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World of Darkness House Rules for Dreams of Darkness

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World of Darkness House Rules for Dreams of Darkness

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Concept and Design: Jereme Linniel Erithil Lith Maethor Luxifer Morwen Auriel White Wolf staff (errata on original material) Faction Concept and Design: Greg Weisman (inspiration for the Illuminati) Lith Maethor (Cult of the Raven, Followers of Akhud, Illuminati, Templar Knights, Tiresian Society) Morwen Auriel (Cult of the Raven) White Wolf staff (VII concepts of Ahranites and Sleepers) Group Concept and Design: Jereme (Aegis Society, Griffin Inc.) Lith Maethor (Aegis Society, Chapel of Crafts, Forge Syndicate, Griffin Inc., Trinity Network) Morwen Auriel (Gemini Syn) Rich (Forge Syndicate) Sakura (Chapel of Crafts) Merit Concept and Design: Jereme (Status) Lith Maethor (Ahranite Sorcery, Common Sense, Fighting Style: Gun Mastery, Status) Luxifer (Iron Will, Weird Science) Malkom (Tech Infection, first seen in White Wolf forums) White Wolf staff (errata on existing material, VII rituals) Developers: Jereme Lith Maethor Layout & Typesetting: Jereme Knightmare Lith Maethor Morwen Auriel Interior Art: Iann A.A. Watson (for most of the Faction and Group symbols) Lith Maethor (for the rest) Cover Design: Justin Nawrocki Playtesters: All you players out there...

Thanks to all those that were forgotten, skipped or omitted for whatever reason from the Credits. Also, thanks to all our friends and the people close to us for putting up with the mood swings and the long hours we dedicated to this channel and the creation of this document. Special thanks to all the people in White Wolf for giving us one of the best Role Playing Systems out there, as well as to all the people who inspired us in any way even though some of them are already mentioned in the Credits.

Dreams of Darkness is not connected to White Wolf in any way whatsoever, we are just a few of the people that enjoy their games, with a bit more extra time on our hands in order to create this document. We are responsible for whatever is written in here unless stated otherwise in the credits section This document includes elements from all World of Darkness related books and some of those related to the other systems. The original books are still needed and all sections of this document were written under the assumption the reader either owns these books, or at least has legal access to them.

For more info on the channel and probably the place you got this file from, please visit our site: For more info on World of Darkness, please visit the White Wolf site: For more symbols from White Wolf (and others') games, please visit WolfSpoor: This document was created with, so pay these guys a visit if you have the time:


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Table of Contents
Credits Chapter 1: The Secret History Black Moon Cult of the Raven Followers of Akhud Illuminati Templar Knights Tiresian Society Aegis Society Chapel of Crafts Forge Syndicate Gemini Syn Griffin Inc. Trinity Network Chapter 4: Advantages Chapter 5: Merits Chapter 6: Dramatic Systems Chapter 7: Combat Chapter 8: Storytelling 2 4 5 7 9 11 13 15 17 19 21 23 25 27 29 29 30 30 30 Appendix 1: Oddities Technomancers Appendix 2: Edinburgh Hidden Protagonists: Mortals Fables of Old: Changelings Keepers of Secrets: Mages Lords of the Night: Vampires Savage Hearts: Shapeshifters Tormented Outcasts: Prometheans 31 34 35 35 36 37 37 42 43

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Roads Less Travelled

Chapter 1: The Secret History

Character Creation
Even in the case that a Character is a supernatural or tied to them, it is likely he has some kind of presence in mortal society and as such is bound by the rules that govern all humans. Being a member of mortal society comes with not only disadvantages of course and most supernaturals find it wise to be members of one or more Faction or Group they are pretty certain their opponents have the same idea after all... and they are usually right. With notable exceptions, these Factions and Groups are not under the complete control of the supernaturals and their members have to follow certain rules if they plan to keep their membership in them, no matter what they are. While the powers in the arsenal of a Kindred, Uratha or Awakened are more than enough to grant him control over a group of mortals, the supernaturals have discovered the hard way that drawing too much attention can be disastrous.

In pretty much every place on earth there are myths and legends about creatures that are not quite human... or in some cases, use humans as playthings, commodity or food. From Centauri and Medusae to Elves and Trolls and from Djinn to Banshees, such creatures have been always with humanity, even though their existence is at best only recorded in century old stories and bedtime fairytales. Some humans who are unlucky enough eventually find out the truth about at least three of those supernatural creatures... Vampires, Werewolves and Mages. Some humans end up serving, or hunting, the big three and learn more than anyone else about the true face of the world they live in. Yet, there are many more creatures that remain hidden in the shrouds of disbelief, or occasionally show up in horror movies, video games, fantasy and science fiction. Some records speak of unbelievable events, like zombies plaguing the local graveyards, missing links of human evolution roaming the deep forests, or of beasts that should have been extinct millions of years ago, hiding in plain sight. While most people are skeptic enough to consider such records shady and possible attempts at creating tourist traps as is the common outlook on Nessie or Bigfoot there are those unfortunate enough to actually encounter such beings. Most of the time, they do not survive to change their ways and spread the word.


Unrecorded History

Humans are social animals and as such, they usually band together with like-minded individuals. Sometimes, and for various reasons, these gatherings are not public knowledge and membership to a faction or in some extreme cases even knowledge of its existence can be a dark secret most would prefer well hidden and go to great lengths to achieve that. While not all Factions are as bad as their reputation makes them many are and, in any case, when certain Factions are involved, danger is in the air, even if the Factions themselves are not the ones directly responsible. Mankind fears what it does not understand and most Factions range from cryptic and conspicuous to outright alien and threatening.

As many people have guessed throughout the course of time, history as we know it, is quite possibly an elaborate lie. With this, we do not mean stories about Vampires, Werewolves, Mages and all sorts of supernatural creatures lurking in the shadows, but about the hidden aspects of human history itself that are perhaps even more frightening. Secret societies, hidden sects, conspiracies and cults, the list is pretty much endless... there was always someone lurking in the shadows that did not need fang and claw to send shivers down the spines of normal people. After all, when you know you could easily be the very monster you fear, things are more personal and disturbing. On top of everything, these factions always made the perfect scapegoats... especially when they were not real. As the old saying goes, history is written by the victors and in many cases, the rewrite was in order to conceal some of the darkest parts of human nature or to support someone's claim to power. Of course when that happened it was done by the hands of visible officials, whether of state or religion, not by any sort of obscure faction even if the officials themselves were members of such. Perhaps even more so than the secret societies of conspiracy theories, overt groups were able to alter history to meet their own ends or cover their tracks. Actions taken by Kings, Dukes, Presidents or even Popes may be revealed for what they truly are decades or centuries later, but by then it is already too late for people to undo what effect they had on history.


Without the public acceptance problems Factions face, Groups are also created by the social nature of mankind. Clubs of variable theme, corporations, even ancient organizations fall into this category and while some have a notoriety of their own, it is usually not enough to turn the public against them and more often than not, simply rumours spread by the competition, where that is applicable... or at least that is what they lead people to believe. Belonging to one Group or another comes with a variable amount of social status and doors open or close because of it. On the other hand, social status does not follow, but actually dictates membership in one group or another.

Advanced Characters

Each Player is given four Character Slots, no matter what the Character using the slot may be, supernatural or not. The slots have 25, 50, 75 and 100 experience points, with experience points from sacrificed Morality trait not counting to that total, or being marked on the sheet. Any additional Characters get no more than 0xp. If and when a Character dies, the circumstances dictate if the Player is allowed to make a new Character that occupies the same slot, a lower (down to the 0xp mark) or a higher one (with 100xp being the maximum). As with most things, the Storyteller is the final arbiter regarding Players and Character Slots. A list of xp spent should accompany every sheet preferably as Additional Notes. Details about certain Merits like Allies, Contacts, Fame or Language should also be noted.

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Black Moon
It was just your imagination sir, there are no such things
In almost every civilized country in the world, there is the urban legend of an intelligence agency that deals with the darkest aspects of life. Agents that safeguard knowledge that would send society into a downward spiral if shared as thousands of conspiracy freaks would like. If the existence of the Black Moon was common knowledge, it would definitely fit the role of the traditional Men in Black of urban lore. That is exactly the niche it fills for those among law enforcement agencies aware of it and the practices of its members. The glimpse of a Black Moon badge is enough to silence most and the rest are dealt with by those that know better. When the Spooks show up, others either stand aside and let them be, or do everything in their power to stop the agents from stepping over their toes. Like many similar outfits, the Black Moon has its roots in the Victorian Era of the, then, United Kingdom more precisely the later half of it. With new theories about the nature of the world and humans, old legends and folklore were re-examined under a new light. In simple terms, people started wondering whether or not there really was something out there, something that could now be explained with science. Not all during that period were content with what they were told to believe and many were those that wished to look deeper into the nature of things, even if it meant crossing certain borders. That attitude extended to law enforcement officers who might have seen too much of the underlying darkness to be able to go back to living normal lives. Under utmost secrecy and risking their reputations and careers, men and women from all walks of life were beginning to dig deep into things best left alone. It was not until 1885 however that what is now known as the Black Moon agency was first formed. Officers of police, fire department and army alike, along with civilians with a knack for the supernatural were brought together by the failed machinations of a Seer cabal to use them as a weapon against the mages of the Pentacle. This is pretty much where the Black Moon's history with genuine supernaturals ends. The Seers were killed before they could use the outfit for their purposes and the mundane, but inquisitive, sleepers were left to discover the truth all by their own. These first agents of the Faction had hints, clues and scraps of what one might call evidence no doubt in a burst of optimism but no hard facts or proof that something different was really out there. Three years after the founding of the Black Moon, the agents were faced with their first big case, the Whitechapel murders. To this day, it is not known whether the one responsible was supernatural or not, in fact even today people are still unsure as to whether the killer was just one person or many, all using the identity of the notorious Jack the Ripper as a blanket. While it is doubtful that the Black Moon agents discovered the truth about the crimes, two things are certain. First, their priority was to investigate the murderer, not to protect any future victims, something entirely understandable for Victorian England after all the victims were part of the Great Social Evil. Second, and more important, the Whitechapel murders is the first recorded case of Black Moon agents contacting people with abilities beyond the norm. For the next century, the Faction had a love/hate relationship with individuals that manifested powers outside what is considered normal for human beings. Telepaths, pyrokinetics, clairvoyants and all sorts of psychics would find themselves dancing with the Black Moon. The agency either kept an eye on such individuals or recruited them in most cases, both. Faced with the reality of such abilities, most agents of the Black Moon were quick to discredit any reports of supernatural creatures as a vulgar misinterpretation of things they were already familiar with after all, in ages past people believed thunderbolts were caused by a horny god on top of a mountain. That attitude changed dramatically during the last few decades, as more and more reports of supernatural activity reached the ears of Black Moon agents. To this day, no operative can claim proof of the existence of anything supernatural beyond what is already known to the Faction. In fact, proof of things like vampires, werewolves or mages being real beyond any doubt would certainly mean a promotion for the lucky agent that managed to get their hands on it. Thankfully for those creatures, they have more means to hide the truth than the faction has to unveil it.


The Black Moon agency is in fact a joint effort by all the British governments. Ireland, Scotland and United Kingdom pooled their resources in order to deal with the threats mundane agencies were unable to cope with. Highly trained agents were the first to be drafted into the highly classified project and they still are the bulk of its members. While the Faction does not exist officially, those that know of it tend to give the operatives a wide birth, as they can and often do act beyond the limitations of formal agencies, whether they are dealing with a potential threat or local authorities. Even those not aware of its existence however, are more likely not to bother the operatives while at work, as they usually appear to be higher in rank.

Most of the Black Moon agents are highly skilled individuals that in one way or the other served the public before they were recruited into the agency. While they are the backbone of the agency however, they are not its most valuable asset. That honour is reserved for those that have lived through an encounter with something not entirely human or are more than human themselves.

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Appearance: Contrary to popular belief, not all Black Moon agents wear black suits and sunglasses. While many of them continue to operate within the ranks of their respective agencies, most agents follow a simple rule: blending in. Whatever look is needed to help them infiltrate or keep a low profile is the look that they assume. Background: Almost every Black Moon agent was a member of some kind of law enforcement agency. The bulk of the agents come from the elite among soldiers, cops, firemen, or even actual spies. Precious few are individuals that came in contact with the real world and, whether or not they belonged to an agency, recruiting them was easier than eliminating. Even fewer possess some kind of special ability the Black Moon has a use for. Character Creation: While there are members of the Black Moon that focus on each set of Attributes and Skills, Mental and Physical ones tend to be more popular. Skills like Athletics, Drive, Firearms, Weaponry, Streetwise, Subterfuge, Academics, Computer and Investigation are favoured, as are related Merits. Advantages: For each dot in Status (Black Moon) ( to ) the character gains the Sworn Officer ( to ) Merit for free. Additionally, the Fighting Style: Police Tactics ( to ) costs 1x instead of 2x. Drawbacks: It is impossible for any agent to purchase the Fame ( to ) Merit under any circumstances. If one reaches Status () or higher in any other Faction or Group, then Status (Black Moon) ( to ) costs 3x instead of 2x. Concepts: Black Ops, Elite Agent, Man in Black, Paranormal Investigator, Psychic Cop

Ignorance is bliss While the reasons someone joins the Black Moon vary greatly, one thing is in common. Each and every operative was somehow touched by something beyond the mundane. Knowing that there are things that go bump in the night however, doesn't mean that all are ready to handle it, therefore the agents are ordered to only reveal the truth to those able to deal with it, in other words, only other agents of the Faction.

Rituals and Observances

In reality, there is nothing special about the Black Moon. Like so many other secret agencies it is there to keep secrets best left hidden. While the operatives try to find the truth about the supernatural creatures of the world, their agenda is not to reveal this to the public but to know enough in order to deal with them as needed, should they be classified as threat. No rumour unnoticed If the agents of the Black Moon have learned something since the founding of the faction, it is that what is often considered urban legend or folklore has the potential to conceal a much more real and dark secret beneath. For that reason, operatives are encouraged to turn every stone, hear every story, check every clue they encounter, no matter how strange it may originally seem.

Given its nature, there are no formal rituals of the Faction, besides what would one expect from a formal law enforcement agency or the army. Some practices however have taken on a life of their own and are known among operatives by one name or the other without ever making it into any sort of manual. Jack ex machina No self-respecting agent can work if the locals get in the way all the time. Sometimes its just easier to divert them from the true problem and give them something else to play with. Usually this diversion is enough to get the attention of both local law enforcement and media alike, leaving the Black Moon to operate as they know best, away from prying eyes. Total Eclipse As one might guess, often research has to be put aside in favour of less subtle and more violent solutions to a problem, or as a veteran agent once said we hunt things that go bump in the night, we bump back. Such a situation however is always considered a worst case scenario, with them utilising all their assets in an area.

Titles and Duties

The titles and ranks found in the Black Moon are no different than in any similar organised body, with police being the closest match and army filling in the gaps where needed. Gaining a rank is more or less the same as in any other body and most recruits find themselves in familiar grounds, at least in that aspect. That said, there is at least one rank unique to the Black Moon. Karma Hound Nobody knows why these operatives have that title, but when they step in, they are the supreme authority. Always from the ranks of the Psi-Corps Division these high ranking agents possess abilities beyond the norm of human beings. Other Black Moon operatives are distrustful and fearful of them and rightly so, since the Karma Hounds double as internal affairs agents.

