages who investigate the most profound and
dangerous mysteries can always use potent guardians.
This attainment allows the mage to call upon such
guardians like those summoned by the Spirit Guardian
spell (Mage, p. 253). Most mages who bind spirits in
this fashion also agree to make an offering of Essence,
services, or some other recompense in return for the
spirit acting as a guardian, and many seek out spirits
who are flled with curiosity and agree to share their
knowledge with the spirit in return for its services.
15
tell a story with a particularly autumnal bent, try adding
in a few extra touches for thematic purpose.
Visually, autumn is easy to get a handle on. We think
of reds and golds and oranges, the colors of autumn
leaves and the harvest. But as the season creeps on
toward winter, the colors fade to brown, and the skies
turn gray more often. It implies a more limited color
palette, which might be useful in describing a scene.
Consider an urban street, all bleak concrete and faded
asphalt, lit only by the sullen orange of streetlights and
splashes of red and gold neon. The Hedge may shift
into autumnal colors as well, all bits of gray rock and
burnt-brown thorns with only the occasional muted red
or orange fower, fruit or leaf.
s the autumn chill passes over the world all
creatures know a time of death has come upon
them and they soon must put all of their effort into
the simple act of survival. This is the knowledge of the
Autumn Court, the knowledge not that fear stems from
the autumn months but, that as the day grows short all
one can do is embrace the night.
Autumn Nightmares is the frst in the line of
seasonal books that will delve into the world of the
Lost and the trials of a person who barely clings to
the world in which he lives. Autumn Nightmares is
a supplement that details the dangerous antagonists
of the Changeling: The Lost setting, whether they
come from the ranks of the Lost themselves, from
the thorny borderland of the Hedge or remote, dread
Arcadia. Though much of this new supplement from
Changeling: The Lost deals with the details of the
things that go bump in the night no small part of the
text is dedicated to the aspects of fear in a Changeling:
The Lost chronicle.
Here is a quick breakdown of what fear can be in
a Changeling: The Lost chronicle straight from the
upcoming book.
Autumn Stories
he topic of Autumn Nightmares is not exclu-
sively autumnal, and the things found herein are
usable year-round, of course. Confronting a fetch on a
sweltering summer night has its own mystique, when
the temperatures so high the murder rate soars. The
Others may walk the earth on a still winter night, with
no insects or animals abroad to mark its passing. But
the inspiration of autumn is a potential strength. Its not
just Halloween, though admittedly the holiday casts a
long and delightful shadow over our forebrains. Autumn
is the mark of transition between summer and winter,
more journey than destination. Autumn matches quite
nicely with stories that get darker as they go along (quite
appropriate for the World of Darkness). If you want to
A
T
Things that go bump in the night
An Article on Autumn Nightmares, an upcoming supplement for Changeling: the Lost
By Robert Fulkerson
16
Going into Chinese sources, autumn is sometimes
associated with the element of metal, the color of white
or silver, the direction of west, the quality of sharp and
pointing and the organs of the lungs and large intestine.
All of these things roughly accord with the same sort of
chi, which matches potential themes. Dry winds com-
ing out of the west might be a harbinger of a dangerous
threat, and of course, the idea of sharp metal has its
place in antagonistic stories. Is a knife the traditional
killing implement of autumn? It would be interesting
if theres more to these slasher movies than one would
originally assume.
And, of course, read Ray Bradbury. Something Wicked
This Way Comes and the stories of The October Country
are nothing short of a passionate series of love-letters
written to the season of autumn and all the thrills and
dread to be found within. If you cant fnd some inspi-
ration there to provide a neat twist for your chronicle,
youre not looking.
Fear as a Theme
he World of Darkness is a horror setting, but
Changeling: The Lost is not solely a horror
game. It has a strong core of horror, yes, but fear and
terror and revulsion dont govern every waking moment
of a changelings life. There needs to be contrast and
respite for fear to work. A story built around fear benefts
greatly from the traditional pacing of a narrative story
specifcally, the slow build toward a climax. As the story
approaches the climax, of course, theres room to throw
in a number of potential shocks that blindside the play-
ers with a sudden burst of gore or danger. These shocks
are best used with some restraint, however. Too many,
and the players begin to anticipate the next one instead
of focusing on the surroundings and enjoying the slow
build of suspense. Its also true that movies have a slight
edge over roleplaying in this regard; a horrifc image can
cause a more sudden shock if the eye can take it in all
at once, whereas a Storyteller has to spend a little more
time describing it.
Most fears are somewhat external by nature, and that
comes with the most basic element of a fear: the loss of
control. If we have perfect control over a situation, then
theres nothing to worry about, right? So fear begins with
something that we cannot control, and therefore poses
the threat of doing us harm that we cant prevent. This
can begin internally, of course: something within us pro-
vides the possibility of doing harm to ourselves without
meaning to. For the Lost, their eroding Clarity is a strong
way to address this theme. If your senses lie to you, telling
you that a harmless person is a monster or that a vicious
threat is an innocuous person or thing, you are unable to
fairly judge what actions might keep you safe.
And then there are the external threats which,
notably, are the focus of Autumn Nightmares. Its pos-
sible to be afraid of an environmental shift, of course;
apocalyptic horror stories play heavily on the fear of
a world that cannot provide you with security or even
consistency. The Hedge represents the dread of a de-
powering and dangerous environment to a lesser degree,
while Arcadia as it appears in the fragmented memories
of the Lost is the more extreme interpretation. But the
Hedge and Arcadia are dangerous not just because of the
environmental hazards they pose and the isolation from
safety and support but because of their denizens.
T
17
Which is where antagonists come in. Again, one cant control a killers
desire to kill, one can only attempt to survive an encounter with him,
perhaps even by removing his ability to kill by trapping or killing him.
A key element of dread is the thought of another living being actively
wishing us harm, be it from vicious animal instinct, reasoned logic or mad
sadism. This is one of the reasons why we so gladly indulge in an entire
book devoted to the antagonists of Changeling, to be frank. The mercurial
nature of fae folklore is a perfect ft for a wide variety of antagonists. They
are almost impossible to control, save for discovering whatever rules they
abide by never really our own and then using their rules against them.
And so it is here. Certainly, some antagonists can be disposed of with brute
Ogrish strength and Beast savagery, but theres always the opportunity for
an antagonist that challenges a protagonist to think outside the box, to
trick Rumpelstiltskin into revealing his name. Sometimes it takes logic.
Sometimes it takes illogic or luck. Its always tricky.
But then again, if you could successfully defeat an enemy every time,
thered be nothing to worry about.
19
Dark anD Sexy
An IntervIew wIth MIke ChAney
By Merry Luong
Already overwhelmed with such a
plethora of unique personalities when I
began my internship here, I was especially
warned about Mike Chaneys bitingly sar-
castic tongue and grumpy bear persona. I
had to ponder if whether he was more like
a grumpy but big ol huggable teddy bear or
a grumpy, angry grizzly bear. Because either
way, I was going to take on this challenge and
ask Chaney the questions that were burning
in the minds of the readers, the fans, and any
other brave soul willing to dig around in this
mans creative psyche.
Mike Chaney upon a frst glance seems
fairly harmless with his brown hair, full beard,
and piercing eyes, but add a large dash of
sarcastic no-holds-bar tongue and youve got
a really scary guy. Cmon, we actually have
a very long list of things hes NOT allowed
to say. Its so long that we have actually con-
templated just posting a list of the things he
IS allowed to say. All of that aside, though, hes funny
and with all frst impressions aside, the man does a
damn good job and hes not as rough-and-tumble as
people would believe him to be. Oh, and believe it or
not, I actually did not have to clean up his interview
as was not only feared but also anticipated by many
involved in this project.
What do you feel you primarily contribute to
the atmosphere of White Wolf?
Biting Sarcasm and Dark Humor. Sometimes Eye Candy
and Beefcakebut mostly the sarcasm and humor.
What inspires you?
Im inspired mainly by movies and music. I tended
to work from the house a lot in 05 and 06and the
entire time I work I either have a DVD running on
loop or various death metal bands running on Itunes
(also in a loop). Scary thing is I have a list of things
that I either watch or listen in order to prep myself
WOD Armory for example, [I] was watching a lot of
the Matrix, Predator, Tears of the Sun, and listening
to Six Feet Under and Cannibal Corpse.
20
Where, if anywhere, do you
usually get inspired?
Oddly enough, either in the bathroom
or laying in bed.
Do you ever have dreams/nightmares
about your work?
What the content? Not really. As a horror movie nerd
from way on back I guess Im pretty used to gore and
dismemberment. Now, I have had nightmares about
the actual physical books.like using the wrong font
or leaving in a page xxthose have made me wake
up screaming.
How long have you been doing this?
Ive been doing the AD [art directing] thing for about
6 years now.
How long have you been working for
White Wolf?
I guess Ive been working for White Wolf in
one capacity or another for about 13-14 years.
Although, three of those was just me doing free-
lance illustration.
What attracted you to White Wolf?
Vampire Second Edition. And more specifcally, Tim
Bradstreets artwork in Vampire Second.
If you werent doing what you do now,
what would you be doing instead?
Either full time illustration work for childrens
books or possibly teaching. I was actually in
college to be an art teacher until I dropped out.
And I gotta admit, best decision I ever made.
What did you want to be when you grow up?
I wanted to be a comic book artist and a musician.
I think it was genetic as my mom was an artist (well up
until she had me) and my dad was a musician.
Are you married? If so, how long have you
been married?
Not yet. I did fnally get engaged to the girl Ive been
with for 14 years though.
Do you have a specialty that is unique to only you?
Something you are the MAN at?
I guess that would be painting wargaming minia-
tures.and I blame Rich Thomas and Ken Cliffe for
getting me into those. Other than that, I totally rip ass
on Guitar Hero 2.
21
What is your biggest pet peeve?
Mistreatment of animals and hip-hop. Both incite me
to a homicidal rage.
Whats the most embarrassing thing youve
ever done?
Oddly enough, getting into a car wreck. I beat myself
up over that for like 8 months. But public nudity and
stuff like thatdoesnt embarrass me at all.
Do you prefer cats or dogs? Is there any
reason why?
I am a dog person. Nothing more awesome than a
big snuggly dog curling up next to you. Plus, they
have a lot of personality, which I just have never
found in a cat.
What scares the hell out of you?
commitment
Are there any hidden talents that
you have?
I can break anything electronic or mechanical
just by looking at it.
What has been your best work during your career?
ToughieId say its a toss up between Gehenna and
WoD Armory. But I think Monte Cooks World of
Darkness will soon replace them.
There seems to be quite a bit of humor in the
offce, does any of that humor translate into
your work at all?
Thats a tough one there. Usually the humor stuff
gets worked into stuff like T-shirts and things along
those lines. Although on Racer Knights I did get
to add a couple things in here and there. Always
remember, Nindaloo rulz.
There seems to be a good-humored camaraderie
during the production meetings, almost like you
guys were brothers. Did you come from a large
family or do you have any siblings?
I have one brother and two sistersand the frighten-
ing thing is Im the successful one.
Do you have a favorite entity in the World of
Darkness? If so, what is it and why?
Like Vampires and stuff like that? I guess Id have to
go with zombies as I really enjoy the whole survivor
horror genre (Resident Evil, Night of the Living Dead,
Shawn of the Dead) more than any other. Nothing
says fun like blowing up some zombies.
Seeing how pranking seems to be a fun pas-
time in the offce, have you pranked anyone in
the offce? If so, what was your best prank?
Im not a pranksterI usually go for the verbal abuse
type stuff.
What do you do in your spare time? Play any
sports? Any games (video, card, or board)?
Video: Halo 2, Guitar Hero 2, Karaoke Revolution American
Idol (but I gotta be drunk). Other: Warhammer and all the
other GW games (except Man O WarI hated that one).
Whats your advice to aspiring artists?
Focus on storytelling and action in your art instead of
doing portraits.
22
Of Gods and Mortal Men