Cult of the Raven: Just another group trying to revive the old ways, probably harmless Followers of Akhud: Religious fanatics are always dangerous, especially if their claims are real Illuminati: One of our many disguises, perhaps even our predecessors Templar Knights: Bible thumping idiots? Perhaps.. in any case we keep an eye on them Tiresian Society: Sleeper agents... right... wasn't that in a movie somewhere? Changelings: You don't really believe such things, do you? Mages: Unlikely to be true, but we should investigate all the same Prometheans: There are many weird things out there, who knows? Shifters: Just legends... I keep an extra clip of silver tipped bullets anyway Vampires: If they truly exist, then they are most likely a threat

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Cult of the Raven

The old gods are not gone... they simply wait for us to bring them back... with blood
It is not strange for the local police to get reports of witchcraft, sacrifices and bloody rituals meant to awaken old gods. In most cases, these are just the overreacting fantasy of concerned conservative members of the community. However, sometimes the reports hit the mark and when that happens, things get messy. Almost none of these reports have anything to do with the faction known as the Cult of the Raven though... at least not the sacrifices, because simply put the Talons know better than to attract that kind of attention to themselves. Sometimes police will find a building, public location or an item marked with what seems to be a talon, when that happens things go one of two ways. In the best case scenario, those who find the talons know better and the case is closed or rather, there is no case to talk about but things do not always go as planned. In the worst case scenario, overzealous detectives are quickly silenced, preferably but not always in a manner that does not draw attention to the Cult. Many of Edinburgh's finest have a steady income because of this very attitude, while a few vanish forever Nobody knows the truth about the history of the Cult, yet two separate groups of supernaturals claim it as their own creation. The Awakened Spiral Walkers of the Sodality of the Tor and the Vampire Acolytes of the Circle of the Crone both believe one of their numbers was the founder of the faction yet none can find enough proof to settle the argument, for the most part they are content to work with each other, leaving petty bickering aside. One of the oldest factions in the city, the Cult of the Raven is a group of people who worship the old pagan gods of the Celts, most notably the Morrigan. Never to be accepted openly, even though more and more people grow distant from the church, the members of the Cult always meet and operate away from prying eyes... others would not understand them anyway. As a whole, the Cult acts as a covert but marginally beneficial factor of everyday life in Edinburgh, the Talons want people to be content, but not too content... especially if they worship the Christian god. When forced to go public for whatever reason, Talons disguise themselves as a revival group bent on bringing back the old ways and strengthening the community's cultural identity. Quite a few Talons are pillars of the community and nobody can guess their true colours and affiliation. The Talons believe what they do is the right thing and the most active members of the Cult are charming socialites able to sway people with a few words always denying their membership to the Cult but always supporting the old ways one way or another. While not true for all members, most Talons are young and can trace their lineage at least five generations back as proper Edinburgh natives. Appearance: If there was such a thing as an average Talon, they would be young, attractive and with that extra something that makes people look twice with awe and envy. When not among other members, they dress to hide the fact they worship old gods but never do they pose as devout Christians, when confronted about matters of religion they simply avoid the subject or distance themselves from the Church. It is not uncommon to see a Talon dressed for a boardroom meeting and still having a talon talisman, ring, pendant, earring or key chain somewhere on his person. Background: Talons come from all walks of life but it is more common to find those who come from groups that maintain some connection to either the occult in general, witchcraft or the Celtic background of Scotland. Cultists are good at hiding their true colours and rarely do their words lead someone to believe they are even remotely connected to the Cult. Unsurprisingly, many Talons have a fascination with blood, sex, death and the moon, in various degrees rarely healthy ones. Character Creation: Cultists are social creatures first and foremost and naturally their Social Attributes and Skills are primary, with Mental and Physical alternating for Secondary. Many Talons have at least one dot in Weaponry and perhaps a specialty in knives, while most are interested in history and the occult, something reflected in their Academics and Occult ratings. Advantages: Since the Cult is connected to both the Circle of the Crone and the Sodality of the Tor, its members are often in the middle of ancient magics and powers beyond their understanding. Members of the Cult are able to purchase the Sleepwalker merit at half cost upon joining the cult, if they begin play with Cult of the Raven Status () or higher then they gain the Sleepwalker () merit for free. As part of their support the community policy, members of the Cult receive a free dot in the Resources merit if they have none. On top of that, while few mortal Talons learn the truth behind some of the most prominent members and the powers they hold, the occult is something they learn about and as such purchasing dots in that Skill comes at a cost of 2x new dot, instead of 3x new dot. Drawbacks: Due to extensive exposure to the same magics that open their minds to the arcane, Talons are more susceptible to it and because of that suffer a -1 penalty when trying to resist any form of magic used on them by a supernatural member of the Cult. This drawback does not affect supernaturals who hold membership in the Cult but the risk of exposure is often enough of a problem as well as an added failsafe for their proper conduct. Concepts: Spiral Walker, Acolyte, Wiccan enthusiast, Vitae addict, Sex addict, Revivalist, Overzealous historian.



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Drawing from the philosophy of both the Circle of the Crone and the Sodality of the Tor, Talons value creation and divinity above anything else or at least that is the official view of the faction. In reality most members simply seek the thrill of the moment and an excuse to engage in otherwise forbidden activities. Creation is Divinity In a strange combination of the two philosophies, Talons believe that to create is to become a god. As is expected, most engage into activities that are common among Acolytes but try to pour some of their divinity into them. The vast majority of the Talons though, link creation to sex and orgies are quite common especially after a Spiral Dance. The ultimate creation, childbirth, is exalted and pregnant Talons are held in high esteem among the Cult members. Suffering leads to Enlightenment Unlike the other basic truth of the Cult, this is not used as a cheap excuse for sexual practices. The Talons honestly believe that unless someone has experienced pain, loss and suffering it is impossible for them to open their mind to the mysteries of the world and the power of the Morrigan alike. As with the philosophies of the faction, its rituals and observances are coloured by those of both the Circle of the Crone and the Sodality of the Tor. Even so, the Cult's rituals are more symbolic and less mystical in nature and primarily meant to empower the Mages or Vampires in it. The Liturgy of Blood An amalgam of Circle observances, the Liturgy of Blood takes place once every three meetings of the Cult; the Talons bleed into a bowl as offering to the Morrigan, then proceed to consume that blood after the Voice cleanses it. Acolytes of the Cult often participate in this ritual, unable to resist the offer of free blood. The Spiral Dance Always led by a witch of the Sodality, the Talons dance around an altar in a specific pattern and after consuming a mild hallucinogenic, as is customary for the Sodality's initiation, something that takes place at the end of the Dance if there is a Mage that wishes to join and, of course, with none of the Mortal participants realizing the truth of it. Those dancing are drugged, naked and wearing something that marks them as Talons.


Murder Hunt This is probably one of the observances that gives the Talons their notorious reputation. It all starts when an individual is marked for the Hunt, usually by the Voice. The reasons for marking are numerous, it can be someone who is meddling in the affairs of the Cult, someone who hurts the community or making the life of a Talon hard, or simply someone who is close to revealing the truth behind either the Sodality of the Tor or the Circle of the Crone. The target of the hunt is then captured by the Talons most often by friends, co-workers or even lovers and family and brought out in the wild. There, the Talons await, dressed in cloaks of crow feathers and wearing raven masks and try to cower the target into stopping whatever behaviour was responsible for him being hunted in the first place. There have been no reported deaths as a result of a Murder Hunt but it is possible it has happened and the Cult of the Raven took care of the evidence. When the ordeal is over, the target of the Hunt is returned home, recovering from the hallucinogens and with only a faint memory of what took place, but with a clear message, the Talons are to be left alone and nobody is to ever hear about the Hunt.

Rituals and Observances

Titles and Duties

Following the example of the Circle, the Cult does not use a large number of titles for its members. Although quite a few can be used for various reasons and with a number of hidden meanings by the various cells of the Cult, only two of the titles have any real authority and are recognized by all Talons in the city. Voice of the Morrigan The leader and High-Priestess of the faction. She is responsible for calling meetings to order, leading the various rituals with the possible exception of the Spiral Dance and for overseeing the introduction of new members. Always dressed in ceremonial garb during rituals with the notable exception of the Spiral Dance. Raven Guard The martial part of the Cult, if there is such, the Raven Guards are the ones taking part in the Murder Hunt as well as the ones making sure the other rituals are not interrupted. When on duty they are dressed as raven-men, with the crow feather cloaks, raven masks and with ceremonial daggers strapped on. When off duty there is no practical way of telling who is a member of the the Guard.

Black Moon: Great band... they were playing at the Crypt last week, right? Followers of Akhud: Foolish kids that do not know the truth about gods and demons... Illuminati: You mean these are real? Good one... Templar Knights: Our nemesis... champions of Church... or at least thats how things used to be... Tiresian Society: Don't believe everything you see in the movies... the Society may be true... but Sleepers? Pfeh... Changelings: If the old gods are real, why not the Fae? Mages: No no no... you got it wrong... not Mages, Wizards or Sorcerers... we are Druids and Witches Prometheans: Never seen one, but sounds like the ultimate creation. Shifters: Old wives tales and superstition... or perhaps the hand of the Morrigan at work... never seen one though Vampires: Why surprised? Blood is power... and some of our rituals come close... but real vamps? Doubtful...

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Followers of Akhud
Its nothing personal... the Master asked me to kill you

Thousand of years ago, the great King Akhud of Gomorrah, son of Ahran, son of Birsha, became dissolute and corrupt. Instead of ruling his city with justice and mercy, or seeking the greatness of martial conquest, he indulged his gluttony, lust and appetite for excess in all things. This is more or less how the history of the Followers of Akhud begins... and this is how it continues. He consumed the delicacies of many lands but, in time, tired of them. He took many concubines, beauties of all nations, but, in time, his flesh weakened and they became only a reminder of his flagging desire and tepid lust. He drank, and sought herbs and potions to give him ecstasies of madness, but, inevitably, they disappointed him as well. Then, by night, a dark stranger came and taught the King new delights. The stranger won the love of the King through the perverse joys of his unhallowed blood, and, when the King was deeply enthralled, the stranger brought forth his despicable brood and fastened them, like a tick, upon the people of the city. When the King's three sons saw this, they tried to shake their father free of the stranger's influence. All three failed dramatically and were put to death by their own father, but it was exactly that, that made him reconsider his loyalties and see his master and his friends for what they really were. Managing to shake some of the influence off, Akhud found within himself the power to seek aid in defeating the stranger and regain his own mind. The answer came in the form of a priest, one that worshiped a being named Shaddad. The priest, a mage, told King Akhud only his master could grant him the power he sought, but failed to mention the price for it would be more than simply building a temple for the creature of the Abyss and its ilk. Before Akhud could realize what happened, he had exchanged one master for another. Free of the stranger's influence but now with Shaddad (or another demon) sharing his body, Akhud was able to lead the attack against the vampires for that is what the stranger and his brood were but he had to share his curse with others, the first Followers, in order to do so. The legend continues with King Akhud falling into a deep trance, in a futile attempt to constrain the evil he unleashed. Some say he is still asleep, sealed in a sarcophagus filled with the blood of the priest, the one responsible for his liberation and fall. Before sealing himself away for eternity, the king ordered his Followers to hunt down vampires and mages and make sure none survive. With the king's order in heart and a legion of demons urging them to bring more into the fold, the Followers of Akhud, referred to as Ahranites by others, began their crusade. For them, there is no cause more sacred than the complete eradication of both

Kindred and Awakened, going to great lengths in order to ensure the wish of the king and that of the demons becomes a reality. For the centuries that followed, the Ahranites moved wherever they could find their prey. The curse of Shaddad made it easy for them to infiltrate vampire society and even the Vinculum could not ensure their loyalty to the undead lords of the night. Every now and then the Kindred would succeed in weeding them out of course, but the Followers just kept coming back. The last century has been extremely unkind to the Faction. While one would expect technology to work in favour of the almost mortal hunters, their numbers just kept getting lower. Around the globe there are no more than fifteen cells of the Followers and most of them remain in the Old World. The one in Edinburgh was supposedly rooted out during the blood moon massacre. Some of the most successful witch hunters in history were Followers of Akhud. Even though the Faction's primary prey is vampires and mages, they often find Uratha against them, as they don't seem to have much tolerance for those who invite demons into this world. For that reason, as well as the fact humanity as a whole would rise against them before rising against their prey, Followers of Akhud keep a low profile and are few in numbers. What nobody in the know and the supernaturals that know enough not to confuse the Followers with VII or Banishers are rare, can ignore is that the Followers are there and they will not stop until the last of them is dead strangely, this includes the sleeping king. If one was to find a way to gather all Followers of Akhud of Edinburgh in one place, he would be surprised that most of them are either people next door or pillars of the community and the last person someone would consider cold blooded murderers and demon hosts. Nobody knows the very same people who shout about the failing morals of modern society are the ones responsible for many of the mysterious homicides that plague the city the last couple of decades. Appearance: The curse of Shaddad is never shared lightly, never hastily and never for any reason but to further the Followers' crusade. This means that targets for the Initiation are chosen for their personal accomplishment and ability everyone in the Faction is expected to pull his or her own weight, so there's no point in Initiating someone who won't be able to hit the ground running. Consequently, while Ahranites come in all human shades, are fat or thin or tall or short or plain or lovely, most of them have a posture and carriage that comes from self-respect. They may disguise themselves as lowly, dirty or shamed, but typically dress well and carry themselves with dignity.



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Background: Ahranites choose their recruits from those who have not only demonstrated survival skills but who have more the survivor mentality. While fighting ability is sometimes sought, it's a convenience more than a necessity; what they're looking for is more a matter of personal strength and drive. They can teach a recruit how to shoot a gun. They can't teach him how to drive himself onward when a normal person would give up. Another vital trait is the ability to cope with murder and a talent for hiding their true affiliation when in the company of others, so low Morality but relatively stable individuals are the best choice. Character Creation: Physical Attributes and Skills are often paramount. Depending on the role for which the individual was chosen, Social or Mental traits may be equally valuable. Followers of Akhud looking to create a front-line fighter often look for someone with low Presence or Intelligence (though high Wits) because such individuals are less likely to make waves among the Ahranites or resist their mission. That said, some are groomed for leadership after they prove themselves in the field and learn by doing, how the Ahranites operate. Advantages: Members of the Faction with at least one dot in Status (Followers of Akhud) are able to purchase the special Merit Ahranite Sorcery ( to ) that grants them powers that aid their cause. Teaching it to someone outside the Faction, not only does not work, but is reason for termination of both. Additionally, any attempts to read the mind of a Follower of Akhud result in listening to the Whispers of Shaddad the urging of their Abyssal master. The Whispers protect them from losing their Morality too quickly, offering a bonus of +1 to the roll. Drawbacks: Power is never free and Followers of Akhud find out soon enough what the price is. All member of the Faction have a higher chance of attracting Spirits and creatures from the Abyss, often with disastrous effects. In addition to that and perhaps more immediate no Follower can ever gain Status in anything but the Faction and the Fame Merit is not available to members. Additionally, no Follower of Akhud can attack or betray another. Concepts: Combat veteran, Terrorist, Professional athlete, Rescued castaway, Escaped kidnap victim

three basic principles: loyalty, war and active pragmatism. All three present to ensure the Ahranites do not forget their roots, their mission and the ways to achieve it. These principles are enforced by the Whispers of Shaddad, but since the Followers remain human, a guideline is still requited to avoid deviations. There are no rites to speak of when it comes to organized ceremonies of any kind. The closest the Followers of Akhud ever get to that, is when casting one of their rituals. Ahranite Sorcery is said to be the result of centuries of research and is based on the magic of the priest that first brought King Akhud in contact with Shaddad.

Rituals and Observances

Ahranites are as much members of a religious cult as they are members of a last defense militia against the supernatural horrors of the night horrors that sometimes seem a better option, as opposed to the practices of the Followers of Akhud. This is reflected in the titles the Ahranites can rise up to. High Priest The leader of the Followers in a city, the High Priest is the one responsible for pretty much all that takes place in his domain. Overseeing the rituals and by definition a skilled sorcerer, the High Priest of the Ahranites is someone you do not want to cross, even when there is no alternative. He is the one with all the empowered ritual garments and most of the protective artifacts of the Faction. Slayer While many will attempt to ridicule the Vampire Slayers of the Ahranites no doubt because of a certain show few survive meeting one in combat. While fundamentally mortal, the Slayers are often augmented by Ahranite rituals and rarely if ever strike in the open. Slayers are ruthless and will stop at nothing in order to get the job done, even if it means killing a few innocent bystanders. Recruiter Someone has to be on the lookout for new recruits, for people that had their lives ruined by Kindred, directly or indirectly. Sometimes the Faction takes certain liberties and stage such Philosophy situations, so they can bring new blood into the fold easier. The very function of the Followers of Akhud works against Recruiters are the ones who do such things, they are masters of them having any sort of philosophy other than slay all vampires deception and manipulation, and the face of the Followers before the and let nothing get in the way. Even so, the Faction is governed by Initiation.