Excerpts from Scion: God
By Robert Fulkerson
For those who have their heads under a rock the
past few months, Scion is here and it is all kinds of
awesome. The First two Installments, Scion: Hero and
Scion: Demigod, set the stage for the divine confict
that is brought to you in the third and fnal book in
the series Scion: God.
Fore those of you out there, like me, who have
looked at the powers for hero and Demigod and
wished for something more, you prayers have been
answered. And Without further a due I present to
you, the Void.
another number of victims equal to his Legend. Each victims
player resists with a (Willpower + Integrity + Legend) roll.
(The Storyteller can roll once for a group of extras.) This
power has no effect against a character with higher Legend
than the one using it.
If the roll succeeds and a victim is a mortal or a supernatural
creature of Legend 14, that victim goes completely and perma-
nently insane. He has no impulse control, no sense of right and
wrong, and no understanding of the consequences of any action. If
the victim is of Legend 58, he remains insane for only a number
of days equal to the threshold successes on the activation roll. If
the victim is of Legend 9 or betterbut less than or equal to that
of the God using the powerthe insanity lasts only a number
of hours equal to threshold successes. Should a victim survive
his bout of insanity, he emerges into lucidity with no memory
of what happened to him while his mind was away.
Chaos
Gods who master this Purview are the tricksters and trouble-
makers of their pantheons. No prudent God trusts them, and
no wise god offends them. Even the Titans themselves dont
know what to make of these unpredictable forces of nature.
Associated With: Dionysus, Kalfu, Loki, Set, Susano-o
Insanity (Chaos )
Dice Pool: Manipulation + Empathy
Cost: 5+ Legend
The God can touch his victims minds and overwhelm
them with the essence of pure chaos. The God need only be
able to see his victims in person as his player rolls (Manipu-
lation + Empathy) and spends fve Legend points. With the
base activation, the God can affect a number of targets equal
to his Legend. Each additional Legend point he spends adds
23
For this power to work, the victim must have a rational
thought process to disrupt. It does not work on mindless crea-
tures or beings who are already insane.
Shuck Fate (Chaos )
Dice Pool: Wits + Occult
Cost: (1 Willpower + 5 Legend) per bond
When he has this Boon, the God becomes slippery to
the strands of Fate. If the God accrues a Fatebond in a scene,
he activates this Boon and shuffes the coil of destiny onto
another character. The personor peopleto whom the God
would have been newly Fatebound are now Fatebound to that
character instead.
After circumstances force the Storyteller to roll the Gods
Legend as a dice pool to determine Fatebinding (per p. 222
of Hero), the Gods player may roll (Wits + Occult). The
diffculty is equal to the number of successes on the Legend
roll, and that threshold must exceed the successes on a roll of
(Willpower + Integrity + Legend) from the character onto
whom he intends to shuck his Fatebonds. If the God has suc-
cesses left over, the power works. He may then spend (one
Willpower point and fve Legend points) per Fatebond gener-
ated by the aforementioned Legend roll. Having done so, the
God ducks the tightening bonds of Fate and sees the other
character ensnared in them.
Since hes spent Legend to empower a Boon, though,
the God is subject to one last Legend roll. He cant use this
Boon to shirk it either. Any Fatebinding that arises from that
roll applies at its full strength to the character onto whom he
foisted his other Fatebonds.
Unintended Purpose (Chaos
)
Dice Pool: Wits + Craft
Cost: 1 Willpower + 10 Legend
It doesnt matter if you cant tell a hawk from a handsaw.
With this Boon, the character can use any item he has at hand
as if it were another completely different item of a similar
size. He touches the item and spends one Willpower point
and 10 Legend points as his player rolls (Wits + Craft). For
a number of days equal to the rolls successes, the item hes
touching serves in all ways but appearance as another item of
his choosing. If he sacrifces a permanent dot of Willpower,
the effect is permanent.
The original item that is put to its unintended purpose
must be larger or equal in size (though not mass) to the item
as which it is being used. Also, both items must be nonliving,
mundane objects that can be found or produced by mortal ef-
fort in the World. For instance, the God could cause a football
to act as a grenade. (Simply pull the laces out and punt the
ball, and three seconds later it goes off.) He could also cause
a grenade to act like an apple. (If he can catch the grenade
and use this power on it before it explodes, he can eat it with
no harm done.)
With this Boon, a God pretty much becomes the main
character in a cartoon hes also writing and drawing.
Avatar of Chaos (The Void)
Cost: 1 Willpower + 30 Legend
For one scene, the character becomes The Void. The Void
is without shape or size. It can consume a thriving metropolis
or burrow inside the consciousness of an unborn child. When
The Void passes over an area, men go madtearing at each
others fesh, lining up in perfect fractal patterns, spelling out the
secret names of the Titans in the blood of their loved ones or
screaming until they die of exhaustion. The Void
breaks down the physical structure
of solid things it looks upon,
reconstructing them into
impossible confgurations.
Unprotected Gods can
only stare in confu-
sion as The Void
passes. Titans
turn against
each other,
rebuild what
t hey have
destroyed or
become as
cultured and
refned as their
divine offspring until
their base natures reas-
sert themselves.
24
Specialties in Hangovers
White Wolf Character Sheets
As an outsider, youd think that working at White Wolf
is similar to some kind of elaborate and interesting maze of
people, pranks, and parties, and as an intern, its that and so
much more. Some of the most interesting charactersI mean,
peoplealways make you ponder what they would be like as
characters in our World of Darkness. With that in mind, the
interns snuck off together and created character sheets that
would depict these distinctive White Wolfers as characters with
attributes that are refective of their unique personalities.
Now, I know you think that you couldnt possibly learn anything
from these sheets, but please take a closer look, and so much shall
be revealed to you. Their desires, struggles, and supernatural powers
speak volumes in these sheets. Do not allow for their innocent and
handsome pictures to fool you. They are powerful creatures of the
night and are armed with a plethora of weapons, which include
homemade drugs, alcohol, and various toxin induced powers.
Prepare yourselves for innovative powers, such as The Last
Beer Is Mine! and Hollow Leg. Prepare for the fear your players
will feel when their minds are consumed by the uncontrollable
lust for beer and hot wings that each of these powerful fgures
of gaming exudes. Be Prepared! (Or not, and just bribe them
off with new nerf guns)
Oscar Garza: Werewolf
Justin Achilli: Vampire
Aaron Voss: Mage
By The Interns
25
Name:
Player:
Chronicle:
Virtue:
Vice:
Concept:
Clan:
Bloodline:
Covenant:
Attributes
Presence
Manipulation
Composure
OOOOO
OOOOO
OOOOO
Strength
Dexterity
Stamina
OOOOO
OOOOO
OOOOO
Intelligence
Wits
Resolve
OOOOO
OOOOO
OOOOO
POWER
FINESSE
RESISTANCE
Skills Other Traits
Academics________
Crafts___________
Computer________
OOOOO
OOOOO
OOOOO
Mental
(-3 Unskilled)
Investigation______
Medicine_________
Occult__________
OOOOO
OOOOO
OOOOO
Politics__________
Science__________
OOOOO
OOOOO
Athletics_________
Brawl___________
Drive___________
OOOOO
OOOOO
OOOOO
Physical
(-1 Unskilled)
Firearms_________
Larceny__________
Stealth__________
OOOOO
OOOOO
OOOOO
Survival__________
Weaponry________
OOOOO
OOOOO
Animal Ken______
Empathy_________
Expression________
OOOOO
OOOOO
OOOOO
Social
(-1 Unskilled)
Intimidation______
Persuasion________
Socialize_________
OOOOO
OOOOO
OOOOO
Streetwise________
Subterfuge________
OOOOO
OOOOO
Health
OOOOOOOOOOOO

Willpower
OOOOOOOOOO

Blood Potency
OOOOOOOOOO
Vitae

Vitae Per Turn:____


Humanity
10______________
9______________
8______________
O
O
O
7______________
6______________
5______________
O
O
O
4______________
3______________
2______________
O
O
O
1______________
O
Size:_____________
Speed:____________
Defense:__________
Armor:___________
Initiative Mod:______
Experience:________
Attributes 5/4/3Skills 11/7/4 (+3 Specialties)Clan (+1 bonus Attribute; see p. 92)CovenantBlood Potency 1 (May be increased with
Merit points)Disciplines 3 (Two dots must be in-clan)Merits 7(Buying the fifth dot in Attributes, Skills or Merits costs twopoints)Health
= Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized KindredDefense = Lowest of Dexterity or
WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Humanity = 7Vitae = d10 roll
Disciplines
_______________
_______________
_______________
_______________
OOOOO
OOOOO
OOOOO
_______________
_______________
_______________
OOOOO
OOOOO
OOOOO
_______________
_______________
OOOOO
OOOOO
OOOOO
Merits
_______________
_______________
_______________
_______________
OOOOO
OOOOO
OOOOO
_______________
_______________
_______________
OOOOO
OOOOO
OOOOO
_______________
_______________
OOOOO
OOOOO
OOOOO
Flaws
_____________________
_____________________
_____________________
Clan Weakness
_____________________
_____________________
_____________________
Justin Achilli Game Designer -
-
- Ventrue
- Unaligned