Titles and Duties

Black Moon: Fools. But they can be used to eradicate the beasts Cult of the Raven: Children trying to revive old rituals and customs... let them play Illuminati: Someone is playing you for a fool, they only exist in movies and books Templar Knights: Paladins of a god that does not hear their prayers... we are better than them Tiresian Society: Science will only get you so far... magic goes deeper Changelings: Whats next? The Little Mermaid? Mages: They betrayed us, now they have to pay for it Prometheans: A disruptive force, can be exploited to further our goals Shifters: Some sort of demons I guess... may have to take a closer look... some day Vampires: We hunt those beasts as our master commands

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Forget what you have heard of us... the truth is even more interesting
No other Faction in human history has been in the highlight as much as the Illuminati... and no other Faction has clouded its own presence as successfully. Everybody knows about the Illuminati, they have seen the movies, have read the books, hell... they even watched cartoons about them. Nobody, however, truly knows a thing about the Faction, a Faction easily mistaken for a number of other Factions and Groups, including the Freemasons and the Templar Knights of past and indeed, they had ties with both groups at some point in their long history. Few are aware of the truth behind the existence of the Faction and even fewer know that their claims are true. The Illuminati were founded by none other but Sir Percival in the ruins of the legendary city of Camelot the city of Arthur, Merlin and Lancelot shortly after the death of the mythical king and the disappearance of both the Grail and Excalibur. The six founders of the Illuminati, including Sir Percival himself, drew a rather peculiar conclusion about what caused the fall of Camelot. According to them, King Arthur's own mortality was the problem and the source of the downfall. How can a city so bright survive if its own leader does not? Immortality came as the obvious answer to their problems. Some say Sir Percival was himself immortal but could not save Camelot on his own, for that he needed the other five knights and scholars. With a cabal of immortal rulers, the new Camelot would survive through the centuries without fearing for the ultimate fate of all great civilizations, Where Egypt and Greece, Rome and Carthage failed, the new Camelot would triumph. The six of them, took the name Illuminati enlightened, and indeed were at least for their time. After leaving the ruins of Camelot behind, the quest for immortality began. With the Grail gone, whether that was the cup of Christ or the cauldron of Celtic lore, that option was lost to them so they had to search elsewhere. Sir Percival and one of the rest remained in Britain, while the other four head out to each point of the horizon. Nobody knows what happened to the one who headed north, yet it is safe to assume he froze to death. The one heading to the west also met his fate, but by unknown means, Sir Percival himself vanished a few decades later and that was where myth ends and history begins, as far as the more secular members of the Illuminati note for them Sir Percival is no more real than the undead Dracula, Nessie and Oberon. The remaining three Illuminati, not foreseeing their brothers and leader returning any time soon, took disciples from the top layers of whatever society they were in. All idealistic scholars and warriors that truly wished the best for their people and their nations. It was at that point that the first cells of Illuminati society as it is now were formed.

While the Faction was founded with best intentions in mind and higher ideals and aspirations, its evolution has not been as kind to the moral side of things. The only part of the initial quest left after all those centuries is immortality, the one and only true goal of the Illuminati. The Percivals no longer seek immortality for the sake of their cities, nations or followers, they seek immortality for the sake of immortality itself. True to their pop culture attitude, the Illuminati do not care about the means used in order to achieve their ends. Blackmail, murder, black ops, nothing is too extreme for those who wish to prolong their lives so that they lord over humanity. Crme de la crme, those belonging in the Illuminati are among the most cunning, ruthless and influential members of society. Old money, successful businessmen, honoured scholars, they all have a place in a group bent on a quest so extraordinary and yet so fundamentally human as the search for immortality. Most Illuminati are fairly young and attractive, but this is by no means the image of the whole Faction. Crippled old men with enough power and money need immortality more than anyone. Appearance: Given their status, it is no surprise the members of the Faction look as if they belong in a boardroom, a high society event or a formal dinner with the Mayor. Illuminati have money and power and they are not afraid to show it. Expensive gowns and suits, fancy cars, the whole package and thankfully all in good taste. Background: The Illuminati are among the movers and shakers of society and most are well versed in history but not necessarily Academics. The Faction often recruits prominent citizens and a talent for secrecy is always appreciated. More so than temporal power however, the Illuminati appreciate knowledge especially if it is related to immortality in any way. Character Creation: Masters of subterfuge and manipulation, the Illuminati never are what they appear to be. Most members of the faction have high Manipulation but Mental Attributes as primary. As far as Skills go, it is the other way around with Social Skills being primary and Mental ones coming second but Academics, Occult and Science often being quite high. The Percivals are not physical, they have minions for that kind of work. Advantages: If anything, the Illuminati are well connected. Members of the Faction can purchase the Allies, Contacts and Retainer Merits at half the cost. Upon joining the Faction, a Character gets the Mentor () Merit for free, as an older member guides the new recruit through the landmine of Illuminati society. Drawbacks: In the world of the Percivals, there is no room for betrayal. For one of the Illuminati to reveal one or more of the


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Faction's secrets to outsiders is to sign his own death warrant. Most people do not believe the Illuminati exist outside the realm of fiction and the Percivals prefer to keep things that way. In addition to that, Illuminati are prime suspects for Narcissism and Megalomania, upon failing a Morality check. Concepts: Jaded millionaire, Crazed academic, Aging paragon of society, Immortality seeker

probably in memory of Camelot with a burning phoenix carved on it. Nobody knows what the significance of it is, but the Illuminati seem to consider it a crucial part of their history and purpose. Chasing Ariadne The Faction does not accept every mortal with a knack for the mysteries in their ranks. In a manner similar to the Labyrinth of the Guardians of the Veil which is rather ironic as fake Illuminati Philosophy societies are often used as Labyrinth by the Order they leave false Contrary to popular belief and what pop culture leads trails for their would-be members to follow. If the applicant manages people to believe, the Illuminati could not care less about creating a to weave his way out of the lies and deception, admittance is in world government, at least not before they achieve immortality. order, if not they simply have one less person to worry about. Titles and Duties Naturally the Faction's cells have enough power and influence to support the rumours but that is simply because searching for No self-respecting secret society is devoid of numerous titles something like this requires resources and contacts. and ranks that often hold little meaning to those outside its ranks. The Illuminati follow that rule and in most cells there are at least ten No secret is too small In order to get the job done, the Illuminati will turn every different titles. That said, only four of them hold any meaning and are never absent from a cell of the Faction. stone, pull any string, follow every trail. Most of the time, the secrets they unearth are mundane, that can be used as Magus blackmail material or to lure their operatives into The Magus of an Illuminati cell is its leader and its following their agenda. When they get lucky, they most enlightened member. Responsible for all activities stumble across a secret significant enough to further of the cell in a region and overseeing most rites and their goals and bring them closer to immortality. rituals, the Magus is the single most important Illuminatus in the region. The one holding this rank is One step ahead also the keeper of the secrets the cell has unearthed. In simple terms, the Illuminati believe that the evolution of mankind is far from over and that Regent proper rulers of men should always be more In every domain there are two to four Regents. They advanced than their subjects. Even immortality are directly below the Magus in power and status itself is just such a step albeit an important one and it is from their ranks that the new Magus is and while most Illuminati are obsessed with attaining it there are chosen when the time comes. If two or more Regents give permission many more who try to find the next step in evolution. It is of no it is possible for an Illuminatus of Deacon status or higher to gain surprise that this very attitude has granted the Faction the attention access to the Faction's secret archives and the knowledge held inside. of the local Academy as well as that of the Consilium. Ambassador Despite what one might think, those holding that rank have Rituals and Observances The Illuminati do not meet often, doing so would attract too little to do with diplomacy. Ambassadors are the Faction's secret much attention and that is something they simply cannot afford. police and when blackmail or other non-violent techniques fail, they When they meet it is done under a veil of secrecy so thick that it step in and handle things in a much more unpleasant and direct would put to shame most supernatural secret police groups. While manner. Most know a fair share of the secrets of the Faction. Deacon it is not always masks, cloaks and robes, rarely is one member of the A person holding this rank is as low as possible with some Faction in a position to name more than two others. amount of power in his hands. Deacons have already proven their Phoenix Gathering Every four months, the members of the Illuminati meet and loyalty to the faction and its cause and are trusted with most minor it is during those meetings that new members are brought into the secrets. A number of Illuminati became members of the faction fold. All participants are cloaked and seated at a round table most because they managed to find such secrets in the first place.

Black Moon: I am certain that if we can find some common ground with them, they will make efficient agents. Cult of the Raven: A relic of the past... and thats where they belong Followers of Akhud: Too much television will fry your brain... these guys are the proof of that Templar Knights: Once we were both part of a bigger whole... no more and thats how we prefer things Tiresian Society: Sleeper agents? Just rumours... even we do not have such means Changelings: According to the legends, the Fair Folk are immortal and can give us what we want, we need to learn more. Mages: There is magic in the world, so perhaps mages walk among us... we have to look deeper into this Prometheans: Even for us, this is stretching things. Shifters: If such creatures existed, we would know of it Vampires: If there are vampires, we have to learn their secret of immortality

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Templar Knights
Once we were hunted unjustly, may God forgive those responsible, for we will not
A quick search on the Internet or most historical archives will give someone the history of the Knights Templar, the Poor Fellow-Soldiers of Christ and of the Temple of Solomon, the military order of warrior monks that was created to protect the pilgrims on their way to Jerusalem and that aided some of the greatest leaders of all time, like Richard the Lion-Hearted. One will also find records of the Faction's growth both economic and political as well as of their downfall when they became too powerful for the King and the Pope to control them. One will read of accusations involving the worship of demons Baphomet in particular and most certainly about the death of the last Grand Master, Jacques de Molay. One will read how the order lasted from 1119 to 1328, how it became one of the most famous orders in history and how it fell in utmost disgrace. One will also find the various legends about the Faction quite easily. Holy relics, Freemasons, the Battle of Bannockburn and many others some more disturbing or unbelievable than the others. One will even read that the order never actually disbanded and that it is still around, biding their time in the shadows. And you know what? Most scholars that deal with the history of the Templar Knights would be dumbfounded to find out that all the legends regarding the Faction are actually true or at least a great deal of them. Those who do find out, either join the Faction, remain silent about it, or are silenced by the Crusaders themselves sometimes permanently. While the accusations about demon worship were mostly false and an excuse for their enemies to destroy them, the Templars were more connected to the occult than most give them credit for. The Faction is in the possession of many religious artifacts, including pieces of the Cross, original manuscripts about the life of Jesus and some claim the order safeguards the Holy Grail, the Spear of Destiny, the head of John the Baptist and the Ark of the Covenant. Not nearly as numerous as before and with only a fraction of their resources at hand but the majority of their artifacts and prized religious treasures the Crusaders made Edinburgh their new home and, little by little, sought to reclaim their heritage and lost status. While this has not happened till now, the Faction flourished once more and the Templar Knights were free to return to their lives without fear, provided they kept the whole thing secret.

Though not the warrior monks of past, the Templar Knights have only changed their appearance throughout the centuries, as well as the fact they are not public anymore. With most people taking them for urban legends and products of pop culture and best selling books, they do not have to be overly concerned about secrecy. That said, if a known member of society is revealed to be a Templar Knight, the social repercussions are going to be dire and not far behind. Appearance: Nothing really sets the Templar Knights apart from other people except perhaps for the fact they are almost all men and usually bearded but always well trimmed and presentable. Due to their semi-ascetic lifestyle, most are thin and wiry though more solid Crusaders exist but rarely obese ones. Often conservative in dress and manners, Templar Knights are what one would expect from devout Christians. Background: Nobody becomes a Templar Knight unless his faith is unwavering and unquestionable. Many Crusaders of this time are direct descendants of those who helped the Scots and Robert the Bruce in the Battle of Bannockburn but blood ties to those brave knights is not a requirement, faith to the Christian God is though the particular dogma followed is secondary. Character Creation: Templars often find themselves in the thick of things, so Physical and Mental Attributes become primary far easier than Social ones. Similarly, Physical Skills are favoured by the Crusaders but Skills like Persuasion, Subterfuge, Academics and Occult are in great demand among the keepers of holy relics Advantages: Faith is a strange thing and the Templar Knights have come to realize this. While it would not be possible for them to do so under normal circumstances, the Crusaders are able to acquire and use low rank (up to ) Fetishes, Artifacts, Enhanced and Imbued items almost exclusively of religious nature or significance to those following the Christian dogma. They can be purchased at normal cost and Willpower is required to activate them. Some Templars have the Sin-Eater () Merit. Drawback: Staying true to the motto of the Knights Templar, no member of the Faction can ever have a Resources rating higher than 2. Additionally, at any interaction with members of the Lancea Sanctum, as well as to resist a Theban Sorcery ritual, the

What remains of the order in the present is directly tied to the events following its official disbanding and the fates of those brave knights who left France for Scotland and, according to some obscure records, helped the Scots against Edward II in the Battle of Bannockburn. Some say it was their skill in weapons and faith that kept them going even when all hope was lost. After the battle was over, the remaining Templar Knights renewed their oath to each other and before God swore to safeguard the secrets of the order as well as bring it back to its former glory, but this time they were forced to do so in the shadows, not in the open as they would prefer and as their history demanded, the risks of doing so were too high and the wrong move would cost them everything.

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Crusaders are at a penalty of 1, as their own faith prevents them from resisting those they perceive as the Scourge of God. Concepts: Relic keeper, Devout catholic, Pagan hunter, Religious scholar

Centuries of indoctrination and persecution alike forged the modern Templar Knights into what they are today, along with the knowledge that vampires are real and have a very specific and appointed by God purpose. The original doctrines of the Faction are still present, but tinted by new revelations, they have taken on a new and radically different angle than the originally intended one. Naturally the advancement of humankind and the flow of history make the function of the Templar Knights somewhat obsolete in these modern nights. Titles and Duties Two knights, one horse For the most part, the titles and the duties of the Knights Poor Fellow-Soldiers of Christ and of the Temple of Templar have remained the same as they were centuries Solomon was more than a name. While the Faction as a ago. Following the fashion of warrior monks, the whole had accumulated more wealth than many kings, modern Crusaders are not that different in attitude or even countries, the Knights themselves were very and devotion to their duties, times have changed, poor and more often than not, had nothing to their they remain the same. name except for a set of armour. While the motto two knights, one horse did not mean they actually Grand Master rode like that to battle, it was descriptive of their Jacques de Molay was probably the most attitude towards wealth and material possessions. famous of those who held the rank of the order's supreme leader. The Grand Master was a political, Righteousness holds back the Scourge military and even religious figure for both the Aware that vampires exist even though that brotherhood and the outside world. Today, the Grand knowledge is tainted with the beliefs of the Lancea Master may not be able to prevent or cause war with a Sanctum the Crusaders consider them God's Scourge for the wicked and as such, they believe vampires cannot touch the word, but his authority is absolute and indisputable. faithful and righteous namely them. For that reason among others, Seneschal the Crusaders try to lead lives true to their beliefs and as free of sin as Acting as the second-in-command and a secretary for the possible lest they become food for the scourge of God, a notion Grand Master, the Seneschal has traditionally been an advisor to the supported silently by the Sanctified. lord of the Crusaders and many notable individuals held the title. last Seneschal of the official history of Faction fell Rituals and Observances Presumably the Bannockburn fighting against the armythe Edward II. in the Battle of of As much of a military order as they may be, the Templar Knight Brother Knights were a monastic order. Their rituals tend to focus more on The standard rank of a member of the Faction who has that aspect and borrow from Christian imagery and ritual, almost proved his loyalty, the Knight Brother is the lowest a full member of always in a highly mystical and outdated fashion. The Crusaders may the Templar Knights can be. Not as sophisticated as the higherhave adapted to the new world but their beliefs are the same and they ranked Crusaders, the Knight Brothers are footsoldiers, grunts and see no reason to change their ways after all those centuries. enforcers but some show enough skill to be trusted with other First Supper assignments. Playing on the theme of the Last Supper, this gathering of


Crusaders is to introduce and welcome a new Knight Brother into the Faction. With the Grand Master or the Seneschal at the head of the table and the rest of the Templar Knights at the table, the new recruit drinks red wine from a cup though some Kindred will say the cup actually has Vitae in. The whole atmosphere of the gathering is informal and it helps bring the Templars together. Midnight Mass Similar to a normal gathering of Christians, the Midnight Mass of the Templars also serves as a forum for the Crusaders where they can discuss whatever problems may concern them but only after the ritual part is over. Following century old rites and imagery, those present claim they can feel the Holy Spirit among them and their conviction to the sanctity and authority of the Faction and whoever is behind it is strengthened.