Office Pranks

Katana

Drinking
Uran Survival

Resources
5
10
5
Haven
Herd (Club Goers)
Fame (Geek Idol)
Hollow Leg
-
-
-
-
-
Animalism
Dominate
Resilience
Vigor
-
-
-
-
-
Hangover
Remedies
Homemade Drugs
Game Design
(Where does it all go?!)
(Good dog...now go kill those
bastards who used all GMC cars
in Transformers)
(Who wants to bet I cant set myself
on fire for longer than Chad?)
(Hey Mi ni on...I
mean Chad I think
you should kick
that 300lb bounc-
ers ass.)
Vigor and Resilience disciplines only
function when Justin has consumed large
amounts of alcohol.
25
26
HEALTH
WILLPOWER
MANA
GNOSIS
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
MENTAL
(-3 unskilled)
Academics ____
Computer _____
Crafts ________
Investigation __
Medicine ______
Occult ________
Politics _______
Science _______
ARCANA

Death ______________
Fate ________________
Forces ______________
Life ________________
Matter ______________
Mind _______________
Prime ______________
Space _______________
Spirit _______________
Time _______________
ATTRIBUTES
SKILLS OTHER TRAITS
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
OOOOOOOOOOOOOOO
Size _________________________
Defense ______________________
Initiative Mod _________________
Speed ________________________
Experience ___________________
POWER Intelligence Strength Presence
FINESSE Wits Dexterity Manipulation
RESISTANCE Resolve Stamina Composure
SOCIAL
(-1 unskilled)
Animal Ken ____
Empathy ______
Expression _____
Intimidation ___
Persuasion _____
Socialize ______
Streetwise _____
Subterfuge _____
PHYSICAL
(-1 unskilled)
Athletics ______
Brawl _________
Drive _________
Firearms ______
Larceny _______
Stealth ________
Survival _______
Weaponry _____
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
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ooooo
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ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
MERITS

____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________

FLAWS

____________________________
____________________________
____________________________
ARMOR

Type Points
_____________________________
PROTECTIVE SPELLS
Name Points
_____________________________
_____________________________
O O O O O O O O O O
O O O O O O O O O O
WISDOM
10 ______________________
9 _______________________
8 _______________________
7 _______________________
6 _______________________
5 _______________________
4 _______________________
3 _______________________
2 _______________________
1 _______________________
o
o
o
o
o
o
o
o
o
o
NAME: CONCEPT: PATH:
PLAY ER: VIRTUE: ORDER:
CHRONICLE: VICE: CABAL:
Rote
Skill
Rote
Skill
Rote
Skill
Points per turn: _____________
Attributes 5/4/3 Skills 11/7/4 (+3 Specialties) Favored Resistance Attribute Acanthus, Moros, Thyrsus: +1 Composure; Mastigos, Obrimos: +1 Resolve Arcana
2 dots in 1st Arcanum, 2 dots in 2nd, 1 dot in 3rd, (two of these must be the Paths Ruling Arcana) +1 dot in any Arcanum Rotes 6 Merits 7 (Buying the 5th
dot in Attributes, Skills or Merits costs 2 points) Health = Stamina + Size Willpower = Resolve + Composure Size = 5 Defense = Lowest of Dexterity or Wits
Initiative Mod = Dexterity + Composure Speed = Strength + Dexterity + 5 Starting Wisdom = 7 Starting Gnosis = 1 Starting Mana = Wisdom
Aaron Voss Operations Manager Arcanthus
Resources
Contacts(printers/shipping)
Artifact (minis collection)
Library(WW secret collection)
Status (among geeks)
Soft-hearted
Poor Organization
5
2
5
4
Fortunes Protection (pg.152)
Shield of Chronos (pg.261)
Hangovers
Office Pranks
Company Trucks
Conventions
Improvised
Lazy Freelancers
Drinking
26
27
398
ACTIVE SPELLS
Max = Gnosis +3
NIMBUS

_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
SPELLS CAST
UPON SELF
Spell tolerance = Stamina;
-1 dice per extra spell)
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
PARADOX MARKS

Bedlam: ______________________
Brand: _______________________
DEDICATED
MAGICAL TOOL

_____________________________
Arcana Based Tools: ___________
_____________________________
_____________________________
FAMILIAR
ROTES
Dots Arcana Name Dice Pool Page #
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
WEAPONS
Type Damage Range Clip Size Special
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
ENCHANTED ITEMS
Type Power Dice Pool Mana
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
EQUIPMENT
Type Dice Mod.
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
EXPERIENCE

_____________________________
ARCANE EXPERIENCE

_____________________________
Type: ________________________
Description: __________________
_____________________________
_____________________________
Power: _______________________
Finesse: ______________________
Resistance: ___________________
Skills: _______________________
_____________________________
_____________________________
Initiative: ____________________
Defense: _____________________
Speed: _______________________
Willpower
Essence
Size: ________________________
Inuence: ____________________
Numina Cost
_____________________________
_____________________________
_____________________________
Ban: ________________________
Corpus/Health
OOOOOOOOOOOOOOO
O O O O O O O O O O
Copyright White Wolf Publishing www.white-wolf.com
Fortunes Protection (pg.152)
Shield of Chronos (pg.261)
1 Fate Sybils Sight 149
1 Fate By the Skin of My Teeth Winds of Chance 150
2 Fate Fortunes Protection 152
2 Fate Work you Pile of Crap, WORK!! Platonic Mechanism 152
3 Fate My Contract Doesnt Say That... Alter Oath 154
1 Matter Dark Matter 194
1 Matter Its 75% Alchohol!! Discern Composition 195
1 Time Temporal Eddies 258
2 Time Hes Running Late...Again Glimpsing the Future 259
2 Time Shield of Chronos 261
27
28
SKILLS
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ing the fth dot in Attributes, Skills or Merits costs two points)Health = Stamina + SizeWillpower = Resolve + ComposureSize = 5 for adult human-sized werewolf
Defense = Lowest of Dexterity or WitsInitiative Mod = Dexterity + ComposureSpeed = Strength + Dexterity +5Starting Harmony = 7Primal Urge starts at 1
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(-1 UNSKILLED)
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Epresso OOOOO
l1~da1o OOOOO
Pers:aso OOOOO
5ocalze OOOOO
51ree1se OOOOO
5:b1er:qe OOOOO
Copyright White Wolf Publishing. http://www.white-wolf.com
Oscar Garza V:tES Organized Play Coordinator Irraka
Iron Master
Resources
(Reduced from 3 due to
alchohol purchases)
Contacts (Drinking Buddies)
Language (Spanish)
Barfly
Hangovers
Office Pranks
Improvised
If it has wheels
Drinking
28
29
SIZE:
DEFENSE:
INITIATIVE:
SPEED:
ARMOR:
PERCEPTION:
SIZE(+1):
DEFENSE:
INITIATIVE:
SPEED(+1):
ARMOR:
PERCEPTION(+2):
SIZE(+2):
DEFENSE:
INITIATIVE(+1):
SPEED(+4):
ARMOR: 1/1
PERCEPTION(+3):
SIZE(+1):
DEFENSE:
INITIATIVE(+2):
SPEED(+7):
ARMOR:
PERCEPTION(+3):
SIZE(1):
DEFENSE:
INITIATIVE(+2):
SPEED(+5):
ARMOR:
PERCEPTION(+4):
:!/c(o! _+!:
:!w.(_+!:
w(.,(.!.c(_-!:
:!/c(o! _+:
\c,!c/.!) _+!:
:!w.(_+;:
:!/c(o! _+;:
\c,!c/.!) _+;:
:!w.(_+;:
w(.,(.!.c(_-:
Rage invoked.
Induces full Lunacy.
Wound penalties
ignored and
no unconsciousness
rolls made.
2 to resist Death Rage
Inict lethal damage.
Fail most Mental and
Social rolls.
Induces Lunacy;
observers have a 2-die
bonus to their
Willpower roll to resist.
Inict lethal damage.
Inict lethal damage
with bite attack.
.:(
(HUMAN)
\.(
(NEAR-HUMAN)
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(WOLF-MAN)
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Finesse:
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Initiative:
Defense:
Speed:
Size:
Corpus:
Inuences: OOOOO
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Numina:

Bonuses:

Ban:

TOTEM GIFTS AND RITES


1 loll Paqe

1 )s1s

Na lak OOOOO
l1:als OOOOO
l1e loll Paqe

(/(
(WOLF)
\c,!c/.!) _+;:
:!w.(_+!:
Induces Lunacy;
observers have a 4-die
bonus to their
Willpower roll to resist.
Copyright White Wolf Publishing. http://www.white-wolf.com
5 6 7 6 4
5 5 6 7 7
15 17 14 11 10
Evasion, New Moon, Stealth, Knowledge, Shaping, and Technology
Warning Growl (The Last Beer is MINE) Dominance 1 109
Lunas Dictum Dominance 2 109
The Right Words Inspiration 1 125
(That Was a Good One Guys, Ill Be Sure to Get You Back Later!)
Travelers Blessing Knowledge 2 126
(So You and Your Sister Have a Room I Can Stay in but, Only One Bed)
Slip Away New Moon 2 132
Left Handed Spanner Technology 1 142
(Why is it that Oscars Cell Phone Never Works When Hes Out of Town?)
(Go Organize My Personal Card Collection!)
2 2 2 2 2
29
30
An interview with Dean Shomshak about the Manual of Exalted Power: The Sidereals By Robert Fulkerson
Even the star flled eyes
of the Sidereal Exalted can
know not all of the happen-
ings of creation. With the
reemergence of the Solar
Exalted, the Sidereals must
once again face their deci-
sion that has since guided
the fate of Creation. The
Sidereal factions must now
face the prospect of spilling
the blood of their own to se-
cure the fate of Creation
or doom it in process.
Releasing this summer
is the long awaited and high-
ly anticipated Manual of
Exalted Power: The Sidere-
als. Exalted 2
nd
Edition fans
will fnally have the chance
to play the mighty Sidereal
Exalted, who are controllers
of fate and masters of the
supernatural martial arts.
With new and exciting rules
for Sidereal Astrology and
an updated and revised charm list, the Sidereal Exalted will
easily make their way into any Exalted 2
nd
Edition game as
both righteous heroes and cunning antagonists.
I was recently given a chance to talk with the illus-
trious developer, Mr. Dean Shomshak, in the hopes of
getting some early information on the book for the fans
out there as well as getting some insider information on
the happenings of the Exalted 2
nd
Edition setting.
Mr. Shomshak, it
is really nice to get this
chance to talk with you,
whats it like being a de
veloper on a major book
line like Exalted?
Deeply intimidating!
I came into it virtually
cold Id written a little
early on for 1
st
Edition
Exalted but hadnt looked
at the game in years. All
my writers knew the game
and the setting inside-
and-out. Some of them
had written large sections
of the First Edition line.
On the whole, though,
theyve been very kind
at helping me get up to
speed. Once I got past the
stark terror, it became an
honor to develop books
for Exalted.
Do you play penand
paper RPGs? If so, what
games and for how long have you played them?
Ive played tabletop RPGs for, um, longer than I
care to admit. I started with Advanced Dungeons and
Dragons, moved on to Call of Cthulhu, Champions,
Traveller, Feng Shui, Buffy the Vampire Slayer, the new
D&D 3
rd
Edition, and the occasional homebrew game.
And, of course, White Wolfs games, with Exalted as the
latest addition to the list.
31
Anything else you do in your free time?
Nothing very interesting.
How many books have you worked on in your career?
About 30, last time I counted, most of them for
White Wolf.
What was the most exciting book for you to
work on?
Destroying the old World of Darkness in my chap-
ter of Gehenna was great fun. Still, for me that comes
second to Clanbook: Followers
of Set Revised Edition. I greatly
enjoyed reinventing one of the
stupidest clans from Vampire:
the Masquerade to make
them both playable and
genuinely creepy.
Now for some
Sidereal questions,
How long is
the new
Sidereal book?
How much of
the book is devoted
to what material?
About 240 pages,
[which is the] same as
the other Manuals of
Exalted Power. The
frst two chapters describe the
Sidereals, their factions, and their
work for the Heavenly Bureau of
Destiny. This includes a lot of new material
about the gods the Sidereals work alongside and the
Bureaus various departments and offces. Then comes
the two short chapters on the nuts and bolts of
creating Sidereal characters. A long chapter
after that gives all the Sidereal Charms, and a
shorter chapter describes the weird powers of Sidereal
Astrology. The usual chapter about Storytelling wraps
up the book.
Sidereal charms in frst edition often had little
to do with the ability they were based off of, and
this was most often seen in the PrayerStrip pinnacle
charms. These oddities gave the Sidereal charms a unique
favor but the strangeness of the effects often confused
new players; Have the strange and unique effects of
the PrayerStrip charms been transported into Second
Edition or have you all taken another route entirely
with the Sidereals pinnacle charms?
I had misgivings about the
old Sidereal Charms too, but
some Exalted fans deeply
[ a n d ] passionately love
them for their
very strange-
ness. I heard in no
uncertain terms that a drastic
change to their Charms
would ruin! simply ruin!
the Sidereals. Anything
that can inspire such
loyalty must have
some value. I didnt
want to change
the Charms too
much.
On t he
other hand,
the changes
between First and
Second Edi t i on
Exalted made a lot
of the old Sidereal
Charms obsolete. The
writers had the space to
invent a bunch of new
Charms. I made sure the
new Sidereal Charms
stayed a bit closer to the
abilities upon which they
were based. Plus, theres
just more attention paid
to explaining how the
Charms work. I hope
that players now can see
better how Sidereals go from
Charms that add just a little magic to the root ability
[and] to the weird, metaphorical applications of the
pinnacle Charms. A lot of the prayer strip Charms still
end up pretty remote from the base ability but then
the Solar Exalted go from sword-swinging to throwing
energy blasts from their blades, and nobody seems to
have a problem with their Melee Charms.
32
The biggest headache
from the frst edition
Sidereal book was the
system for doing Sidereal
Astrology. Recently I
have heard from a few
sources that the system
has been drastically over
hauled, what can you tell
us about these rumors
and confrm about the
new system?
The system has been
drastically overhauled.
The rules are almost un-
changed. Does that sound
Sidereally enigmatic? It
isnt, really.
The old Sidereal
Astrology rules were laid
out in about the most
perversely bass-ackward *bass-ackward? or Ass back-
ward? Thats an interesting way to say that* way you
could imagine. And deliberately! The book said it was
to show the sort of tedious, complicated bureaucracy
the Sidereals have to live with. Not exactly a great way
to sell the readers on playing Sidereals
At their core, though, the Sidereal Astrology rules are
just like the Exalted rules for making an attack. You roll
the dice once to see if you succeed in what you attempt,
and then you roll again to fgure out how much you suc-
ceed. Only, instead of health levels of damage, you roll for
points that you allocate to your astrological effect. All the
rest is just a bunch of ways to increase the odds or scope
of success. Just as you dont need to start out knowing all
the ways you can enhance an attack with Charms, stunts,
weapons, artifacts, and what-all, you dont need to know
about cosignatories and fate-planning documents to do
Sidereal Astrology. That stuff is all optional, and now
goes after the basic system.
Martial Arts being such a big part of the Exalted
universe, are there any new Sidereal or Celestial martial
arts included in the book?
Not a one. Their old Violet Bier of Sorrows Style
gets an update, though.
First Edition Sidereals easily fell into the role of a
truly epic antagonist but often were diffcult to play as
a protagonist in a mixed group of Exalted, have there
been any changes made to the personality or roles of
Sidereals in the Exalted setting to make them more
available as protagonists in an Exalted chronicle?
I certainly hope so. Factions are played down a
bit, so a Sidereal character has more room for her
own interests and adventures. Sidereals can even
take sabbaticals from the Bureau of Destiny to pursue
their own projects. Most of all, though, the new book
emphasizes that there are only 100 Sidereals to protect
all of Creation. They need help, and sometimes they
need comrades who know who they really are and
whats really going on.
Thank you so much for your time, I cant wait
for the new book. Before we close are there any other
projects you are working on for White Wolf that you
would like to mention?
Right now, Im writing the sample storyline for Scion:
God. After that, who knows? However, I very much hope
to continue working on Exalted, whether as a writer or
developer. The games a hoot and a half.
33
Lone
WoLf
ArtICLe on woLf PACk fACes In the Crowd
By ChAndLer kennedy
play. The point is, I make them see how easy it is to take an
over-all concept, add a few hobbies and career, and they
can make a realistic character who is not only believable
but can actually DO something in the game. The second
part is the need for a good story. They always get a story
that they can tell their buddies when they get home. That
makes the event memorable, and they will want to create
such things in the WoD with their friends.
Which new World of Darkness games is the best in
your opinion; the easiest one to Storytell and get players
interested in quickly?
I always love the plain-and-simple mortal game. Its got
the rules, the nitty gritty of the supernatural, and everyone
understands the horror genre. Frankly, Im able to come
up with stuff that is as much suspenseful and surprising
without the bloody gore. I like the fact that practically
any cartoon, movie, and/or book Ive read can be used as
a jumping board for a story hook.
What strategy do you use to make Mage easier to play?
In the old system I had all the Spheres and what
was possible memorized from playing it and read-
ing every book. Im spending the next 3 weeks
pouring over every book Ive got so I can be just as
versed. Then, when players ask can I blah blah?,
Ill point to their dots and describe how their character
would make such an effect. Most people just get confused
about how they can create magical effects from general
rules. Now the new rules make it possible to come up
with the same results with practically every Arcanum, but
the method and appearance is whats different. I can use
Death to cause damage or Forces. I either rot your skin off,
or I burn it. Thats one of the better changes with the new
Mage system. Also, in introductory games I usually leave
politics out of it. I focus on Archetypes and the Story. I
let them realize that Mage is about choices and dynamic
powers. Not just how many dice they get to roll.
Its a commonly known fact that wolves travel in packs,
and its no different with the White Wolf demo groups
known as Wolf Packs. However, there is an exception to
the rule, and his name is Steven Black and he runs the one
man demo team known as Faces in the Crowd. Hes been
playing games for well over ten years and is an active member
of the Indianapolis Camarilla troupe. He will be running
games at the upcoming Origins and GenCon conventions
and has some definite opinions on how to run games.
So, why do you work alone? Most Wolf Packs have a
couple of members.
Ive tried to get more members, but theyve been
bad on the follow through. I did have another member
for one GenCon, but hes been out of touch for a while.
Whenever someone talks about demoing, I offer to bring
them aboard and tell them its easy and such. But they just
never do the follow up.
So, what led you to be a ST for White Wolf games? Why did
you pick White Wolf over all the other gaming companies?
I did RPGA for two years at GenCon. Just as much work
and not as much reward. RPGA was like training wheels to
being an Indy Con GM. Doing games as a Wolf Pack gives
the added kicker of getting a few books to read when Im
done. Also, I get to make my own story. The convention takes
care of my badge and room because I do so many hours for
them. WW takes care of me cause I run games that introduce
newbies to their games. Im amazed at how often newbies to
World of Darkness join my table at conventions.
What is your preferred way of introducing unfamiliar
people to the World of Darkness to the games and keeping
them interested after they have left your table?
I always start out with character creation. Rather than
most con events, I only have base characters and allow the
players to do at least some character choices. That way they
feel ownership in the character and feel like the person on
the sheet is part of them and not just some script from a
35
Ordinary People,
Extraordinary Circumstances
Sample pages from Monte Cooks World of Darkness on the Awakened
By Chandler Kennedy
While Monte Cookes World of Darkness gives a D20
translation to the Vampires, Werewolves and Mages
it also provides two new classes that can go toe to toe
with the supernatural of the World of Darkness. One of
these classes is the Awakened, mortals with supernatural
gifts and greater Will than normal humans. These are
the true heroes of Montes game, through sheer force
of Will they are holding the world together against
the invading Inconnu. Here is a sampling of the class
structure for the Awakened.
Awakened
The Awakened (also called Willful Ones) are the
psychic anchors that kept the Iconnu from destroying our
universe outright. Gifted with an intuition about how the
world should and does work, most have no idea what they
are. No apparent physical difference separates an Awakened
from another human, nor does an Awakened always possess
a noticeable personality difference. Those who get to know
a Willful One usually fnd a quiet determination, an open
sincerity, or an ambitious and driven nature.
Of all the character types, the Awakened are the most
enigmatic. They dont ft into nice categories like the
demons, vampires, or werewolves, and they dont learn
their abilities from study or from cabals like mages do.
An Awakened learns what he wants to learn, and while
he may not be the master at any human skill he is usually
competent at many. Beyond this hyper-competence is the
Willful Ones role as a stabilizing force of the universe;
passively they are a shield against the Iconnu; actively
they can use their will to shred and negate manifestations
of the Iconnus power.
Play an Awakened if you want a character that feels
like a normal human, is a jack-of-all-trades, and isnt
blunt or fashy in the supernatural things he can do
Awakened may be amazing humans, but they dont
fy or turn into beasts.
Hit Dice at 1st Level: 4d8 (+4 x Con modifer).
Skill Points at 1st Level: (8 + Int modifer) x7.
Skill Points at Higher Levels: 8 + Int modifer.
Feats: An Awakened begins play with two feats.
Ability Increase: You gain a +1 bonus to a single
ability score of your choice. If you like, you can choose
an ability score that already gains a bonus because youre
an Awakened (see below).
Movement: An Awakened has a movement speed
of 30 feet.
36
Awakened Features
Bonus Feat: The Awakened may choose a bonus
feat. This feat is in addition to the feats that a character
normally gets from advancing levels and the two feats
every character has at level 1. The Awakened must still
meet any prerequisites for these bonus feats.
Skill Focus: The Awakened chooses a skill and
thereafter gets +3 bonus on checks with that skill, just
as if he had taken the Skill Focus feat.
Awakened Core Abilities
An Awakened gets a +2 bonus to
any one ability score (in addition to the
+1 ability increase described above). You
choose the ability score at character creation and cannot
change it thereafter. If you choose Intelligence, you gain
additional skill points at all levels.
Extra Focus: Unlike other characters, an Awakened
has two character foci rather than one. The Awakened
gains the focus skills and the ability
bonuses for both of his foci. Every time
he raises level, he can change one or
both of his foci.
Human Spirit: An Awakened gains
a humanity point at 1st level and every
time he gains a level. (See Chapter 7:
Playing the Game for more information
about humanity points.)
Awakened Weaknesses
An Awakened has no special