Black Moon: The government always tried to get where it shouldn't, these guys are not so different Cult of the Raven: Our ancestors failed to enlighten all the heathens, the task now is ours Followers of Akhud: Once we were falsely accused of worshiping demons ..with them, its the truth Illuminati: Our brethren centuries ago... yet they lost their path and God Tiresian Society: The malice of Men knows no bounds Changelings: Pagan stories for children. Mages: To quote a popular movie... we found a witch, may we burn her? Prometheans: Blasphemy! Only God can create life. Shifters: Beasts to be destroyed on sight Vampires: Scourge of God

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Tiresian Society
The intenseness of the wish gives me power over another... uh-- where am I?
In the 19th century, the embers of what would become modern science began to glow hot and red. Established fields of study began to separate into various sub-disciplines. Science was no longer the domain of gentleman of luxury; it left the realm of hobbyists and the professionally curious and instead became publicly recognized as something greater, something better. Science was seen as a key part of the future in an age when futurism was a popular marvel. But science was not perfect. Scientists and doctors alike struggled with procedure and identity. Explorations wandered across fields, wild and untamed. While science was certainly not lawless, it sometimes felt that way, as if its participants were partaking in an unforeseen adventure. Explorers and pioneers, in various groups and branches of learning would rise and fall during that time, all coming into the light to see if they could be a part of understanding and categorizing the world around them. During this time, a practice arose that was shared among scientists, doctors, but also such men who called themselves psychics or swamis. This process did not necessarily have roots in pure science, but that didn't limit its acceptability among both Europeans and Americans. It was called phrenology and involved feeling and measuring the skull to determine a person's temperament, character, intelligence quotient and even the individual's capacity for mental illness. The practice was based on the assumption that the brain is a constantly growing and shifting organ with various sub-organs. A small cadre of doctors in Edinburgh decided to pursue the field of phrenology, not to uncover new mental illnesses or make a few pounds, but to explore one untapped possibility the mind may possess: psychic ability. After all the mind was truly labyrinthine; new discoveries were made about the brain and body constantly, but the mind was larger by a thousandfold. In it was the power to heal or to destroy, the abilities to deduce or intuit new information. Psychic ability was something that was talked about in rumour and conjecture, but never proved. These doctors set out to change that. Coming to the group from Germany was a man named Erich Iznang, a protg of the late Franz Anton Mesmer, the creator of the theories of animal magnetism and what would eventually become hypnotism. Iznang brought to the table a wealth of knowledge beyond mere phrenology he also utilized anthropometry (the identification of hidden characteristics through examination of the facial structure) and, of course, hypnotism, whereupon subjects are lulled into deep sleeps and are able to have their personalities magnetised in one direction or another. Iznang, along with a handful of other prominent doctors, formed this exploratory cabal in secret, meeting to test the boundaries of the human mind. Phrenology and anthropometry were used to identify potentials, those individuals believed to possess latent psychic capability. The traits Iznang claimed were critical, were a slight largeness of both one's cranium and eyes. The combination of these two characteristics were said to indicate a brain with more frequent use as well as a curious and intuitive nature. When such an individual was identified, Iznang and the others would surround the subject with heavily magnetised rods and lull him or her into a hypnotic state. From there they would attempt to sway the personality toward opening the mind and allowing the shriveled psychic sub-organs to swell and regain power. Iznang believed that although humankind had long ago let their psychic minds atrophy with disuse, they could be healed and brought again to the forefront with the appropriate magnetisations and suggestions. The group achieved limited success. Subjects were left pliable and open to suggestion, and many displayed minor psychic abilities after the procedure. Some could accurately predict which card would be drawn off the top of a deck with an 80 90% success rate. Others could identify secret objects hidden behind dark screens or accurately discern a number that a doctor had written down in another room. None of it was true clairvoyance, and, worse, not a single one had showed the tiniest hint toward other more advanced psychic potential such as psychokinetic movement or actual ESP. The doctors were disappointed. Time and time again, Iznang and his cohorts tried to produce something beyond a mere tremor on the psychic scale, but it was not to be. While their research on psychic abilities was not nearly as successful as they expected, the doctors found the means more interesting that the ends. Hypnosis was a powerful tool and soon they discovered they could implant thoughts and suggestions in the minds of their subjects that effectively made them their slaves and unknowing servants. This very fact changed the focus and soon the good doctors were more interested in power and control than psychic research. At about that time, Iznang took the name Tiresias for himself, after the Greek seer and in much the same manner as Awakened mages take Shadow Names. The Tiresian Society, as the group of doctors called themselves now, found a new goal and their priorities shifted. Now they were all about power, making sure to put all they could under hypnosis and creating more Sleeper Agents. Soon there was little left of the original idea and a secret society bent on domination was born. The sleepers made excellent tools that would stop at nothing and there was nothing to tie them to the guiding minds. Whether the Society members still try to nurture psychic abilities or not, is not known not that knowledge about them is something openly found. The Tiresian Society does not thrive with the open exchange of information and secrecy is their bread and butter.


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If there is something that connects the Sleepers of the Tiresian Society, it is the fact they were somehow special. Most of them were mundane individuals with remarkable minds even if not always intelligent but some possessed psychic abilities that brought the Faction back to its roots. Appearance: Blending in is the strength of the Sleepers of the Society and there is no way to tell a sleeper agent from any other individual just by looks. Depending on the function they were first chosen for, they can be muscular or wiry, fat or thin, young or old. What is common among them is that they draw as little attention as possible, something expressed by the Unobtrusive () Merit. Background: Sleepers come from all walks of life, they can be high class diplomats, desperate housewives, small time crooks, local shop owners, rare good cops or even university students that don't know better. The only thing they have in common is that at one point each met another Sleeper that brought them into the fold. Only a few are active members of the Society and have any clue as to what really goes on. Character Creation: There is no standard build among Sleepers since they can be pretty much everyone. Some focus on Physical Attributes and Skills, others on Mental and a few even in the Social ones. Their Skills and Merits are as varied as one would expect from a seemingly random gathering of people of all kinds. Advantages: While the very nature of the Society does not allow for any sort of formal social backing, being a willing or unwilling member of the Faction is not without merit. Sleepers get a Psychic or Mental Merit equal to their Status for free, as the programming enhances their brain. Drawbacks: High ranked members of the Tiresian Society are required to perform acts that eventually wear their Morality down, low ranked members are the subject of such acts. As a result, a Character's Tiresian Society Status puts a cap on his Morality. A Sleeper with Status 1 can never have Morality over 6, while one with Status 5 is a monster with Morality of 2. Concepts: Victorian plotter, Sleeper Agent, Hypnosis victim The Tiresian Society is among the most secular organizations around, every oddity, every mystery has an explanation, a rational one. It is that very belief that originally led the Faction to the research about psychic powers and what drives them even now,

Members despite the obvious change in objectives. Deep in the programming

of every member is the need to explore and unearth unexplained phenomena and of course report back. Facts over Fiction The Society expects even supernatural phenomena to have a scientific explanation, it doesn't matter if we are talking about undead predators, shapeshifting hunters, willworkers after ancient mysteries or stranger beingsy, it can be explained by science. Mind over Matter For the leaders of the Tiresian Society there is no greater weapon than a mind nurtured to its full potential. Mundane means are not nearly as effective or versatile as a trained mind especially if this mind possesses psychic abilities that the Society values so much. There are no real rituals and observances that are followed by the Faction. When needed, the high ranked Sleepers simply meet and discuss current events. Surprising for a Faction so organized, there is no set time for these meetings, no a formal name for them. Efficiency and functionality are favoured over theatrics and fanfare. No low ranked Sleeper has ever taken part in such a meeting.

Rituals and Observances


The various titles and ranks of the Tiresian Society are never used when two members meet, not unless it is a meeting of the highest ranking ones and the location is secure enough to allow such The ranks used by the Society are more symbolic than descriptive and guessing what are the duties behind each title is not as easy as it is for other Factions and Groups. Numeral Numerals are the minds behind the Tiresian Society. While they most definitely are not the original Society members, who are quite possibly dead, the Numerals, known best by their actual titles First, Second, etc... No more than five, they are the ones making all the decisions and are free of the Tiresian Society's programming. What crimes they commit, are their own to live with. Archangel Someone has to spread the word to the masses and these are the ones to do so. Archangels manage to see through the Sleeper programming enough to believe they are members of the Society out of their own free will instead of being forced into it by hypnosis and hidden messages.

Titles and Duties

Black Moon: A new player, misleading them would be best, recruiting some of them may prove wise Cult of the Raven: Bloodthirsty idiots who will draw too much attention one of these days Followers of Akhud: You better be kidding... are they for real? Illuminati: They do not exist... some of the things people say they did are our work Templar Knights: Some people have a hard time letting go... they are a perfect example of this Changelings: Their existence goes against logic. Mages: No such thing as magic... mind control is our turf though... and apparently works Prometheans: Unlikely, but then again, it may be worth looking into. Shifters: ...and you think people stop believing in fairytales after a while Vampires: Riiight... what else is out there... werewolves?

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Aegis Society
We are nothing without the Arts... it is the duty of all to protect the artists
Some claim there is no civilization without fine arts, without this expression of the human soul, without this proof of the power of imagination. In almost every society, there have been those that protected the arts and by extension, the artists be it by providing them the means to express themselves, or by making it known to the world around them. In the city of Edinburgh, the role of this guardian of the arts, plays a non profitable organization known as the Aegis Society. Created by the combined efforts of many socialites, businessmen and members of high society, the Aegis is a private club for the rich and famous or sometimes just the rich that also helps artists focus on their art instead of being bothered with trivial concerns such as finance. The Society was first formed in the early 17th century, as many heirs of old money took an interest in either the arts or the artists although some say a group of Englishmen was responsible for the Society instead of local Scotsmen. While the public face of the Aegis changed through the centuries, as did the faces of those the Society supported, one thing remained constant, the artists of Edinburgh had someone to keep them creating with a couple of notable exceptions, mentioned below. During the late 18th century, the Aegis underwent its greatest change, as it evolved from simply a group of spoiled rich socialites to a reputable organization with membership open for all those that could afford it. For the first few decades, the ones running it however, came from the very same families that were part of the original Society. This all changed since these individuals often went too far and either treated the Society as their own private club, or they preferred to divert the passion of the artists under their wing to venues other than art, leading them into passionate but uncreative debauchery, something that shook the Group's reputation for a couple of decades but the worst was yet to come. The Society truly suffered during the two World Wars, as its members and artists were either drafted, or were forced to fund the military. The blow was more than financial though, people were not interested in art anymore, they were interested in survival and politics. On top of that, morale was broken and those few that did try to create art failed to provide the Society with something to boast about. This of course changed as the world went back to relative peace Even though the members of the Aegis do not shun any of the fine arts, musicians and thespians are those that receive the less support from them, at least for the last few decades. Nobody knows exactly why this is, but some suspect the reason is quite practical those artists have more chances of success on their own, than other less popular ones, like sculptors or painters. With the advances in technology the last decade or so, the Society is now faced with a new generation of artists, one of a digital colour. Patrons are generally divided when it comes to this new breed. On one hand, there are those that do not consider them true artists and remain true to the classic values. On the other hand, those that see the new artists as just that, argue that their medium also gives them the means to promote themselves. A main reason why the Society members are reluctant to aid digital artists is that there is little room for them to promote themselves as well. This however is not enough to discourage all Patrons, some of them choose to support artists of a digital era and the vast majority of them are well versed in technology themselves. Using the internet as a launching platform, these modern Patrons find new ways to promote their wards and themselves in the process, much to the surprise of their less advanced peers.

Claiming some of the most prominent citizens of Edinburgh among its members, the Aegis Society is a subtle but always present power in the local scene. While the Group has no official affiliation to politics and indeed, members of all parties are in it it remains a factor in the daily or nightly games of its members and their own version of the world. Among the artistic community of the city it is known that without the support of the Aegis Society, few artists survive in their chosen field. Given the demands of the Aegis Society, its members are usually either members of wealthy families, successful artists, or businessmen that have money to burn. Almost every single family of good standing has at least one member in the Aegis Society and at times it feels almost as if it is a contest between the Houses of the city. Of course this matters little to the public, or the artists that benefit from this either way. Those familiar with it, just pray it never ends, or even try to keep it going. Appearance: Unsurprisingly, the members of the Aegis Society are what one would expect of men and women of their class. Evening gowns and tuxedos, fine suits and dresses, always in good taste. For a Patron to make an appearance in poor taste, is an nearly unforgivable sin sometimes even if it is part of a show, meant to promote an artist under their wing. On the other hand, few Patrons are prepared to get so hands on, the social repercussions are more than most are willing to deal with. Background: More often than not, the members of the Aegis Society are those considered high society, those with the resources and ability to enjoy the finer things in life, even if such things mean nothing to the majority of people. Sons and daughters of old money families, successful businessmen that try to improve


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their image, or even some artists that were once under the aegis of other Patrons, all find a place for them in the Society. Character Creation: For the average Patron, Social Attributes and Skills are paramount, with Mental ones coming second. Since many members of the Aegis Society are artists themselves, skills like Expression, Crafts and Academics are highly valued as is the Resources Merit, which is a requirement to belong in the Society to begin with.. Advantages: Those who support the arts are easily recognized and people often look up to such individuals as role models, potential friends or simply celebrities. Members of the Aegis Society are able to purchase the Fame ( to ) Merit at half its cost. Additionally, they get an extra Skill Specialty for free, in either Persuasion or Socialize, always related to the purpose of the Society. Drawbacks: Being a patron of the arts is not easy and it is not cheap. Once per month, the Resources rating of a member of the Aegis Society is considered two ranks lower. If at any point, besides the monthly donation, the Character's Resources rating falls under 2, he is expelled from the Society. The Aegis cannot support its members as well as their wards. Concepts: Businessman, Pillar of the community, Old money heir, Socialite, Successful artist

people into greatness sometimes even into atrocities and for the Aegis Society, passion is what will help human civilization to survive and evolve. There is no bad publicity While for the most part the members of the Society are paragons of class, etiquette and quality expected by high society, they understand the way the modern world works and are no strangers to the manipulation of media. Its not rare for a Patron or the artist he supports to be involved in scandals, real or fabricated, just to get the attention of the public and more importantly, of the media.. Given the nature of the Aegis Society, there is no real ritual or formal practice its members follow. Every social gathering, every art related event, everything related to either the members or their protgs has special importance to them. Socialites as they are, the Patrons of the arts take any chance they get to promote their wards, art and, of course, themselves.

Rituals and Observances

Titles and Duties

Pretty much as expected, there are no real titles for members of the Aegis Society. There is of course a president and a board of directors, but that is pretty much all there is. That however, does not stop several highly informal, and sometimes vulgar, titles to come to light. Butterfly As the name implies, this term is used for those Patrons and artists that get one short run in the spotlight before they fade away into obscurity. As expected, referring to someone as a butterfly can be quite insulting and most would think twice before using it for anyone influential. Relic Another obvious title, reserved for those living in the past and having a hard time letting go of what at one point was considered good and in style. In the superficial world of the Patrons, to be a Relic is the same as being dead, unless of course you are a Relic and refusing to consider that a bad thing. Kite The exact opposite of Relic and no less insulting, a Kite is someone who is quick to adopt new styles that may or may not survive the test of time. Unsurprisingly, most Kites are reduced to Butterflies before long, but some manage to remain Kites for a long time and even become famous because of their attitude.

Even in the most degraded and debauched form of the Aegis Society or perhaps especially then its members were driven by passion, or their thirst for it. The details may vary but after all is said and done, the purpose of the Group's existence can be summed up in three simple truths, all members acknowledge and follow. No form of expression is too low Some forms of art are clearly more easily accepted by the public and thus easier to promote, but no Patron will turn down an artist of true talent just because their style may be out of of the ordinary. To that end, they often use their more palatable protgs in order to slip the less acceptable one through. The future is in art As is natural, each member of the Society has his or her own personal taste and favourite kind of art, all of them however agree on one thing. Even the lowliest or most controversial form of art, bears the seed of the future of humanity. Powerful art inspires, motivates

Chapel of Crafts: Science is their art.. too serious to create anything new though Forge Syndicate: They wouldn't know art if you hit them with it Gemini Syn: Their art is not one we support, they are capable of doing so without our help Griffin Inc.: Great patrons of the arts, like ourselves Trinity Network: Some can be considered artists, albeit of a digital era Changelings: If only real people had as great a taste. Mages: Art is magic my friend Prometheans: Oh it sounds dreadful... yet, strangely a work of art Shifters: Badly represented in most films Vampires: Great inspiration for many works of art... but little else