weaknesses except those possessed by
a typical human.
Table 25: Awakened
Level Base Attack Bonus Defense Fort Save Ref Save Will Save Special
1 +3 +2 +1 +1 +4 Bonus feat
2 +3 +2 +2 +2 +4 Skill Focus
3 +4 +3 +2 +2 +5 Stalwart dedication
4 +5 +3 +3 +3 +5 Bonus feat
5 +6/+1 +4 +3 +3 +6 Defenders mindset
6 +6/+1 +4 +4 +4 +6 Skill Focus
7 +7/+2 +5 +4 +4 +7 Bonus feat
8 +8/+3 +5 +5 +5 +7 Sense Nightmare Wave
9 +9/+4 +6 +5 +5 +8 Bonus feat
10 +9/+4 +6 +6 +6 +8 Bonus feat
11 +10/+5 +7 +6 +6 +9 Skill Focus
12 +11/+6/+1 +7 +7 +7 +9 Bonus feat
13 +12/+7/+2 +8 +7 +7 +10 Skill mastery
14 +12/+7/+2 +8 +8 +8 +10 Bonus feat
15 +13/+8/+3 +9 +8 +8 +11 Bonus feat
16 +14/+9/+4 +9 +9 +9 +11 Skill Focus
17 +15/+10/+5 +10 +9 +9 +12 Bonus feat
18 +15/+10/+5 +10 +10 +10 +12 Bonus feat
19 +16/+11/+6/+1 +11 +10 +10 +13 Force of will
20 +17/+12/+7/+2 +11 +11 +11 +13 Bonus feat
37
Stalwart Dedication: By focusing his mind (a standard action)
and making a DC 15 Concentration check, an Awakened can give
himself a +1 morale bonus on attacks, saves, and checks for one
minute. He can use this ability as often as he likes.
Defenders Mindset: When an Awakened chooses to fght de-
fensively (see Chapter 7: Playing the Game, Combat Sequence,
Making Attacks), he gains an additional +2 dodge bonus to Defense
and a +2 bonus on all saves. These bonuses last until the Awakeneds
next turn.
Sense Nightmare Wave: An Awakened can sense the prox-
imity of Nightmare Sites and objects altered by the Nightmare
Wave. He doesnt need to actively search for them; an Awakened
who passes within 100 feet of such a site or object can make a
DC 20 Search check to sense its presence, which manifests as an
eerie feeling, a prickling on the neck, and so on. He can actively
make Search checks at that DC to precisely locate the source
of the feeling.
Skill Mastery: The Awakened becomes so certain in the use
of certain skills that he can use them reliably even under adverse
conditions. Upon gaining this ability, he selects a number of skills
equal to 3 + his Intelligence modifer. When making a skill check
with one of these skills, he may take 10 even if stress and distrac-
tions would normally prevent him from doing so.
Force of Will: The Awakeneds phenomenal will makes the
impossible possible. Once per day he can add +20 on any d20
roll. He must declare he is using this ability before he makes
the roll.
38
Developer Joe Carrikers Views on Asylum
by Chandler Kennedy
While the medical repercussions of supernatural actions are
sometimes left by the wayside in an effort to move plot along,
Asylum seeks to expose the medical feld in the World of Darkness.
The intents of Asylum are to provide an accurate template for all
professions in the medical feld much as Precinct 13 did for law
enforcement. The book also includes a detailed scenario about
Bishopsgate Asylum, and many of whose inmates are suffering
from derangements brought on by exposure to the supernatural
as well as the infuence of the asylums own dark past.
Where did you come up with the initial idea for Bish
opsgate and what was the conceptual process from an insane
asylum to the horror that it is in the book?
Im afraid Im probably the person who can take the least
credit for Bishopsgate. The outline for the project simply in-
cluded the name itself, and I basically handed over that aspect
of the project to two of my tremendously talented authors,
George Holochwost and Howard Wood Ingham.
What I wanted was an all-purpose asylum, one which might
be theoretically dropped anywhere. In the end, we sacrifced
some of that modular aspect for the favor in the asylum - there
are details there that will have to be changed to place it outside
of the United States, for example, but that was a sacrifce I was
only too willing to allow, given the sheer, powerful mood those
details injected into the asylum.
Which scenario is your favorite reason behind the insidi
ous insanity of Bishopsgate and the surrounding grounds?
I really love the concept that Teesdales black coven awakened
something terrible in the deep places of the earth beneath Bish-
opsgate. The idea of this waiting, half-sleeping alienness lurking
beneath the surface and, its infuence twisting things slightly really
appeals to me. Im a fan of the concept of otherworldly horrifc enti-
ties bringing out the worst, most inhuman parts of the human psyche
(hows that for a specialized niche?), so I really like that one.
Although you left much of the Saints for the Storytellers
to explain, what was your reasoning for having such a ward
at Bishopsgate and who put it there in the frst place?
Again, I wish I could take credit for the Saints. :) That was
the work of the two authors of Bishopsgate. I liked the inclusion of
that element because in a place where supernatural things happen,
theres no reason to force all those supernatural manifestations
to be detrimental to humans. Sometimes - just by sheer, random,
stupid luck if nothing else - some of those unnatural occurrences
should beneft people, rather than eat them.
There are lots of stories that can be told about those Saints.
Who put them there? Who empowered them? Why do they
repel things like vampires and other supernatural entities?
Practically speaking, they are in some ways a sort of tangible
expression of hope, which is in the same way that certain other
elements of Bishopsgate might be said to be tangible expressions
of despair or madness.
I liked the idea of including some kind of safe haven
in this terrifying place. One where, if the characters discover
its benefts, they might potentially run to for safety, should
everything else go wrong.
What do you think of modern asylums and psychosurgery
and how should that be translated into the WoD?
I genuinely believe that modern medicines approach
to mental disorders is not only the most knowledgeable that
humanity has ever possessed (obviously), but also that its also
the most compassionate its ever been. The desire to maintain
Interview with an Inmate
39
a healthy standard of living and, to assist patients in not only
dealing with their issues but also in creating a fulflling existence
for themselves - these are the sorts of things that usually fell
between the cracks in previous eras of mental health. Now,
they are recognized as being not only important, but also vital
to the mental health of the individual.
Which isnt to say that everything is all roses and self-help
groups here. In eras past, there was a sort of flthy negligence
associated with medical care and, the sense of allowing the mad
to sort of wallow in their own flth, with the medical profes-
sionals who cared for them creating individualized treatments
that often really amounted to little more than torture.
Today, however, its as though the pendulum has swung in
the other direction: things are pristine, clean, bleached white
and inorganic. This all too often applies to the treatments as
well, with the large numbers of patients and bureaucracies
involved resulting in a sort of desensitization. The horror in
modern medical settings (particularly those that deal with
mental disabilities) isnt the casual, flthy cruelty of times past;
it is a somewhat inhuman, faceless horror, where the individual
is treated as just part of another group and is, to all be drugged,
tested, and treated in the same fashion.
The examples of inmates are many, which one was your
favorite and why?
Thats an unfair question. :-D I love them all. Although,
I have to admit, I do believe that Jesus Emilio Alvarado, the
poor man who survived such horrors, is my favorite - mainly
because I was living as an adolescent in Texas when the event
that inspired Alvarados background actually happened. Theres
a special chill that goes through my spine reading his case study,
because I remember the events. Truth is quite often stranger
than fction.
What effect do you think this book will
have on game play, especially the roleplaying
of Derangements?
I think that the World of Darkness has
changed quite a bit. The times when playing
that crazy guy as a silly, goony guy that did funny
stuff cause my character is craaaaaaaayzy!
are gone. That said, I think that this book
will hammer home the fact that many of the
Derangements in the game can be particularly
debilitating for those that suffer from them.
Rather than disempowering the player charac-
ters, though, I think itll make them that much
more heroic - if normal people are debilitated by
even some of the less -intensive Derangements,
how heroic does that make those characters that
suffer from those same problems, and yet manage
to accomplish the things they do?
Much of this book seems to be about the horrors humans
will do to other humans, do you think that this should be
emphasized more in game, or should the supernatural occur
rences take a higher place?
Ultimately, I think that they need to both exist, hand-in-
hand. I think that making all the terrible things that happen in
a horror game the result of supernatural infuence makes things
a little two- dimensional. Humans with the capacity for great
evil, and supernatural entities with the capacity for good all
contribute to the grey of the World of Darkness.
In my own games, mortals are perfectly capable of some
of the most atrocious acts on one another. In fact, quite often,
supernatural entities simply take advantage of that fact. Why
create your own atrocity when you can use one that someone
else is already performing, especially since it means that when
it all falls apart, someone else is there to take the fall?
Not much is mentioned about the results of a supernatural
being taken to an asylum, do you think this is a possibility, and if
so, how would you suggest it be handled by the Storyteller?
Oh, its certainly a possibility. To be honest, there was so much
that needed to be covered that we simply didnt have much time
to address supernatural protagonists, other than the nod in the
Appendix mentioned above. Ultimately, such a scenario is going
to play out based on the needs of the chronicle - though there are
some awesome potential stories to be told from such an event.
What happens when the supernatural creature discovers a
doctor that actually knows what he is, and takes steps to keep
him imprisoned for further study - or wishes to serve him out of
some kind of crazed desire for immortality? What happens when
the supernatural protagonist not only fnds himself there, but also
discovers others of his kind? Or, when the supernatural discovers
a deeper, more twisted evil than he lurking beneath the surface of
the asylum. All great questions that lead to tremendous stories.
40
From the Mists of Torpor
An Article on The Fall of the Camarilla
By Chandler Kennedy
In the thousand years since Rome has fallen, Kindred
society has changed drastically from a single semi-unifed
force to fve factitious covenants. This Roman governing
body was called the Camarilla and it guided the politics of
Rome and, through the Camarilla, the world for centuries
as well. However, the Camarilla fell and the thunderous
crash as it shattered amidst the cracked marble of its home
still resounds in modern nights. As the records of the Kin-
dred are distorted by torpor and warped memories, the idea
of unity has also fallen by the wayside while the current
covenants squabble amongst themselves. It was that unity
that protected the ancient Kindred from their many fears
and bolstered their confdence within the walls of Rome.
These fears were many in number: fear of the barbarians at
the gates, fear of the Beast within, and fear of the predators
that hunted them on the edges of their Necropolis.
The Fall of the Camarilla is a chronicle book that details
the historical decline of the Roman Empire. The Camarilla
fell due to a series of complicated events that culminated
at the death of the Emperor Julian. Although the Roman
Empire lived on after his death and made the transition
to its new capital in Constantinople, the Kindred of the
Camarilla were still tied to the city of Rome itself. Their
society existed in the catacombs beneath the city in their
Necropolis. And as the population of Rome moved across
the Mediterranean and the barbarians repeatedly sacked
the city, the Kindred who have existed there for centuries
were faced with harsh choices amongst the rubble.
Exacerbating this fact was the new Christian-based
covenant, the Lancea et Sanctum, who were a loud and
ardent voice amongst the mostly pagan Kindred. Although
the Roman Empire fnally legalized Christianity in 305
A.D., Kindred were slow to give up the old ways, and the
Lancea et Sanctum was absolutely convinced they must
spread their propaganda with the tongue and the sword.
Constantinople had long been a major city of trade
within the Roman Empire and so it was a natural move
for the dying government to make. Unfortunately, the
Camarilla was based in Rome and not in Constantinople
so when the move was made, the Camarilla did not go
with the populace. Covenants and factions have long
ruled the bustling trade city, and they were unwilling to
give up their hard earned infuence to the older Roman
Kindred who trickled in after the death throes of their
old capital. Therefore, the Camarilla was never able to
regain a foothold as the Roman Empire slowly died and
faded away in the decades after the move from the origi-
nal capital of Rome. And so, Kindred society fell into a
muddled darkness that mirrored the ages to come.
The Camarilla was a shining beacon of what the
Kindred could accomplish with combined might and
direction. The government, however, was tied to a single
place. To some extent, the fall of the Camarilla represents
the fall that all Kindred must face as they age. Initially,
they are relatively vibrant and full of purpose as they move
into their new un-life. They amass infuence and control
while exerting their will over longer and longer distances.
Unfortunately, as time progresses, they become corrupt
and set in their ways and unable to advance and change
with time. Until, one day, the world has moved so far
past them that they are left in the crumbling ruins of their
once great empire and all they yearn for are the grand old
days. While they fll their days yearning for the past, they
will slip into torpor and forget all that they were.
While the current fve covenants are formed out of
their precursors (especially the Lancea Sanctum) in Rome
and the history that followed its fall, they are slowly falling
to the same doom that led the Camarilla to its fate. Al-
though the constant maneuvering and adaptation of several
covenants (most notably the Carthians) have slowed the
descent into decadence and stagnation, it has not stopped
it. The modern Kindred lack the unity of the Camarilla,
but their numbers have swelled to a comparative population
and they have grown in their abilities and power. As they
focus inward on the politics of the Damned, they forget the
world around them and the repercussions of their actions.
After all, history is always doomed to repeat itself when
no one guards against the mistakes of the past.
41
gencon turns 40!
By chandLer Kennedy
From its humble origins in Lake Geneva, WI in 1968,
GenCon has become the largest and most popular gaming
convention in U.S. history. This year GenCon turns forty,
which is marking a long and prosperous journey from its
original incarnation as a group of local friends to its current
form as the Mecca of all things gaming. Over the years,
GenCon has become a staple in the gaming industry and
not only among the fans but to the many gaming compa-
nies as well. It has influenced release dates and marketing
decisions for dozens of companies who view it as the best
way to introduce new products to the market.
Originally, GenCon was simply an informal gathering
of war game enthusiasts who met at Gary Gygaxs house to
challenge each others skills. However, as the years pro-
gressed and the level of attendance rose, the convention
slowly moved its way through local halls and resorts until
it attracted the attention of TSR, the original owners of
Dungeons and Dragons. Although the convention had
originally been run by the Lake Geneva Tactical Studies
Association, which was due to its primary focus on miniature