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Chapel of Crafts
Do not believe everything you read, we are simply men of science... most of the time
The history of the Chapel of Crafts started in 1736 when the Grand Lodge of Scotland was founded. For the next couple of centuries the Chapel was nothing more than a group within the largest masonic society or, according to some, a front for some of the more clandestine factions within the Grand Lodge. During the second world war and with rumours about secret societies in Germany, masonic lodges suffered a major public relation blow. That was the beginning of the schism that eventually helped form the Chapel as a separate entity with only minimal connection to the Freemasons and their support network. In the following decades, the Chapel grew into an entirely different Group and all ties with the past were severed, at least as far as the public goes. Now, it was a society of scientists and the intellectual elite of the city, where people could socialise with their equals and make plans for a better future. What solidified the separation was the founding of the Provincial Lodge of Edinburgh in 1997, making it clear that the Freemasons and the Chapel were no longer affiliated. This of course did not stop people from drawing connections and rumours kept strong. With some of the most successful members of the community in their ranks, it was hardly surprising that the Chapel of Crafts could command some measure of political clout, especially with some of the local authorities holding membership in the Group. Over the years, the Chapel has managed to establish a rather extensive network in the city with key members in the City Hall, the Police and various other authorities. With their fingers in many dark places and with a number of secrets in their arsenal few dare to challenge the Masons, at least openly. It is hardly surprising that members of the Chapel keep an eye on the local academic community, especially the University of Edinburgh as it is a fine source of possible new recruits. Donations are often and many Masons have ties to the faculty there. Many are invited into the Chapel even before they are done with their studies. On the supernatural side of things, its hardly a surprise that the Chapel has caught the eye of the Invictus, the similarities between them are simply too many. Before the blood moon massacre, the Chapel was also a good recruitment ground for Forsaken and Pure alike, specifically Storm Lords and Ivory Claws respectively. With the separation from the main body of Freemasons came some fundamental differences. First of all, membership to the Chapel is not limited to men, women that display traits that would make a man a fine candidate are invited to the Chapel and are treated as equals. This of course is just the official policy, some of the oldest members of the Chapel are rather reluctant to accept women among them. Probably due to this separation, the Chapel is not in the centre of many conspiracy theories. There are always those that try to attribute to the Masons some kind of devious ploy or other but by and large nobody really believes there is any truth to them and are generally discarded as paranoid ramblings. Perhaps the most important of these theories is that the Chapel is behind recent disappearances and replacement of key figures of the city, something that was actually the result of the two supernatural sieges of the city, with no ties to the Chapel. That said, the Masons were the ones to choose most of the replacements and have quite the influence still. It really takes two things for someone to join the Chapel of Crafts. The first one is that to be accepted, one must be well educated, the second is success. The Masons do not suffer failures and among their ranks one can find the most promising doctors, architects, lawyers and people of similarly prestigious occupations. Appearance: Since the members of the Chapel are men and women of science, they tend to look the part. Custom tailored suits, designer gowns and dresses, carefully chosen jewelry and of course the ring of the Chapel. Most members are young and attractive, easily found on the headlines of local newspapers and sometimes tabloids. Background: Not all Masons come from wealthy and established families, but since all of them are in the Chapel because they are successful, they are often quite wealthy with an interest in the higher aspects of life. Naturally a great deal of them can be described as snobbish bastards, but thats hardly the party line. Character Creation: The intellectual elite of the city is naturally required to show it. Members of the Chapel have Mental Attributes and Skills as primary, with Social ones a close second. While a healthy body is generally appreciated, Physical traits tend to be tertiary and receive the least focus. Advantages: Members of the Chapel can always rely on a support network unmatched by most other Groups and Factions. To reflect this, Characters with Status (Chapel of Crafts) or higher can purchase the Allies, Contacts and Resources Merits at 1xp per new dot instead of the normal 2xp. Drawbacks: Given the highly secular nature of the Group, members are strongly discouraged from following any established religion, revelation of doing so can result in immediate expelling from the Chapel. Beyond that, members with City Status lower than are given a month to change that or they are removed from the Chapel's roster. Concepts: Power behind the throne, Ardent atheist, Next Gen Mason



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Those familiar with Freemasons are surprised to hear that members of the Chapel are not required to believe in a Supreme Being. In fact, one of the major beliefs of the Chapel is that everything can be explained with science and this includes supernatural phenomena, folklore and religious experiences. Science explains All As men and women of science, the members of the Chapel are predisposed to regard any mention of supernatural phenomena as superstition or at least lack of understanding from the uneducated. For the Masons there are no things that science cannot explain, just things it cannot explain yet. Leadership must be Enlightened Above all else, the Masons believe that those ruling the masses must be enlightened. How each understands this differs and has often led to rather snobbish attitudes, but most members of the Chapel try to be role models for those outside, especially young people as they are the future. In tune with their Freemason roots, the rituals of the Chapel are as shrouded in mystical trappings as they are focused on meeting and greeting. They are the means for Masons to confirm their Group identity and engage in the ages old tradition of rubbing elbows with the ones in power. Amur Ga Alba In a ritual playing with the theme of death and rebirth into the Chapel, with heavy use of traditional Celtic imagery, the new member is brought into the fold. This is often done at the beginning of an Audience, unless other more urgent matters need to be addressed first. Audience of the Craft Once every two months, the members of the Chapel meet and hold court, or at least that is what the Audience looks like to an outsider. Quite formal and laden with type and rite it has little in common with the Chapel's social gatherings, scheduled or otherwise. Winter Passing A few days after New Years Eve, the Masons gather to celebrate the death and rebirth of the year. In a party that bares similarities to the initiation ritual, members of the Chapel socialise with everyone who matters in an atmosphere similar to All Hallows Eve festivities.


High Summer Similar to the winter party described above, the mid-summer one is also an excuse for members of the Chapel to socialise and have fun. The theme of this gathering is also borrowed from similar festivities, with Celtic imagery prominent. Needless to say these don't matter more than decoration for the guests. Loyal to their Freemason roots, the Chapel of Crafts keeps many titles and ranks the same, others display variations, given the differences between the original form of the Group and what it has now evolved into. Even so its impossible for someone outside either group to notice. Master As expected, the one holding that title is the supreme authority in the Chapel. Responsible for pretty much everything and overseeing all the rituals of the Group, except for the initiation of new members. To this day, all Masters of the Chapel have been male, though there seems to be nothing forcing this beyond circumstance. Scribe In a way the bearer of this title is a glorified secretary, more specifically of the Master of the Chapel. Besides that, the Scribe is the record keeper of the Group and responsible for all official paperwork, including members information. Keyholder Its not hard to guess what the Keyholder is responsible for. All resources of the Chapel are his to handle always to the best interest of his Brothers and Sisters of course. As expected, only the most trusted members of the Chapel ever get to be Keyholders. Warden While neither Scribe nor Keyholder answer to the Warden except for special occasions, he is the second in command of the Chapel. Overseeing the initiations of new members and standing in for the Master when needed, the one trusted with that role is one of the most influential members of the Group. Warder Even an organization such as the Chapel needs protection sometimes and the Warders serve exactly that purpose. In most cases they are simply keeping unwanted people away from Chapel gatherings but there have been rumours of the Group employing a small private army often used for illegal activities.

Titles and Duties

Rituals and Observances

Aegis Society: Patrons of the arts... needed I guess Forge Syndicate: Every society needs workers... these ones have power Gemini Syn: Distracting... but necessary in every society Griffin Inc.: Family business... some say gone wrong Trinity Network: Technocrats, scientists... yet, so unlike us Changelings: Surely just legends of old Mages: A paradox if they were real... luckily they are not Prometheans: A marvelous ideal, but little else. Shifters: Old superstitions we are better off without Vampires: Fantasy and horror material

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FOrge syndicate
we are the liFeblOOd OF this city given FOrM... and purpOse
Organized crime has been a part of the world as long as civilization, though some would argue that civilization comes from such groups. Either way it is and always has been a necessary part of society or so claim the ones involved. No one knows exactly when the Syndicate first solidified into what it is today, but its reach is immeasurable now. Edinburgh owes its prosperity and security to the Forge Syndicate. Their purpose is to stability, though most would not understand that idea as most of their members are in fact criminals, the fact remains crime cannot be erased. However, it can be controlled. In some areas, such as Leigh, the victim of a crime is more likely to get a hold of the Syndicate than the police. The history of the Forge Syndicate goes further back than most realize. Long before the first worker unions were formed, there were craftsmen guilds that made things easier for those involved in them. These guilds provided support to their members, both in a financial manner and in perhaps more important a social one. The working class now had someone to watch over their back, someone to protect them from those that would exploit their labour. At least, that was the theory behind it. Soon after these guilds started gathering real power, the local criminal underworld started crawling in, slowly but steadily taking over and enforcing their rules over the, till then law abiding, guilds. This change in status was not entirely negative however, with new problems came new strength and those involved in the guilds were now better supported than ever before, the criminals behind them needed a sound legal front after all and the guilds provided the perfect cover. By the time the first unions started to form, guilds were a remnant of the past, surviving only because of the criminal underground they protected. Following the flow of the era, the criminal minds behind the whole organization started muscling their influence to the unions and before long the guilds started fading out of the scene, to be completely replaced by the newly formed unions. In truth, little had changed and as the new outfit came to be, its name became known to all, the Forge Syndicate was now a reality. The Forge Syndicate controls some parts of the city through fear and extortion. Through numerous legitimate companies they sculpt the city to their designs, gaining influence and making money being their main goals. They have little care for the squabbling of the other Groups and Factions or other organizations, so long as they don't interfere with their dealings. Between the hordes of lawyers at their disposal, the loyalty of the unions, and their iron fist around the criminals of Edinburgh, not to mention the fact that over half the city's police are on their payroll, the Syndicate is an integral part of Edinburgh and possibly the whole area, if not the country. Members of the Syndicate come from all walks of life, though the majority are considered blue collar. Petty thugs to conmen, each has their place in the grand scheme of things. While maintaining the appearance of a corporation on the outside the Syndicate is in essence a strictly organized gang. The number one rule is loyalty; no member will deny the request for aid from one of their brethren, so long as it does not jeopardize the group as a whole. Such requests are not made lightly however, while aiding one another is among their prime tenets, the fact remains that it is a dog eat dog world and anyone too weak to keep what is theirs is in jeopardy of losing it. Appearance: Most members are strong willed, prideful men. Not to say they don't accept women into their midst, just that the very nature of the machine attracts more men than women. They tend to dress as business men, which most of them are, as some would say but never to their face well dressed thugs. Background:The average Syndicate member comes from mill workers, dock workers, and common working class families. The Group welcomes anyone with loyalty and the drive to succeed with open arms. Lawyers, murderers, thieves and even policemen all have their place within the Syndicates forces though official authority tend to avoid clear affiliation with the Forge Syndicate. Character Creation: Social Skills and Attributes are a must for Syndicate members, with Mental and Physical ones tied for second; depending on their role in the faction. One cannot hope to attain much sway in the faction if their only skill is cracking skulls. The very nature of the Syndicate encourages financial gain, reflecting the fact the trend in medium to high resources scores. Contacts play an important role for those members seeking more power. Advantages: Thanks to the Syndicate ties to many organizations in the city both mundane and supernatural its members receive a discount for the Merits Allies and Contacts. These Merits may be purchased at only half the normal experience-point costs. This cost break does not apply to purchases of these Merits during character creation. Additionally, because of the nature of the Syndicate, learning the Politics Skill costs only 2x new dot instead of the normal 3x new dot. Drawbacks: The strength of the Syndicate is in the fact its members stand up for each other no matter what. Because of this, members of the Forge Syndicate regardless of their Status are treated as Allies (). Due to a number of reasons, this can become more of a problem than the advantage it appears to be at first glance. Concepts: Mobster, Undercover cop, Union leader, Worker politico



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It is obvious that in order to keep the rabble of criminals in line a rigid structure of rules need be set in place, though tempered with an equal amount of personal freedom. The Syndicate stands by three principals that govern day to day activities and interaction between members. Loyalty above all else As mentioned above, the members of the Syndicate are always there for each other, ready to meet every threat as a whole instead of individually. This attitude however only goes as far as outside threats are concerned, when it comes to internal disputes and rivalries, all bets are off. Sharing the wealth Despite the sound of that, the Syndicate is no charitable organization or a bunch of would-be Robin Hoods. Sharing the wealth is just a euphemism for the cut the high ranking members enjoy from the loot of the lower ranking ones, or even those they can push around and demand it from. Honour among thieves Each member of the Syndicate is expected to warn others of serious danger and in the case that someone is caught purposefully working against another, the repercussions are severe. However, in the case that the offender is not caught, business goes on as usual.

philOsOphy now and then, a member of the Group needs to be sacrificed for the
greater good, that of those higher in the hierarchy. Recycling As one might expect, this is simply a clean way to speak about removing an obstacle, whether in or outside the Forge Syndicate. In most cases, this removal is permanent and quite fatal for the unlucky subject.

titles and duties

rituals and Observances

It is hard for a Group like the Forge Syndicate to function, without the members having a sense of identity and purpose, without something to keep them focused on what needs be done. It is for this reason that various observances and semi-ritualistic customs have developed over the years. Casting the Mold Not all members of the Forge Syndicate know the inner workings, or even its true nature. Those that do, were trusted with that knowledge after undergoing a period of trials that test their loyalty to the Group and to the Assembly. This process involves tests, as well as a healthy dose of near brainwashing and peer pressure, to shape these persons into truly Made Men. Feeding the Sharks For whatever reason, almost every single member of the Group needed the assistance of the army of lawyers at their disposal. Sometimes, they are innocent, most of the time they are not. Every

The Forge Syndicate is in no way a cult, it is a machine to shape the city. Every member owes the Syndicate and has to earn their keep, whether hired muscle or a Union leader, they all play a part in the maintenance and direction of Edinburgh. The machine is comprised of many different cogs, each spurring another into action. The Assembly Behind the scenes making all the decisions at the helm of the machine is an assembly of five. They are charged with deciding the direction of the Group, influential business leaders, and criminal masterminds collaborating to keep the machine focused and deadly. The assembly is also responsible for coordinating action when problems appear. Alchemist Taking care of the legitimate aspect of the Forge Syndicate, the ones with this title are in a way the research department of the Group. Whether it is a new alloy that will help save lives in the docks, better and cheaper security measures, armour piercing bullets to make cop killing easier, or a new and improved drug, these are the ones that will make it known to the rest. Shark As any large business the Syndicate finds itself in need of many lawyers. McKinnon and MacGregor fill that need, one of the oldest law offices in Edinburgh, they rise up to win any and all legal disputes. Though not of much rank within the Syndicate their function cannot be ignored and comes with its own respect. Made Man There are some men you dont touch without word from on high, Made Men. Most have worked their way up from the lowliest thugs and thieves to this esteemed position. Made men answer only to each other and the Assembly, and woe be to any who should interfere with them. The death of a Made Man has more than once led the united Syndicate on a deadly tide of blood and retribution.

Aegis Society: Most of them living in the clouds, most of them can afford to do so Chapel of Crafts: Masons, or so the rumours go... Gemini Syn: A thorn that has to be removed soon... by any means possible Griffin Inc.: They are old money... we are working class... figure it out Trinity Network: Mad scientists the lot of them... and hackers Changelings: ...and I'm bloody Titania... Mages: Yeah, Merlin and all that shit... grow up Prometheans: Didn't they make a book out of the movie? Shifters: Leave the old wives tales for children and fools, will ya? Vampires: Bloodsucking creatures? Sure they exist... and they often wear suits

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Gemini Syn
Families stick together... see that you don't stand between us
During the last five years, something stirs in the underbelly of Leith, especially in regard to prostitution and related activities. Nobody knows exactly how it started, or who is really behind it, but the working girls of Leith have banded together, under the banner of Gemini Syn, a legitimate escort service, run by twin sisters, that go by the monikers of Nemesis and Tyche. For some reason, the two seemingly harmless girls, in their early twenties, have manage to hold back old and powerful criminals and organizations that controlled and regulated prostitution up till the founding of Gemini Syn. The escort service has under its wing a large number of women, from lowly streetwalkers to highly trained companions. There is no overarching rule, each girl sets her own rules on the spot, but in the case these rules are broken, Gemini Syn always know and, more often than not, retribution is swift, relentless and final .At the very least, clients that for whatever reason broke the rules, are banned from using the service again there are rumours about some of them showing up dead a few nights later, floating in the water. On the other hand, those that abide by the rules and are generous to the girls, often receive equally generous bonuses. More so than most Groups, the Gemini Syn is tied to the supernatural reality of the world. A large percentage of the girls are aware of the presence of creatures that are not quite human, mostly Vampires and shapeshifters. Those girls soon found out that membership to the Gemini Syn offered them some level of protection against such possible threats, though they are unable to fathom exactly why that is. All that matters is that anyone wearing the Sword and the Wheel is off limits to all but the foolish. More importantly, a few of the girls are supernatural creatures themselves, choosing that kind of life for their own reasons, usually protection. These Companions know exactly why the Group is a safe haven, they know that Nemesis and Tyche are mages, a Mastigos and an Acanthus respectively, of some standing in Awakened society and with allies among the other species as well. Hardly surprising really, since the vast majority of them were recruited by the twins in a manner that made their nature obvious. One such member of the Group, a Galateid Promethean following the Refinement of Gold, is the epitome of what a Companion should be. Ironically enough, the one trying to become human has a great number of humans trying to be like her. Well educated, with knowledge of philosophy, religion and art, she is able to outclass even the daughters of the finest families of the city. Lately there have been voices among the Companions to allow men and transgendered individuals into the Gemini Syn. Supporters of this idea claim that everyone working in the escort business faces the same risks and denying them protection would be against the very purpose of the Group.

The vast majority of Edinburgh citizens are oblivious of the Gemini Syn and the secret war waging between the Companions and the Forge Syndicate, that will decide who will control prostitution in the city. For most people, prostitution is simply not an issue, someone else's problem, nothing proper people would ever have to worry about. What they fail to realise is that prostitution is a very real problem and that the girls of the Gemini Syn cannot be considered prostitutes by any measure. In many cases, a guest of honour of such a proper citizen shows up with a Companion or two at their side, while the host remains oblivious of their true nature and function. Those aware of the Group and its struggle for survival are most of the time the ones that employ the girls, even if their reasons for doing so vary. To them, the Gemini Syn has achieved a legendary status, a romantic version of itself, where a struggle for survival on a personal and financial level takes a new twist and lowly streetwalkers are elevated to heroes. The truth of course lies somewhere in the middle, while there is some nobility to what the Gemini Syn is about, the Companions are simply doing what everybody else is, trying to survive and have a better life. It takes no genius to figure out what kind of people join the Gemini Syn, or more accurately, are invited to join. Every single member of the Group is a gorgeous young woman, almost every single member is also a Companion. The first to don the sword and the wheel were streetwalkers, prostitutes previously under the care of the Forge Syndicate. With more power and money, more sophisticated individuals were brought in. Among certain circles, the girls of the Gemini Syn are in very high esteem, more than some would like to admit at least. Appearance: Given the nature of the Gemini Syn, all its members are gorgeous women, even if the specifics vary. The original members were either streetwalkers that wanted to escape the iron grip of the Forge Syndicate, and its fairly easy to recognise them even now, or independent ones that got tired of getting smacked around every other day. As the Group gained more power, the girls became more classy and now some of the high class call girls find themselves in the Gemini Syn roster. Background: While almost every member of the Gemini Syn is a working girl, not all fall into that category. Proper members of the Group function as support personnel, lawyers, doctors, social workers, all have a place in the Gemini and all are treated as equals by the other girls. Whether in the job or not, one trait is common, no man has ever been accepted in the Group and its unlikely that this is going to change anytime soon. Character Creation: As expected, the girls of the Gemini


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Syn are quite focused on Social Attributes and Skills, with Presence, Empathy, Persuasion, Socialise and Streetwise being prominent. A number of them have high Expression and Academics ratings as well, most of them far from the average streetwalker. Naturally, every Companion has the Striking Looks ( or ) Merit. Advantages: If there is one great reason to join the Gemini Syn, its the support network it offers. This is reflected in the Allies ( to ) Merit that comes free with each dot of Status in the Group. On top of that, it is a lucrative business, which allows the Companions to purchase the Resources ( to ) Merit at 1xp per dot instead of the original 2xp. Drawbacks: While far from the truth, the reputation of whores usually follows the Companions. Because of it, most people are reluctant to see them as anything else, for the Gemini girls, the City Status ( to ) Merit costs 3xp per dot instead of the original 2xp. Naturally, all are barred from gaining any Status in the Forge Syndicate as they would sooner kill a Companion than accept her in their ranks. Concepts: Call girl, Escort, Girl next door, Modern Geisha, Runaway, Streetwalker Nobody would expect a Group with the history and function of the Gemini Syn to have any sort of philosophy worth mentioning, that however doesn't mean that is the case. The chance to view human society from a different angle than most has spawned a few interesting ideas. Family Matters, Family Grounds For its members, the Gemini Syn is one big family. They may have their differences from time to time and, as with all families, there may be an argument gone too far, but for the most part, the Companions stand by one another and can be rather overprotective at times. This attitude extends to the territories claimed as their own or even to places with some significance to the Group. No Sister Left Behind While this applies only to those willing, the standing policy of the Gemini Syn is to bring into the fold all the escorts and prostitutes they can reach. More than that, the members of the Gemini Syn are striving to become more than they used to be. Its not uncommon for Companions to start reading on philosophy, history, art or to educate themselves in areas they were lacking before they join.

Rituals and Observances

The nature of the job is practical and this is reflected in the way Companions do things. No grand ritual and pompous ceremonies for them. Even so however, certain aspects of their lives have come to be referred to by names that hold some meaning for the ladies of the Gemini Syn. Adoption When the twins or another high ranking Companion chooses to bring another into the Group, the new Sister is said to be Adopted. There is no ceremony about it, sometimes its as simple as the two of them meeting for coffee and the amulet of the Gemini Syn being offered. After that, the new member is treated as an equal by all the rest and is expected to live by their rules. Dinner Date Only used by the Companions in the know, this term is used for when they are employed by a vampire in order to be their dinner. Especially popular among the Carthians, the practice is one of the main sources of income for the Gemini Syn to this point no Companion has been harmed by this. Since the Companions see each other as family, they do not concern themselves with titles and ranks. With that in mind, some titles have evolved over time to describe the different functions the Companions fulfil in the Group. Sword of Justice The Sword of the Gemini Syn is the branch responsible for revenge, retribution and protection. Lawyers, martially inclined Companions and informers alike are all part of the Sword. When someone finds himself on the wrong side of the Gemini Syn, the Sword sweeps in to take care of things. Wheel of Fate On the other end of the spectrum, the Wheel is those Companions with a positive effect, both on other members of the Group, like the healers, and on outsiders, like some of the most sought out among them. The Wheel is who people want to meet. Sister Every single Companion is referred to as Sister by the others. Even members of the Sword or Wheel, or even the Twins themselves. To call another Companion by her name is considered bad form and is generally avoided.


Titles and Duties

Aegis Society: They protect all arts except our own... at least they make decent clients. Chapel of Crafts: They have money and power... and usually one of us at their side. Forge Syndicate: A plague that has to be removed soon... by any means necessary. Griffin Inc.: Family business, sometimes clients, more to them than meets the eye. Trinity Network: Geeks. That about sums them up. They called us Companions first, something to do with fireflies. Changelings: If they are as cute as legends say, I'd do them... no charge. Mages: Magic? Don't be a fool lad... if you want magic, all you have to do is hire me Prometheans: Its a metaphor, lad... the whole book is a metaphor Shifters: Look dear, if you want it doggie style, you just have to ask... and find a whore Vampires: Sexy... or they would be... if, you know, they were real?


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Griffin Inc.
Families stick together... see that you don't stand between us
Everybody in the city of Edinburgh, in Scotland too, knows the Griffin Inc. and their endeavors. Few however know exactly what the Gryphons are doing and what they mean to the citizens of the city. For many, Griffin Inc. is a shinning beacon of hope in a world of darkness, for the shapeshifters of Edinburgh however, its even more, a vital instrument for their survival. For centuries the Clan of Gryphons has played the part of protector and breeding ground for the Uratha, both Forsaken and Pure. Werewolves, wolf-blooded and their families all had someone watching after them, even if it was not always done tenderly or without casualties due to the differences of rival groups. Even they however were not aware of the true power behind Griffin Inc. At the very top of the Group there is a hidden power that, even though wishes no ill to the Uratha, looks after its own interests first and foremost. For decades now, at least a dozen of wolf-blooded in the top ranks of the Gryphons have been brought into the Baal-Hadad, the bull gods that look after the whole area of Edinburgh and not just the city itself. While its the bulls that run the show, they are not the only shifters involved in Griffin Inc. The cats of the local colony keep an eye on the Group, since many among them were wolf-blooded at some point, and there are rumours of aquatic and airborne shifters having ties to the Gryphons. Perhaps the greatest service to all supernaturals was done by the Gryphons during the second siege of the city. In the tallest building of the city, Griffin Tower, was one of the greatest bastion of the defenders, housing wolf-blooded, sleepwalkers, ghouls and others related to the supernaturals but not strong enough to take on the attackers on their own. With them, were a small number of free agents among the supernaturals to boost the defenses. Even during the siege however, the various shapeshifters were fighting each other for the greatest resource of them all, possible new members, with the scales eventually tipping in favour of the bull gods and the cats instead of the various Forsaken packs of the city. The few Pure that tried to storm the Tower were met with deadly efficiency, sending a clear message to the rest, those inside the Tower were not to be disturbed or harmed. family name, Griffin Incorporated, or Griffin Inc. as it is known in other countries outside Britain and the old United Kingdom. In reality, Griffin Inc. is a blanket company covering almost every aspect of industry and services. Several smaller companies are owned by the Gryphons, from smelters and companies creating heavy machinery, to construction crews and supermarkets. The only areas where Griffin Inc. has no real hold is docking and technology. Especially in Edinburgh, these two areas are dominated by the Forge Syndicate and Trinity Network respectively, leaving the Gryphons to combat in an arena they know little about.

In the beginning, every single member of Griffin Inc. was a member of the Clan of Gryphons and every single one of them had the blood of wolves in them. As both the company and the clan expanded however, a number of shapeshifters were brought in, as long as their goals where not contrary to those of the company of course. Rumour has it that some of the upper echelons of Griffin Inc. are actually Baal-Haddad, bull shifters that lay a claim on wolf-blooded just like Uratha do. Appearance: There is no standard look for Griffin Inc. employees, or members of the Griffin clan for that matter. Almost all of them have the blood of Father Wolf in them and as expected this gives them some shared traits, mostly regarding how other people react to their heritage. Partly because of their blood, they tend to be healthy looking and on the attractive side of the spectrum. Background: To be a shareholder of Griffin Inc there is only one requirement, one has to be in some way related to the Uratha, Forsaken or Pure. Whether an actual Forsaken, a Wolf-Blooded or a shapechanger with an agenda that doesn't go against that of the Tribes of the Moon, there is a place for them in the company. Normal employees are only expected to follow the company line and know their place. Character Creation: Since there is no real standard for Gryphons, any spread of Skills and Attributes can be encountered, perhaps with a focus on those that would be useful in the corporate arena. Merits like Resources ( to ), Status (City) ( to ) and Wolf-Blooded ( to ) are obviously quite common. Advantages: Upon purchasing the Wolf-Blooded ( to ) Merit, members of the Group automatically gain the Watched ( to ) Merit of the same strength. Additionally, thanks to the Group's vast resources, the Fetish ( to for WolfBlooded and to for Uratha) Merit can be purchased at 1 experience point per new dot instead of the normal 2x. Members of the Group normally unable to purchase the Merit are given access to

The Clan of the Gryphons is one of the oldest in the country. Whether they went by Griffith, Griffin, Gryphen or any other variation, they have always been around and have always been among the most influential and wealthy families of the country. Edinburgh is said by many to be the very heart of their empire and where the most important members reside. The gem of their financial empire is of course the gargantuan company that carries the

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it thanks to the Group. Drawbacks: So deep is the loyalty to the company and the family, that for a member to act against the best interest of either, a Willpower point must be spent. If at any point a member of Griffin Inc. involves outsiders in an internal dispute, the repercussions from the rest are akin to social suicide unless of course the one doing so wins the dispute and manages to silence the rest. Concepts: Shifter in hiding, Wolf-Blooded businessman, Corporate shaman

It is no surprise that the bulk of what Griffin Inc. stands for is in accordance to the core tenets of the Oath of the Moon as well as the Oath of Urfarah, after all the group's main function is as a support network for Uratha and other shapeshifters. That said, mundane business tactics had a say in the mindset of the Gryphons. Gryphons above All With a reputation for ruthless business tactics and a rather vicious way of handling things, its only natural that members of Griffin Inc. believe that the Group deserves to be higher than all others in their chosen fields. Those employed by the Clan of Gryphons will do all they can to make sure this happens, regardless of who gets caught under. Watching the Flock Ironically enough, for the Gryphons shapeshifters and those related to them are considered flock all the same. While a pack of Uratha rarely needs the help of the Group, its best to keep an eye on things and intervene when needed than to worry about the consequences and the, often irreplaceable, losses later. Quality over Quantity While some would argue that the Gryphons are spread thin and have their fingers in too many pies, they believe its better to specialise in something and be the best at it, than be average in many things. This attitude is part of why Griffin Inc. businesses are most often the best in their field, or at least close to the top. For the same reason it takes a while for them to branch out in something new.

Cat Scratch Fever A perfect example of a term used for a mundane situation, its used by members of Griffin Inc. for when a member of the Group feints illness or provides false or inadequate explanation for not performing their duties. As expected its quite insulting for someone to be accused of suffering from this. Meeting the Sun When a member of Clan Griffin is brought into the fold of the Baal-Hadad, they are said to have met the sun. Traditionally, the one chosen for this is abducted by the rest, drugged and waking up on a stone slab under the midday sun with the other Bull Gods standing around them covered in cloaks. Shedding the Sheepskin Is not very common but some Wolf-Blooded eventually undergo the First Change and become fullblooded Uratha, ready to join the ones they saw as superior before. Some call this just Shedding or Growing Up or even Wolfing Out, whatever the term used however, the message is clear. It is not surprising that most titles and duties found among the Gryphons are those typically found in large corporations. That said, due to the unusual heritage of the Group, there are a few quite unconventional titles and duties tied to the supernatural aspect of Griffin Inc. Librarian The lorekeepers and acquisitors of the Group, they are the ones holding all the information on supernaturals in the domains where Griffin Inc. has a foothold. The ones holding the rank are also the ones that are responsible for any Fetishes, Relics or Artifacts under the care of the Gryphons. Shepherd Uratha are not the only ones with an interest in WolfBlooded. The Shepherds of the Gryphons are responsible for keeping an eye on such individuals as well as anyone that may one day be a member of the Group. Those marked by any shapeshifting breed are treated the same as those with the blood of Urfarah in their veins. Watcher Ideally the Watchers would not be needed, but some people do not learn from past mistakes. Those entrusted with this duty are responsible for keeping a record of all shifters in the area as well as any and all important events. Changes in hierarchy, pack dynamics, deaths and births, all are catalogued by the Watchers.

Titles and Duties

Rituals and Observances

Given the unique nature of the Group and its ties to the supernatural and shapeshifters in particular, it is not strange that some customs directly tied to such creatures are part of the function of the Gryphons even in an altered or watered down form. Some such rituals have bled over to entirely mundane situations.

Aegis Society: Paragons of culture and society, its best if we are considered such as well Chapel of Crafts: The League of Extraordinary Scientists... keeping an eye on them is wise Forge Syndicate: Workforce, manual labour, different names, same thing... we pay, they work, we make money Trinity Network: They are onto something... we need to find more about their secrets Changelings: There is no smoke without fire... the old legends may have a hint of truth Mages: We have seen much... some of it appears to be the work of magic Prometheans: An interesting tale for sure, but more than that? Who knows Shifters: Don't believe in fairytales, lad... what? These silver bullets? They are just for show, pay no attention Vampires: Undead lords of the night? Most probably just fiction... but you never know


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Trinity Network
Resistance is futile... just joking, welcome to the Firm
It all started back in the 40s, when computers were the size of a room and less efficient than a modern pocket calculator. While most scientists in Scotland had other concerns, far more immediate, some of them decided to focus on that new field of technology and managed to see the infinite potential it held. Among those pioneers, three were able to make a breakthrough and before long, they were on par with their colleagues across the Atlantic. During the second World War they were forced to put their research on hold in order to create weapons powerful enough to stop the Nazi war machine. It was during that time that the three of them became known as Trinity, while their real names were lost under a veil of secrecy, both for their protection and that of the military projects they had under their supervision. It was not long before Trinity was on the lips of every high ranking officer when a new kind of weapon was needed. By the time the war was over, the Trinity were quite famous and every scientist that wished to learn more was seeking them out in order to expand their own knowledge and capabilities. Around 1952 Trinity Network was founded and the top scientists still in Europe, as well as some that fled to America, were among its members. As many critics of that time pointed out however, not all Trinity members had moral boundaries about what science had a right to touch and tamper with, something that would be a problem later. As years went by and technology made leaps ahead outside the walls of Trinity Network, it moved with the speed of light inside them. Rumours speak of successful cloning taking place decades before Dolly ever made the news, and that is but a hint of how far ahead of their time Trinity Network scientists were. Despite that, funding a problem now that the government was not backing them and they had to turn to private investors. When that happened the scientists were forced to work on projects that promoted the agendas of their investors rather than their own quest for knowledge and the desire to push the envelope further with each new breakthrough. It was not long before the Weapons Division was reinstated and some left the Network due to moral or creative differences, including one of the original Trinity as well, something that stirred things quite a bit as many were those that followed him out. A turning point in the history of the Thirds was during the early 80s and the major changes in computing. While they already had some aspects in far more advanced versions, the advancements made by those outside some still believe it was thanks to those Thirds that left the fold made them try harder and could now use their own toys in public without any risk. Having spent decades distracted by other fields of science it was time for them to return to computers once more, with far more possibilities now.

The people of Edinburgh see Trinity Network as another technology based megacorp. Most know of their ties with the University of Edinburgh but that is to be expected and raises no brows. The scientifically inclined see the Thirds as the epitome of secular thinking and scientific focus, as well as a safe haven for those not afraid to bring science a step ahead. Being accepted into the Trinity Network is a great honour but its even more impressive for someone to be actually invited to join. Most people are also aware of what sort of things the Thirds are researching... or so they think. It is common knowledge that the Network has three major divisions, one dealing with computers and everything about them, one dealing with biology, genetics and similar fields and one dealing with applied science, physics, chemistry and engineering. There is no public record of the notorious Weapons Division or the genetics lab that would make fictional mad scientists cackle with glee, those are not for any but the most trusted Thirds.

Locals tend to think of the employees of Trinity Network as the technological elite, the ones that get to see the future before the rest of the world. Most who are interested in science consider it the greatest honour to find themselves among the other Thirds as equals. Most speculate that the Group has the faculty of the University of Edinburgh in its payroll, so that new talents are brought in without unnecessary delay. Appearance: The majority of Thirds look exactly like what someone would expect from techies and nerds. That said, there is a good percentage that adopts a slightly different lifestyle and look, one that follows the movie image of the techie or the Geek sub-culture. Even in those cases, there is little chance of people mistaking them for anything other than what they are. Background: Without exceptions, all members of the Trinity Network are either experts in a specific field of science, or working their way there. Given the nature of the research taking place in Third labs, the personnel includes some of the most skilled and knowledgeable people in the city, if not all Scotland. Someone does not just join Trinity Network, they are invited, whether they want to or not. Character Creation: It is no surprise that Mental Attributes and Skills are the focus of any member of the Group. More specifically, Academics, Computers and Science tend to have quite high rating. Social and Physical Attributes and Skills are usually nothing beyond the ordinary and in fact tend to have low ratings. Almost all thirds have the Technophille ( to ) Merit and a good percentage of them have the Encyclopedic Knowledge () Merit. In recent days, a fair percentage of Thirds follow the beliefs of the Technomancers.