war games, TSR bought the convention in 1978 and placed
it under one roof in the University of Wisconsin.
As Dungeons and Dragons exchanged hands over the
decades from TSR to Wizards of the Coast to Hasbro, GenCon
has followed suit at generally the same rate and is currently
owned and run by Hasbro. GenCon has
slowly expanded every year as attendance has
soared and the industry has brought new
retail and ideas to the captivated convention
market. The highest record attendance was
in 1994 with 30,000 attendees under one
roof at GenCon Indy. However, as Gen-
Con has expanded, they have had to cancel
GenCon SoCal permanently in 2006 in
order to focus on GenCon Indy. GenCons
current expansions include three separate
conventions around the world: Gen Con
Indy, held in Indianapolis, GenCon
France, held in Paris and GenCon UK,
held in Berkshire. The most recent addi-
tion to the GenCon family is down under
as they hold the first ever GenCon Australia
next year in Brisbane.
42
Every year, GenCon Indy attracts gamers from across
the U.S. who make the trek to the convention, whether
be it from two thousand or two miles away to enjoy the
best four days in gaming. Over 4,500 individual games,
ranging from miniature battles to dozens of LARPs to
halls full of various RPGs, will be hosted at this years
convention. The Camarilla will also be in attendance
at GenCon and will be hosting the first ever live action
Changeling: the Lost! Vampire: Requiem and cross
Werewolf: Forsaken Mage: Awakening LARPs will also
be hosted by the Camarilla.
Due to the multitude of eager gamers gathered
in one place, GenCon is the time when most gaming
companies will release and demonstrate new products
for the first time to the market. Gamers will have a
chance to be the first to get their hands on brand new
products while not to mention enjoy the pride of com-
ing home to lord their convention purchases over their
friends who stayed home. White Wolf will be releasing
Changeling: the Lost, a fantasy game reminiscent of
the Brothers Grimms tales, during the convention.
The Changeling LARP will be set in New Exeter and
will give gamers the opportunity to play the newest edi-
tion to the World of Darkness as they crawl through
the thorns to survive in a brave new world. Monte
Cooks World of Darkness will also be released dur-
ing the convention weekend, and it is a conversion of
the d10 World of Darkness system to a d20 system in
a new futuristic setting.
However, White Wolf is not the only game studio
that will be in attendance, GenCon is a paradise of
retailers, new releases, and parties. GenCon will also
be hosting several celebrations to mark its fortieth an-
niversary as the largest convention in the U.S. While
GenCon is always the convention to go to, this year
marks history in the making, and White Wolf will be
there to celebrate its success along with thousands of
avid gamers.
You are an evil genius who
builds a criminal empire
and constructs a doomsday
device. But, other players
rival you for absolute
mastery. He who completes
his device rst and collects
the highest ransom is
declared the winner
and ruler of the world!
44
Lords of the Night
is White Wolf
VTES NEWS
Lords of the Night is White Wolfs thirteenth expan-
sion set for Vampire: The Eternal Struggle (V:TES), and it
is the second eagerly anticipated expansion to focus on the
four main independent clans. The sets four non-random
pre-constructed starter decks are the perfect entry place
for new players who want playable decks right out of the
box. The starter decks also contain reprints of cards that
players may have missed when they were last printed.
V:TES existing fans will be treated to a set full of
interesting possibilities. New pool-depleting political
actions, new Inconnu-type event cards, a cache of guns,
and the expected array of cards to support the main in-
dependent clans. Also of note are the intriguing suite of
combat cards that allow players to make targeted attacks
against opposing minions limbs and vital organs.
Fans of the Ravnos and Chimerstry will be delighted to fnd
the action modifer, Will-o-the-Wisp, which allows the acting
minion to burn blood to give multiple minions -1 intercept
or, at the superior level, can prevent multiple chosen minions
from blocking the action. The action modifer Zapaderin
combines well with
Will-o-the-Wisp
and allows other
untapped Ravnos to
give an additional -1 intercept during an action.
In addition to some welcome utility cards, Assamite
and Quietus players will fnd the usual batch of fearsome
combat cards. Strike at the True Flesh makes damage
from a melee weapon strike immune to most common
sources of damage prevention while, at the superior level,
the amount of damage is also increased. Perhaps most
exciting is an action card that provides basic Quietus
with some destructive effects and, at the superior level,
a substantial bleed threat.
The powerful Giovanni returns
in Lords of the Night with a variety
of Giovanni and Necromancy cards
that tinker with wraiths, zombies,
mortals, and ghouls. As well, the
Giovanni Ally, Tye Cooper, provides
a threat to vampires in torpor. Each
time Tye burns a non-ready minion
you may move a library card from
your ash heap to your hand.
Followers of Set and Serpentis
buffs again receive a taste of mum-
mies and corruption along with a slew
of formidable combat cards. Cobra
Fangs basic level burn effect against
allies and its superior ability to send
an opposing vampire to torpor should
cause no small amount of claw envy
among Gangrel devotees.
45
Safe within the confnes of his ship, Arlion targeted a
nearby asteroid, started his lasers, and relaxed. Hed been
fying around for a while looking for any asteroid belts
that didnt have pirates lurking behind its rocks. It was
a risky life for miners: If you wanted the really valuable
ore, you had to be ready to fght for it, or at the very least
be an excellent tactician.
The mining laser fred repeatedly before demol-
ishing the asteroid. Arlion sent out his drones, little
insect-like machines that helped bring the ore back
to his ship, and watched as they worked. The drones
looked even more diminutive when seen against the
backdrop of space. Arlion loved this part. He could
sit there for ages while staring at the vastness of the
cosmos: the planets and moons in their slow revolu-
tions, the glowing auras that writhed and coiled like
galactic snakes, and the endless profusion of white
lights on a black background, photometric messages
from eons back.
When he came to from his trance, he found that his
cargohold was full, and his drones hung motionless in
space. He called them back to his ship and set forth on
the journey home.
After docking at the space station and unloading
his equipment, Arlion went over the days bounty. It
included several types of ore, along with a number of
ship modules and equipment hed salvaged from the
wrecks of dead pirates. He was rich enough that should
he ever long for combat, he could at any time buy a
fully ftted battleship, load it up with ammunition,
and take it into the heat of battle. Even death wasnt
a concern, so long as you could afford a proper cloning
contract and didnt mind waking up foating in a glass
capsule and your new body gasping for air.
Arlion opened another section of his hangar and
inspected his blueprints. He wasnt just a gatherer but
a distributor as well, of ammo in particular. Hardly a
shot was fred in the constellation that he hadnt had
some hand in procuring, either by selling off stock that
he had acquired elsewhere or by producing it himself.
Recently thered been increased demand for hybrid
versions and in particular for Iridium and Plutonium
combos thatd tear the opponents hulls to shreds. He
selected schematics for those ammo types, then pulled
up the reprocessing interface and got the local refn-
Cogs in the Machine
By Abraxas
46
ery experts to extract precious metals
from his ore. Once they were done, he
opened up the factory interface. This
particular region was pirate land, and
not many manufactures ventured here,
so the factories lay empty and unused.
This suited Arlion just fne; it meant
he didnt have to wait for anyone.
He asked the factory operatives to
make a few batches of ammo for him,
gave them the blueprints and the raw
materials, and closed the connection.
It would be a while before the ammo
was done, but he had plenty of work
ahead of him. While the regular pirate
societies such as the Guristas or the
Blood Raiders didnt pose much of a
problem, there had been a recent infux
of capsuleer pirates: Freelance ship
pilots who specialized in robbing and
killing other freelancers such as Arlion.
Some of them had even banded together and formed
corporations and were now putting pressure on Arlion
by demanding that he pay them a token fee for a right
to mine in the area. A pirate would often look down
on miners while feeling that they were nothing more
than mindless little cogs following their set patterns
without the will to break out and act independently.
Arlion grinned. He really needed to do something
about that.
Some time later, the production completed, and
massive crates of ammo were delivered to Arlions
hangar. He also received replies to a few messages hed
sent out and most of them from CEOs of companies
he had done business with in the past. They were
quite happy with the deals he had suggested to them.
In exchange for some services rendered by their em-
ployees, they would get several crates of ammo at very
affordable prices.
Arlion opened up the general market interface.
There would be a few crates left over after his deals
with the CEOs, and he wanted to make whatever
proft he could on those. The market interface showed
no interesting deals in the region, so he had the crates
moved over to his ship instead and made ready to start
travelling. With dozens of regions and thousands of
solar systems, there had to be a good deal out there just
waiting for him to grab it.
Besides, it would do him good to clear out of the
area for a while. At this given moment, entire battle-
feets would be approaching. The CEOs had quite liked
the deal he offered; where theyd get plenty of ammo
in return for coming in and proceeding to murder
every single freelance pirate they could fnd, along
with declaring war on all freelance corporations in
the area. The wars would render the pirates kill-on-
sight everywhere, so even if they could be regenerated
through cloning vats, they would simply be shot down
again. When Arlion would return to the area, in a few
days time, he expected to be free to mine anywhere he
damn well liked and that the only thing remaining of
those pirates whod given him trouble would be a few
blackened metal scraps foating in cold space. All for
a bit of ammo at low prices.
The pirates had their opinions of us miners, Arlion
thought, but they forgot that we miners have our own
ideas as well.
We are not the cogs in this infernal machine; we are
the power on which it runs, and the steel that sharpens
its blades.
47
As he waited for his agent to appear on the video screen,
Biel Liene refected that he really wasnt cut out for this line
of work. Hed been working for his agent for weeks now while
couriering items back and forth, attacking various pirates
upon command, and even occasionally fetching some item
from the market, and for the most part, it was good work.
A challenge sometimes, to be sure, particularly if he had to
ferry some precious commodity through insecure zones but
pleasant enough nonetheless. Apart from the killing.
Biel had been a pod pilot for a while now and had
seen his share of destruction, but he still hadnt been able
to accept that part of his job sometimes involved destroy-
ing ships and everyone on board. Even if said ships were
piloted by sworn enemies of the Gallente Federation and
would, if left to their own devices, undoubtedly end up
taking the lives of countless fellow citizens.
Im glad youre here, Biel Liene, the agent said. I
have a task for you.
Im all yours, Biel said.
Weve had serious problems with the Guristas in the
area and need you to do a little housecleaning for us. Head
to these coordinates, destroy anyone you fnd there, and
bring me back their identifcation tags as proof.
Ill get right on it, Biel said and closed the video
screen. He took a moment to modify the weapon setup on
his ship before choosing a different type of ammo thatd
give him less range but more fring power and adding an
extra shield booster module, then undocked his ship and
headed towards the killing felds.
Space was glorious. Biel had seen this view a thou-
sand times and it never failed to amaze him. It was like
travelling through a waking dream; a kaleidoscope of
living colours that heralded his arrival.
Red crosses popped up on his overview. That was the
problem with dreaming awake, Biel thought. Other people.
He started his targeting locks on them and tried not
to think of what he was about to do.
It was over in an instant. Their ships lost their shields,
then their armor and hulls, and fnally exploded like tiny
novas, one after the other. The only remaining thing of
the ships and the lives of their crews was a bit of dead
wreckage for Biel to sift through.
He found the identifcation tags, had them transferred
to his own ship, and turned to head home. As he did so,
a new entry popped up in his overview screen. It was
fashing red. A war target.
Wars were common in EVE. Every pilot belonged to a
corporation, and when those vast, faceless entities couldnt
resolve their differences in a peaceable manner or simply when
they wanted to expand and grow richer, they set their pilots to
fght. It added a slight edge to life, made all the sharper by the
fact that the pod pilots wouldnt die permanently. Whenever
you were shot, your consciousness would be transmitted to a
nearby cloning facility and a new copy of you, gasping for air
and shivering in the cold, would be released into the world.
War Targets
By Abraxas
48
Biel hesitated. Chances were that this guy was here
on some mission business, just as Biel was. Neither of
them would be prepared for pod pilot combat. And Biel
didnt want to fail the agent in case he got his ship blown
up and the identifcation tags along with it.
On the other hand, it was a war target...
With a grin, Biel set his course towards the target, reloaded
his weapons, and started trying to acquire a target lock. It
didnt occur to him until too late that he had been visiting
this solar system quite often on mission business, and that his
enemies might therefore have known he was coming.
Five more ships uncloaked, right in front of him. His
tactical overview started fashing madly, red and red and red.
He quickly broke his lock on the frst ship and tried to target
the one nearest to him but to no avail. They had electronic
countermeasure modules. Biel turned his ship and tried to fee,
but a purple aura surrounded his ship, and his speedometer
read only a fraction of what it should. He was being locked
down, and he couldnt even warp his ship to safety.
It took them a while to wear his ship down, and he
could do nothing but wait. At last, the hull gave out, and
the ship tore itself to pieces before leaving him foating in
space inside his escape pod. They targeted that, too, and
his last conscious thought was of the ship crew that he had
lost and of innumerable deaths that he had been responsible
for. Then his enemies gunfre tore him to shreds.
He was alive again. The cloning had worked, and
all his memories and skills been retained. He had been
given a new ship, crew and all, courtesy of his corpora-
tion. He had also been given all the proper outftting
for his ship, including enough ammo to blow up an
entire feet.
He remembered some feelings of guilt, but they were
faint and inconsequential. Some people had died, sure,
but that was just part of warfare. Not his problem. Every
time after hed been cloned, he found it a little easier
to do what had to be done.
He got into his new pod, prepped his ship, and
undocked. Backup was on its way, and the war targets
might still be out there. He felt very still inside and
very cold. His agent could wait. The future could wait.
All that mattered was the present, and his hand on
the trigger.

49
The Freelancer
A World of Darkness story
By A. Quentin Murlin
Jon Keenan has seen his fair share of weird before,
but for some reason this ten year veteran of the New York
Police Department just could not take his eyes off this mans
hand. Behind Keenan was your standard issue two-way
mirror, at his side was your standard issue Glock 9mm, and
before him was your standard issue perp. Approximately
fve hours ago, the 911 boards for the Manhattan South
Police Borough lit up like a dance club as callers screamed
and shouted about explosions, fre, and terrorism. Not even
a half hour later, Auxiliary Police reported a suspicious
individual feeing from the direction of the incident. A
squad car picked him up without any trouble.
This man, the man sitting quietly before Keenan and
smoking a Marlboro, was later identifed as Jerusalem Salem
Reed, a former photojournalist and, according to his record,
an apparent sufferer of Fatal Familial Insomnia. What little
the police shrink Barbara could tell Detective Keenan about
the disorder involved a complete lack of ones ability to sleep,
weight loss, dementia, and eventually death. This process
usually takes about a year and a half. This Reed character
has managed to stay alive and active for nearly three.
So, tell me Mr. Reed what happened to the hand?
asked Keenan.
Salem took a deep drag from his cigarette and lifted
his hand up as high as he could with the restraints barring
his progress. He could tell the severe burn scars unnerved
Keenan in some small way. Salem smiled at this.
To be honest, the bound man began as he exhaled
a plume of smoke, I wish I could remember. The only
time I can even recall the most trivial details is when I
let my mind wander. For a guy that hasnt slept since
this little ordeal, I guess I dream a lot.
You mind telling me why you were spotted running
from that high-rise explosion this afternoon? You do
something bad? asked Keenan, using his time tested
and svelte mixture of authoritarian and patronizing
tones. Reed simply continued smiling and chuckled
lightly under his breath, which was a reaction Keenan
was not expecting.
Seeing as how you already have me pegged as a terror-
ist, I doubt youd believe anything I had to say, muttered
Salem as he took another drag off of his cigarette while
using his burnt and scarred hand to lightly dump its ash
into the cheap glass ashtray. He could tell Keenan was
trying not to stare.
Try me, returned the Detective.
Shut the door! Shut the god damned door! screamed
Yuri as he and Salem picked up a rather heavy marble table
and slammed it against the heavy oaken doors. Jessica,
Rachael, and Dave could barely stop screaming enough
to accomplish this relatively simple task, but whatever
inner reserves of strength they possessed gave them the
force of will to shut the door and hard.
Editors Foreword
Welcome to the Fall Quarterlys Fan Submissions Section. This Quarterly
showcases an exceptional piece of fan fction from the World of darkness. As
Editor-In-Chief, I would like to thank everyone who responded to our call for
your writing and congratulations to all those who made it into the Quarterly.
It wasnt easy to select the fnal pieces, so if you didnt make it this time,
dont give up. There are still Quarterly opportunities in the future. We look
forward to seeing more of the fantastic fan pieces for our next EQuarterly.