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Advantages: The Network wants its members to be able to afford cutting edge technology and be one step ahead from everybody else, because of that, all Thirds can purchase high-tech equipment as if their Resources rating is two dots higher, to a maximum of . Additionally, Academics, Computer and Science skills can be purchased at a rate of 2x new dot, instead of 3x new dot. Drawbacks: Being a geek is no easy job and if you are part of an organization like Trinity Network, things get even worse. To be a Third means to devote your life to technology and research. As a result, members of the Group gain Status in anything other than the Group at a rate of 3xp per dot instead of 2xp. Beyond that, Skills like Empathy and Survival cost 4xp per dot instead of 3xp. Thirds also have a high chance of being afflicted by Tech Infection ( to ). Concepts: Black Hat, Mad Scientist, Net Junkie, Technomancer, White Hat

Rituals and Observances

Being a corporation as they are, means there is no real ritual or unique formal practice Thirds follow. Everyday life goes on exactly as expected in any similar scientific outfit, even in the hidden departments and divisions only that there, things take a somewhat more militaristic tint, or something closer to secret government agencies and black ops.

Titles and Duties

With the bulk of the Network's research done around and using computers, its no surprise that most of the unique titles of the Group are related to programming and computer science in general. Even if those holding them are not focusing on software and hardware in the traditional sense, the terms still apply. Root Not even the President of Trinity Network could escape the trend with Third titles. The Root is at once the one in charge of everything, as well as the public face of the Thirds, and the one that manages the departments, making sure people know what they need to know and only that. Technomage If the Thirds are good at something, thats pushing the limits of what technology can do. The spearhead of this effort are the Technomages, the Research and Development department of the Network, men and women that are not afraid to break the mold or some eggs to make an omelet, figuratively speaking. Agent If the Thirds have anything remotely close to a military branch, its in the form of the Agents. Employees skilled in combat or other more subtle functions and abilities, according to some even industrial espionage. Some say the Agents are responsible for abductions. Daemon With the range of projects the Thirds have, they need someone to bend the rules and this is exactly where Daemons come in. Usually hackers and crackers wearing both hats, they go where no other Third goes and usually without any official support from Trinity Network. Tech Support As the name implies, the lowest rank of the Thirds is for people that provide support to the other branches. Not much respect for them but the rest are perfectly aware they are the reason things keep running with as few problems as possible.

There is nothing really surprising about the philosophy and mentality of the Thirds. Given the fact they employ some of the most renowned scientists, its not hard for someone to guess what the average Third believes in, at least on the surface. That said, there are some fundamental differences between scientists elsewhere and members of the Trinity Network. Magic is just unexplained science Thirds do not discount the supernatural as fairytales, not when among their own at least. For them, everything has a scientific explanation and things that don't make sense simply have rules governing them that people just don't know yet. Nothing holds back Progress While they pay lip service to various humanitarian or even religious concepts about moral boundaries and where science should stop, but in private and as a whole nothing is sacred to them. If it makes sense in terms of numbers, they will do it and morality is not something that will hold them back. That said, many among them hold a personal moral code, but its not something enforced by the management. Ignorance is not bliss, its annoying If there is something Thirds cannot tolerate it is ignorance, especially when it comes from members of high society and those supposed to lead people. Not knowing something is only acceptable if measures are taken to remedy that and there is absolutely no excuse for not knowing basic scientific concepts and theories.

Aegis Society: The artsy crowd... you know, opera goers, gallery freaks... Chapel of Crafts: They build the base we work on... can't be too bad Forge Syndicate: Necessary for everything to work... thats all the credit they deserve Gemini Syn: Efficient against all odds, what could their secret be? ...who cares, the ladies are hot! Griffin Inc.: These guys give me the creeps... but maybe they are okay Changelings: Sexy chicks with pointy ears, where do I sign? Mages: Wizards and magic... right... how many dice? Prometheans: Entirely within the realm of possibility. Shifters: They were with vamps in that movie, right? Vampires: Dracula and all that? Sure man, whatever works for you

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Morality 10 09 08 07 06 05 04 03 02 01

Chapter 4: Advantages

altering/controlling effect, like a Discipline, Gift or Spell. This Merit offers no bonuses whatsoever when it comes to resisting powers that affect emotions.

The hierarchy of sins for Morality (and by extension Humanity) is changed in the following manner:

Multi-Lingual ( to )

Effect: Since the original merit did not take into consideration the fixed version of the Language merit, it has been changed so that it Sin grants four new languages per dot instead of two. Everything else Selfish thoughts and minor selfish acts (roll five stays the same. dice) Minor injury to another, intentional (roll five dice) Effect: Your character known an additional language besides his own, one that he can read, write and speak with fluency. If he wishes Grand or petty theft, like shoplifting or burglary to convince others that he is a native speaker however, the Storyteller (roll four dice) might call for an Intelligence + Expression roll, contested with a Major injury to another, accidental or reflexive Intelligence + Academics roll by anyone who is suspicious. You must specify which language your character is familiar with when intentional (roll four dice) purchasing this Merit multiple times, with a different language for Intentional mass property damage, like arson each. (roll three dice) Impassioned crime, like manslaughter (roll three dice) accidental or

Language ()

Sleepwalker ( or )

Effect: In addition to immunity to Quiescence and the fact they do Planned crime, like murder or kidnapping (roll not provoke Paradox, the four dot version of the Merit grants the three dice) Sleepwalker the Merit Unseen Sense, when it comes to Awakened Inhuman behaviour, like torture or rape (roll magic and Mages. The three dot version of the Merit does not grant any other advantage to the Sleepwalker apart from immunity to two dice) Quiescence. Casual and/or callous crime, like serial murder (roll two dice) Utter perversion, heinous act, like mass murder (roll two dice)

Physical Merits

Fighting Style: Gun Mastery ( to )

Prerequisites: Dexterity , Firearms and Weaponry Effect: Your Character is trained in using firearms in ways most cannot even imagine. Whether it was a promising career in the army, law enforcement or membership to an organization willing to create an elite strike force, something led to this Fighting Style. Those unlucky enough to face a master of Gun Mastery regret it for what's left of their lives. Quick Draw (): Affecting melee weapons, ranged and firearms without the need to be purchased multiple times, Details in the WoD rulebook (pg 113), now part of this Fighting Style. Disarm (): As in WoD rulebook (pg 110), now part of the Fighting Style Gunslinger (): As in WoD rulebook (pg 112), now part of the Fighting Style Dodge Mastery (): Whenever the Character performs a dodge, the highest of his Weaponry and Firearms Skill is added to his doubled Defense. Otherwise works like Weaponry Dodge (pg 114) Gun Kata (): Through a nearly inhuman mastery of weapons, be it melee, ranged or firearms, the Character is able to able to dodge and attack in the same turn, while gaining the benefits (and drawbacks where applicable) of the previous levels of the Gun Mastery Fighting Style.

Chapter 5: Merits
When purchasing a Merit with experience, its only needed to pay for the levels that actually grant the Character a bonus, not all the levels till the one wanted. For example, if a Character is to get Striking Looks () 12 xp are needed as only and give a bonus and thus have to be paid for.

Mental Merits
Common Sense ()
Effect: This Merit is by default taken by all. NPC and Player Characters alike will be treated as if this Merit has been purchased upon Character creation. No loss of merit points or experience is used. As it is a standard Merit for all characters, it is not necessary for the player to note it on the sheet.

Iron Will ( to )
Prerequisites: Resolve Effect: Each dot in this Merit provides a character with an additional die to their Resistance roll when faced with a mind

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Tech Infection ( to )
Prerequisite: Any sort of metallic implant or graft that contains an electronic component. No one has an explanation for how a tech infection begins, or why. At first, the bearer may notice a slight tic coming from the site of infection, as stray electrical pulses are released from the device that began it all. As the infection progresses and spreads, it becomes systemic to its host, filling them with metallic components, joints and filaments. A lucky host is able to sense his growing infection, and the host can gain a measure of control over its actions. The unlucky can only watch in shock as their bodies are consumed, and the thing that replaces them slowly kills them from the inside. Each dot increases the range of sensing electric devices by 10 feet and the range of influencing them by 5 feet. Initial Stage (): In the initial stage, nothing appears out of the ordinary. X-rays will reveal that the device or implant seems larger or more bulbous than it should be, but most doctors would just write this off as a poor x-ray. Second Stage (): At the second stage, the host begins to feel a heaviness inside them originating at the site of infection. X-rays show obvious protrusions from the original implant, and the character can begin to feel the infection moving as she moves. A character with a second stage Tech Infection begins to have metallic components throughout her body. Third Stage (): In the third stage, a Tech Infection begins to wrap around and support the characters internal organs. It may become like a flexible exoskeleton under the skin, or replace parts of the natural skeleton with metal joints and fibers. In some places, the infection has spread to cover his flesh with smooth metal or pulsing wires. At this stage, a character can consume small metal and electronic components to repair his body. During a scene in which the character consumes at least a meals worth of such devices, his healing rate is doubled. Final Stage (): A person in the grip of the last stage of a Tech Infection can barely pass for human, and then only if they take pains to cover their bodys obvious metal protrusions. However, there are some benefits to this state. They receive bashing damage from guns and may generate electricity, receiving +2 dice on brawl attacks against opponents that are damaged by electricity. Drawback: On the other hand, the massive amount of electric and electronic components throughout her body makes such a person more vulnerable. She receives aggravated damage from electricity regardless of the source, be it mystical or natural and must pass a Stamina roll or be knocked out for the remainder of the scene when in the effective radius of an electromagnetic pulse. Option [No Control]: At the players discretion, his character may not have control over the actions of his infection. It may cause him to lash out violently against people and things that the infection perceives to be a threat. If this is the case, the Storyteller must decide when the infection perceives such a threat and how it reacts. To resist these actions, the player must make a contested Willpower roll, with the infection rolling dice equal to the dot rating of the Merit.


Chapter 6: Dramatic Systems

If your fool ass gets run over, its lethal damage, not lethal ...Each success on the resulting roll inflicts a point of lethal damage to the target. In other words, stay away from moving vehicles unless you are on them.

General Combat Factors

Specified Targets

Chapter 7: Combat

To stake an opponent, an attacker must target the heart. Wielded in hand, a stake calls for a Strength + Weaponry roll. Fired from some kind of projection device or thrown, a stake demands a Dexterity + Firearms or Athletics roll. The damage your Character inflicts is lethal but must also be sufficiently high to pierce muscle, bone and organ. All totaled, efforts to stake a resisting target are at a 3 dice penalty; an exceptional success must be scored to strike all the way to the heart. If an ordinary success is achieved, damage is done, but not enough in the proper spot to have any special effect on a monstrous target.

States of Being
Resisting disease is not a contested action. Typically only a single success is required on the Stamina + Resolve roll and this roll is modified by the severity of the disease in question. In some cases, resisting disease might be an extended action, such as recovery from cancer. In cases like these, the Storyteller still sets the benchmark for how many successes are necessary, and the subject's pool might still be penalised by the disease's severity.

Like resisting disease, resisting the effects of drugs is not a contested action. Typically only a single success is required on the Stamina + Resolve roll and this roll is modified by the potency of the drug in question. In some cases, resisting disease might be an extended action, such as prolonged exposure to low levels of arsenic. In cases like these, the Storyteller still sets the benchmark for how many successes are necessary, and the subject's pool might still be penalised by the drug's potency.

Poisons and Toxins

Like resisting disease, resisting the effects of poisons and toxins is not a contested action. Typically only a single success is required on the Stamina + Resolve roll and this roll is modified by the toxicity of the poison in question. In some cases, resisting disease might be an extended action, such as drug or alcohol abuse. In cases like these, the Storyteller sets the benchmark for how many successes are necessary, and the subject's pool is penalised by the toxicity.

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Chapter 8: Storytelling

Dog and Raven have a Resolve rating of 3.


A ghost is an entity that is made of spiritual stuff, but it is distinct from a spirit. A spirit is a creature made of Essence, with an origin specifically in the Shadow Realm. The collective description for spiritual creatures (both spirits and ghosts) is ephemera, though the two branches of ephemera (spirits and ghosts) are separate types Initiation of entities. You can't bind a ghost into a fetish, for example, and (Level-One Ahranite Sorcery ritual) werewolf powers don't typically affect or relate to ghosts. Those who wish to join the Followers of Akhud are required to undergo initiation in order to share fully in the ties that bind the Faction together. This ritual is the culmination of those ties, as it Experience Points The differences between tabletop roleplaying and IRC based infects a willing subject with the demon's essence while roleplaying extend to the way Characters gain experience. Sessions, simultaneously infusing the demon with the inflexible loyalty of the Chronicles and sometimes even Scenes, take different meanings and Ahranites. To perform this ritual, the subject undergoing the as is expected, that calls for a few additional ways for experience to be transformation must consent to it (though it's certainly possible to be gained. tricked) and must enter a cauldron under his own power. If the ritual Awarding Experience Points succeeds, the subject is plagued by the Whispers of Shaddad, is 3 points Weekly. For at least one scene of 25 posts or more, these immune to mind reading and is unable to attack or betray those who points can be used for anything the player wishes, as long as it is have undergone Initiation. relevant to the roleplay to that point. Seek the Wise Blood 1 point Training. For each log of 25 posts, where the Character (Level-One Ahranite Sorcery ritual) trains to advance a trait. The primary caster of this ritual must immerse himself in a 1.5 points Training. As above but the trait is native to the cauldron while the ritual is being performed. If it succeeds, all the Character. blood or Vitae currently in his system gains an additional 1 point Training, additional. If there is a teacher someone with 4 property: he is aware of his blood whenever it leaves his body. Thus, or more dots in that trait training the Character. if a Vampire feeds on him, he knows where the Vampire is until the

the ritual is five times the level of the ritual. Each turn represents five minutes of casting, unless stated otherwise. Note that each point of damage suffered in that time is a penalty to the next casting roll made for the Character, in addition to any wound penalties that the caster might suffer. Willpower is spent and lost before the casting. Roll Results Dramatic Failure: The caster is open to Spirits and demons for the taking upon failure of a Morality roll. The specifics are left to the Storyteller and the ritual may or may not work. Failure: Nothing happens, the ritual fails and the caster loses a Willpower point and is possibly in trouble. Success: The ritual works as intended, Willpower is lost. Exceptional Success: The ritual works better than expected and the Willpower point is restored.

Cult Characters and Special Rules

Cultist Merits
Ahranite Sorcery ( to )

Appendix 1: Oddities

Vampire spends the blood to fuel a Discipline, ghoul someone, boost a physical trait, or for any other reason. If he smears his blood on someone's car, he knows where that car is, until washing or normal wear removes the blood.

Draugr Curse

Prerequisites: Status (Followers of Akhud) or higher Effect: As a Follower of Akhud your Character has access to certain rituals that make the Faction's agenda easier. Granted by creatures of the Abyss one or many, it matters little the knowledge of these rituals passed from master to apprentice throughout the Faction's history. Due to its unique nature, the Merit costs 7 experience points per new dot and each additional ritual apart from the one each dot grants for free costs 3x Cost: 1 Willpower Dice Pool: Manipulation + Occult + Ahranite Sorcery subject's Resolve + Power Trait Action: Extended. The number of successes required to cast

(Level-Two Ahranite Sorcery ritual) This ritual works only on Vampires who have not been through Initiation and given the fact no sane Vampire would risk joining the Faction, that means practically all. The Vampire is immersed in a cauldron (usually by force or while immobilized) and .as his Ahranite captors chant, drops into a deep torpor. He spends a number of days in that state equal to his Blood Potency. Upon awakening, he finds himself weakened and badly confused his memories of the ritual are especially scrambled but usually free and often somewhere near his haven. Or near Elysium. He acts and feels normal, until he is next subject to the Predator's Taint, at which point he immediately enters frenzy. The focus of the ferocity is the Vampire who provoked the Beast. This frenzy can be mitigated as any other sort of frenzy once it has begun, but it cannot be averted by any means. Use of this ritual is often

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responsible for Elysium whispers about the presence of VII in a city Exceptional Success: The Character is disturbed and the ones who find the truth often wish that was the case. startled, but not to the extend of complicating her actions.