50
More stuff we need more, muttered Salem to the
others. They scattered about the rather posh high-rise
offce/penthouse apartment while gathering anything
with a bit of heft to it. Out of everything around them,
the assembled crew gathered art pieces, a love seat, and
even a chair or two before it happened.
BAM!
The door, fracturing slightly around the hinges,
shook violently. Jessica, who was already stressed and
bloody from the violence from last night, could only
cover her head with her arms, scream, and shake.
She had said to the group that she was some kind
of psychic, one of those people who were able to see
things far away. Salem hoped to God she was not
looking on the other side of that door.
BAM!
That thing, a massive beast, thrashed against the
door again, and Dave fnally collapsed. Salem did not
know if it was from fear or the blood loss stemming
from his gut shot, but at this point he decided that there
were more important things to worry about. Salem and the
others came here to do something, and he was not about
to let some damned werewolf get in his way.
So, Yuri you gonna tell me whats in that backpack
yet? asked Salem. Yuri only smiled.
Plan B.
BAM!
Fuck! Okay, we need to get this done and get this done
now, ordered Salem as he and Yuri grabbed Jessica and, with
the mute Rachael following, they entered the bedroom of
the penthouse. Everything was just as that little shit-eating
blood doll had said, even including the rather droll hid-
den doorway behind the bookcase clich. For the last few
months, an individual had funded Salem and his friends, a
man with a German accent known only as Saint. A week
ago, Salem learned that Saint was actually a bloodsucker, a
vampire by the name of Luc-Guillaume du Blanc. This did
not sit well with Rachael and Yuri, so they decided to have a
talk with him. Upon Rachaels back were the implements
that the crew had used to cull the night stalking herd for
over a year and a dozen sorties: a battery operated reciprocat-
ing saw, ffty feet of nylon rope, three non-bounce rubber
mallets, roughly ten clips of 9mm ammo, a live grenade, a
rapidly warming blood packet, a bottle of 151, and fve lathe
sculpted and fre hardened wooden stakes. Rachael had
defnitely earned her nickname of The Mule by carrying
around this large, and rather heavy, bundle across the three
blocks and ffteen fights of stairs the crew took to reach this
point. Unfortunately, they did not seem to be the only ones
who wanted a shot at du Blanc.
Once the door to the secret room had opened, Salem
and his crew went to work. The frst order of business was to
secure some sort of escape route. This had become extremely
problematic with the pissed off lycanthrope skulking around
the main doors. The only other solution was the window,
but at ffteen stories up, their ffty-foot rope was not going
to cut it. Just to be safe, Yuri made sure that one window
on the eastern (pointing toward another high-rise offce
building, one that Reed seemed to have some interest in),
and northern (pointing toward a construction site) sides
were open. And then it was time to go to work.
Du Blancs sleeping quarters were sparse and comprised
only of four walls of concrete and a large metal box. Yuri and
Rachael, using their skilled hands and amateur knowledge of
engineering to gain entry, began working on the box. Ten
minutes later, the metal casket opened with a hiss and the
sleeping corpse of Saint was revealed to the elements.
Lets do this, muttered Yuri through gnashed teeth
as he grabbed a stake and a rubber mallet. Salems at-
tention was constantly divided between the open door
to du Blancs crypt and the vampire itself. Reed felt
a tad nauseous looking at the vampire, his mind half
remembering something about rain, fangs, blood, fre,
and fear. A sharp gasp from Jessica awoke him from his
daydream, and he immediately wished it had not. For a
moment Yuri still stood, blood gushing in torrents down
his neck and shoulders, the rubber mallet falling quietly
to the foor, and everything above his lower mandible
now splattered across the wall. Rachael lunged for du
Blanc with her hands gripping her sharpened survival
knife knuckle-white, but the vampire caught her hand
in midair and the blade slicing clean through his dead
51
fesh. With a face between a snarl and boredom, du
Blanc quickly whipped his hand, tossing Rachael and
her dislocated shoulder against the concrete wall. Du
Blancs mind flled with a bestial rage as these gnats
that he had personally funded and helped mold into the
killers they were swarmed around him. The vampire
heard the whimpering of a girl, but when he turned to
look at her, his mind and body still groggy from the
daytime, his vision was flled with the face of a human
man, the newcomer he knew as Reed.
Boo, said Reed as he ficked on his Zippo. Du Blanc
could feel the Beast inside him recoil from the fre, but
having Reed smash him against the head with a glass
bottle simply made him angrier. The pungent smell of
high proof alcohol proved to be something of a distrac-
tion, however, as du Blancs mind moved sluggishly to
form a conclusion. No words passed between Reed and
the vampire as he tossed the Zippo at the 151 soaked
Saint, and then the fres began to burn.
Reed, look out! screamed Jessica, prompting Salem
to fall hard and to the left toward the plain concrete foor.
He could feel the hot, rancid breath of the werewolf as it
fell over him, its warm, blood matted chest practically
punching his shoulder, sending him to a spin. Salem
quickly crawled out of the way as the fear and pain addled
vampire began punching and slicing with burning hands
at the new intruder while sending blood and the acrid
scent of burning hair across the room.
Rachael! Grab Dave and Jessica and go! Now!
Reed screamed before forcing himself back onto his feet.
If Reed could sleep and dream, the growls and shrieks
coming from that room would have haunted him for
years. Reed, welcoming the steadily waning sunlight,
nearly leapt out of the room. With a curse on his lips,
and the broken memory of a rainy night fading on his
mind, Salem reached into Yuris bag, twisted an unseen
knob, tossed it in and closed the door.
Well, I appreciate your candor and patience, Mr. Reed,
spoke Detective Keenan a few hours later. It seems your story
checks out. We received witness reports saying that you were
in the building on the eastern side, applying for a job on the
ffteenth foor when the bomb went off. Were sorry that we
mistook your reaction to such a terrible event to be indicative
of guilt. Of course, your polygraph certainly helped too.
Oh, hey no problem. Youre just doing your job.
You mind if I grab one more smoke? laughed Reed.
Keenan gave him just one more cigarette and shook to
himself as Reed snatched it with his deformed hand.
You ever try hypnosis? You know, to get to sleep?
asked Keenan out of the blue.
A few times. Didnt work. Reed answered. Keenan
nodded his head in acceptance before lighting up Salems ciga-
rette as the two walked out of the police station. Reed found
Keenans almost childlike interest in him a tad unnerving.
You mind if I ask why you quit being a photojournal-
ist? asked Keenan.
Had too much trouble working the camera. I tried
buying a left-handed camera, but that was just awkward.
So, instead, I just freelance, answered Reed again just
as pleasantly. Keenan and Reed continued to walk down
the street while exchanging pleasantries until a small
glimmer caught Reeds eye.
Hey, you mind if I ask you something for a change?
asked Reed.
Shoot, smiled Keenan.
When you werent at the building today or the ware-
house last night, was that because your master expected an
attack or was it simply because you were, I dont know, off
duty? asked Reed, his tone steely and serious. The color in
Keenans face drained, eliciting a small chuckle from under
Salems breath. The detective started to react and reached
for his Glock 9mm, but a quick shove into an alleyway and
a quick burst of silenced gunfre put an end to the last of du
Blancs blood dolls. Reed gave a nod to Jessica and Rachael,
still beaten and bloody, before walking down the street, around
the corner, into his car, and away from New York.

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