Thirsting Dagger

(Level-Two Ahranite Sorcery ritual) The ritual focuses on a brass dagger. The dagger is immersed in a cauldron as the spell is cast. If it succeeds, the dagger drains a point of blood from its target each time it hits, in addition to any other damage done. This means that Vampire targets lose one Vitae per blow, while humans take an extra level of lethal damage. The blood so drained goes directly to the hungry maw of Shaddad or whatever creature is responsible for the powers of the Followers so there is no way to extract it from the weapon. The dagger retains its thirst for a number of nights equal to the successes rolled on the ritual.

Sinner's Skin

Restored Visage

(Level-Three Ahranite Sorcery ritual) Ironically titled, this conjuration works only on Sleepers not Ghouls, Sleepwalkers or Wolf-Blooded and the spell's intended recipient must get into a cauldron while it's performed. If it succeeds, the subject permanently loses his reflection. It's as if he gets Embraced and forever more, he displays the normal traits of Vampires when it comes to reflection. The subject does not trigger the Predator's Taint and his aura is not affected. An image on recording media, shows the subject for what he really is, as usual.

Visage of the Nameless

(Level-Three Ahranite Sorcery ritual) The target for this ritual must be Initiated and forcing an unwilling subject to undergo it does not violate the loyalty ban of the Faction. It is possible to cast this spell upon oneself though and as with all Ahranite Sorcery rituals, immersion is required. Visage of the Nameless lasts a number of nights equal to the successes rolled. Much of that time is usually spent behind a veil or mask. If the ritual succeeds, anyone who looks upon the target's face sees, instead, the visage of a demon not the being responsible for the powers of the Ahranites though, at least not according to those in the know. This may include the caster (or casters) of the ritual but not anyone who looks in a mirror, at a broadcast or at a photograph. In those instances, they see what they'd usually see. Those who look on the Visage of the Nameless and unless they are Sleepwalkers or Awakened must attempt a reflexive Resolve + Composure + Power Trait roll, minus the successes scored on the ritual's activation roll. The results of this roll determine the onlooker's reaction. Roll Results Dramatic Failure: The character flees, screaming, until she can no longer see the transformed face, then collapses into a ball and sobs for the rest of the scene. This may be enough to provoke or exacerbate a derangement, at the Storyteller's discretion. This is a temporary affliction, lasting for about a week. Failure: The Character loses one Willpower point and flees until she can no longer see the face of the user of Visage of the Nameless. Success: The Character is shaken and is at a -2 penalty to resist other frightening powers for the rest of the scene, but is otherwise able to keep it together.

(Level-Four Ahranite Sorcery ritual) To perform this ritual, an individual person living, dead, Kindred or other is immersed in a cauldron during the ceremony. At the end, if the ritual succeeds, the person's skin floats off all in one piece, and rises to the top of the cooling ash. (Note that being boiled until your skin comes off inflicts eight levels of lethal damage.) It is possible for a human of any size to climb into this suit of skin by stretching the mouth. Once inside, the wearer's appearance size, body shape, weight and even personal fragrance changes to match that of the skin donor. The disguise is almost perfect the wearer looks, smells and feels to the touch like the donor. If the donor was mortal, the wearer can pass for mortal. If the skin was Kindred, a mortal wearing the skin provokes Predator's Taint in others as if he were the original Vampire. Anyone can wear the skin, not just the Ahranite Sorcery caster. The spells lasts for a number of weeks equal to the success rolled and at the end of that span, the skin crumbles into dust. Wearing the skin does not grant any abilities, Skills or Merits possessed by the donor, with the exception of the Striking Looks merit and others based on the donor's appearance. Wearing the skin does not alter the wearer's Health or Defense it is simply a frighteningly effective disguise. A Sinner's Skin grants a +5 bonus to dice pools involved in disguising a Character as the skin donor. The disguise is not perfect, however. It does not alter the voice or provide any memories. While wearing the skin, fingerprints are those of the donor, but retinal scans read the eye-prints of the wearer. (Few Followers of Akhud know this, however.)

Mantle of the Demon

(Level-Five Ahranite Sorcery ritual) This ritual is performed over a full-length garment, such as a cloak or long jacket. If the ritual succeeds, the robe offers diabolical protection to the ritual's primary caster. While the robe is worn, anyone who uses sorcery of any type on the ritualist suffers one automatic point of aggravated damage per attempt. It doesn't matter if the arcane effect is a Crac ritual, an Uratha rite, a Mage's wizardry or something else. If the subject created the robe and is wearing it, an opposing caster takes a point of aggravated damage when targeting the subject, whether the supernatural effect succeeds or fails. All Disciplines and Gifts that are not ritual-based are not affected by this ritual as they count more as innate abilities than something granted by magic. The protection of the mantle lasts until the garment is physically destroyed or until it has dealt out a total of five points of aggravated damage, whichever comes first.

Shaddad's Vengeance

(Level-Five Ahranite Sorcery ritual) The primary caster of this ritual is also its target. Immersing himself in the cauldron, he uses his wits and wiles to make his body precious to the confused and dreaming mind of the demon Shaddad one of the beings that grant the Ahranites their magic, possibly their leader or simply the strongest one. Moreover and more importantly to the caster he makes his body a channel for Shaddad's destructive power.

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If the ritual succeeds, the caster's eventual destruction is met with fiery retribution. A reflection of Shaddad's burning and unbound form appears coterminous with the killer. Thus, whoever destroys the caster of Shaddad's Vengeance is immediately struck with a number of levels of fire damage equal to the successes rolled. This hits the killer no matter where he is even those who use long distance attacks like rifles. It doesn't matter how high the Character's Defense score is, and Celerity-like powers offer no protection (although Resilience-like powers can still downgrade the damage). The burning avatar of Shaddad appears only for a few seconds, but the sight of it is enough to shake the sanity of any who behold it. A Vampire so attacked must resist the Rtschreck, with a 3 penalty to his roll. A Vampire wounded by the fires of Shaddad automatically gains or exacerbates a derangement until he is healed. Creatures who merely see the face of Shaddad unshielded, even for a moment, must make a Resolve + Composure + Power Trait roll with a -5 penalty to resist gaining or exacerbating a derangement. Such derangements persist for a number of nights equal to 7 the subject's Resolve.

Psychic Characters and Special Rules

Psychic Merits
Electrokinesis ()
Effect: Electrokinesis represents the ability to manipulate electricity and how materials react to it. Psychics with this power are usually referred to as electrokinetics. An electrokinetic can manipulate the flow of electricity, for example to turn a device on and off or even fry it, and alter the conductivity of materials in order for current to go through them or stop doing so. A character with Electrokinesis must overcome one difficulty in affecting the flow of electricity: the conductivity of the materials in the circuit. The modifiers applied to an attack roll for each of these criteria are listed below. Dice Modifier +2 +1 0 1 2 3 Material Great conductivity (gold, copper) Good conductivity (water, most metals) Average conductivity (flesh, seawater) Bad conductivity (air, covered conductors) Poor conductivity (dead wood, heavy clothing) No conductivity (glass, plastic, rubber)

The damage inflicted with a successful electrokinetic attack is equal to one point of bashing damage for each success. If the target is part of a circuit already, the normal damage of it is added for example someone touching a socket when targeted . This damage pool (minus the benefits of any electricity-resistant armor) is inflicted every turn on anyone in contact with the target. Once current is affected, it follows all normal rules for electricity damage (See the World of Darkness Rulebook, pg. 177.) and its treated as any mundane circuit. Altering conductivity of an item requires an extended Stamina + Resolve roll with the number of successes required equal to the modifier for the material +1, with each roll taking one turns action. The new conductivity remains for a number of turns equal to the character's dots in Electrokinesis. Cost: 1 Willpower Dice Pool: Wits + Resolve to manipulate electricity. Stamina + Resolve to stop current. Action: Instant to manipulate a closed circuit. Extended to create one, with each roll representing one turn. Roll Results Dramatic Failure: The psychic suffers one point of lethal damage due to painful psychic feedback. Alternately, the psychic might manipulate electricity but not where he wants it. Failure: The attempt is unsuccessful. Success: The electrokinetic manipulates electricity as intended. Exceptional Success: Additional successes are their own reward. Option [Emotional Electrokinesis]: Whenever an electrokinetic is in the grip of strong emotion, the Storyteller may direct the player to roll Resolve + Composure with a dice penalty equal to the intensity of the emotion (as described by the Emotional Response table on pg. 60 of Second Sight.) If the roll is unsuccessful, the electrokinetics powers function randomly, overcharging small, nearby electrical devices. A dramatic failure means that this electrokinetic activity might flare up at random intervals over the next several days whenever the electrokinetic is agitated. Such wild phenomena do not require the expenditure of a Willpower point. A electrokinetic with this option gains a +2 bonus on all deliberate uses of this power.

Spirit Related Characters and Special Rules

Spirit Related Merits
Equal Partner ()
Prerequisites: Easy Ride (), Hollow Soul () or Awakened Effect: Its not often that spirits interact openly with humanity but when they do great and terrible things happen. A Character with this Merit can choose to merge with a spirit to create a more balanced version of a Spirit Claimed, where both sides have equal impact on the outcome. If the mortal has the Easy Ride () Merit or is one of the Awakened, then the resulting Claimed is a perfect fusion of both sides, keeping the memories of both and gaining all the advantages and drawbacks of being Claimed. If the mortal has the Hollow Soul () Merit, the result is always a normal Claimed, with all traces of the human host gone.

The dicepool to manipulate electricity is Wits + Resolve. When the electrokinetic seeks to target a person or some other target capable of movement, the attempt is treated as a ranged attack. Defense does not apply, but the roll suffers a 2 penalty when attempting to affect a moving target. Short range for an attack is equal to his Intelligence + Wits + Electrokinesis dots in yards. Medium range is twice that and imposes a 2 penalty on an attack dice pool. Long range is up to twice medium range and imposes a 4 penalty on an attack dice pool.

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Thaumaturge Characters and Special Rules

Given a sufficiently advanced level of technology, it becomes indistinguishable from magic

Rituals for a New World Order

Defining Merit: Weird Science () Path Merits: Alchemy (External), Curse of Ill-Fortune, Divination, Dream, Enchantment, Favorable Fortune, Healing, Library, Luck Magic, Longevity, Scrying, See Auras, Warding and Weather Control Strengths: A Technomancer relies on devices of various natures. Essentially the construction of a device replaces the ritual. Using a bit of creativity one can still use the ritual rules; the sanctum becomes the hidden laboratory, the nexus becomes an unusual energy field. The device should be thematically appropriate to the effect created, the device that lets them see auras is likely to be in the form of a pair of goggles, while their divination may take place in the form of a random number generator. Furthermore, the nature of the device is important to consider. A Technomancer needs a base number of successes equal to the size of the device during the ?ritual? construction. This is on top of any other successes that may be required. The advantage here, however, is that the Technomancer can work upon his device at any time, the extended ritual action does not have to be consecutive rolls. In addition, the Technomancer must charge the device at creation with a number of energy charges, spending 1 point of Willpower for each charge. Every time the device's effect is activated that charge is used. To recharge the device the Technomancer must perform a short informal ritual and gain as many successes as new charges being stored in the device. Weaknesses: A Technomancer's strength is also their greatest weakness. They are completely and utterly dependent on their devices to perform their effects. Without them they cannot do any form of magic. Furthermore, the Technomancer's exposure to constantly strange and alien ideas places a strain on their minds. All Technomancers begin play with a mild derangement. Character Creation: Magicians almost always have a focus on Mental Attributes and Skills, in particular there is an emphasis on Science over Occult.

Manifold Theory

Technomancers often speak about a concept known as the Manifold, that is all of perceivable existence. The concept of perceivable reality is a key component to understanding the Technomancer?s viewpoint. Essentially, that which is not observed may or may not exist, but until such time as it has been it exists in a quasi-real state outside of the reality of the Manifold. The Manifold essentially describes a real and conceptual realm not unlike the platonic ideals. The universe as an infinity thing is without form, and contains within it all conceivable ideas and thoughts. The Manifold is everything within that has been weighed, measured and found. In this sense, the Manifold can be thought to be a gestalt form of Solipsism. Because human beings have the power of consciousness and the ability to observe the universe consciously, they give metaphysical weight to certain ideas of the infinite potential ideas and manifest them into the Manifold. What makes a Technomancer different from any other human being, is an awareness and participation in this gestalt Solipsism. This awareness means that their measurements and observations are given a greater metaphysical weight then the average human. In this sense, they can override the temporary weight of the gestalt and direct it towards their own personal desires or ambitions.

Deus ex Machina

Through the use of sounds, shapes, movements, visualizations and mental foci a Technomancer aligns their thoughts to create the sympathetic resonance to the concept they desire. By using a number of these different components together a Technomancer can tap into one of the many potential variables in the universe and manifest it into the Manifold. The power of these shapes, the Technomancer says, is not from any internal power, but from their place in a fractal universe. Each shape or sound is merely a larger representation of an infinity concept. While old magicians may toil over boiling cauldrons, chanting arcane verse and scrawling runes, the Technomancer eschew all that. They encode the ethereal sounds into the mathematical symphony of the spheres, drawing the symbols of the cosmos into their circuit-boards and transforming their tomes into digital form. All of these things are the tools available to the Technomancer's disposal, and the manner in which they can make their observations a greater truth.

Thaumaturge Merits
Weird Science ( to )
It is with this Merit that the Technomancers forge their devices. Jury Rig (): Sometimes all you need is some Duct Tape, WD40 and a prayer to have a machine running. The Technomancer can essentially perform a temporary patch-job even if they don't have adequate materials or tools with the expenditure of a Willpower point. Rube Goldberg Machine (): This Merit allows the Technomancer to create machines of absurd complexity and not have to account for a high margin of error. Essentially this means that they can create absurdly complex acme style machines with unusual components that would not normally function together. Techno-babble (): At this point the Technomancer can apply his observations to the creation of the device and allow that device to function beyond the limits of physics, but not beyond the

TRANSHUMANISM The Internet is perhaps the Holy Grail for the Technomancers who see it as a place to explore all the possible potentials of the cosmos without having to manifest it into the Manifold first. Many Technomancers have forays into the mores of Virtual Reality and many postulate ideas of leaving the physical world behind in favor of it.

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limits of plausibility. As long as the Technomancer can come up with between them, except for a faint mark on the neck, appearing only some postulation for how this device works (however outlandish) it during the change in personality and roughly looking like a bird in does as long as those conditions can be met. flight. While this strange mark is on them, their eyes lose their spark and the men are reduced to automatons with little regard even to their own life. Appendix 2: Edinburgh The most superstitious among the dockworkers, have dubbed the afflicted the Albatross Crew and some go as far as to claim they have seen a man walking the docks, with a dead albatross hanging from his neck. The more rational among them, discard such rumours and see nothing wrong with a few workers finally doing Old History their job. Blood Maiden In a city as old as Edinburgh and as full of old legends, one There Can Be Only One is not surprised to find that new ones are created practically every day. The Blood Maiden is such a new legend, only rearing its head Freedom They Cry the last few months, striking fear to the hearts of the city's socialites, or simply dismissed as yet another urban legend even though the rumours keep getting louder and more frequent. Recent History According to those rumours, there is a new predator in town, targeting the young and attractive of Edinburgh, regardless of gender, race or creed. This predator comes in the form of a young United No More and attractive woman, one that could easily be a victim of the Blood Maiden ...and often is. Reports about the appearance of the Maiden A City Under Siege vary and quite often one marked as suspect ends up as a victim a few days later. Despite what one might expect, the Blood Maiden does not Geography kill her victims, at least not by default, instead she is more concerned about making them bleed whether or not they die, is irrelevant and not her primary objective. Victims of this urban legend end up with The Lay of the Land varying levels of abuse and cuts, done without them realizing as they claim most probably lulled by means of seduction and in most Places of Legend cases a sharp blade is used. Jack o' Spades A new figure appeared in the city during the last few Legends of Old Horrors of New decades, one that nobody ever speaks of in the open, both in fear of Where humans gather and build cities, the scenery changes radically, both in the physical aspect of things and others far deeper being ridiculed and of the off chance the urban legend is actually ways that may in the end be more important and Edinburgh is no true. When asked about it, most people will either deny they know exception to that rule. Since the city's founding, the land changed anything of it, or they will shrug it off as superstition and a story to beyond the wildest dreams of people and with the land, so changed frighten children. A precious few, will not only acknowledge the the people as well as the other less mundane residents of the city. validity of the legend, but will also share all sorts of stories about the Legends of old now found a new home and new ones appeared over man known as Jack. The stories are many and in each, Jack shows a different face the years, some to rise well above the level of urban legend and old wives' tales. As is to be expected of course, not all legends are pleasant altogether. In some, Jack is a young man of Scottish descend, with or bed time stories, in fact most are bloody nightmares and stories short dark hair, pitch black eyes, a five o'clock shadow and a deep voice that betrays great age and wisdom. In this version, he is always about things best left alone. dressed casually whatever casual is during the era of his appearance Albatross Crew Among the dockworkers of Leith circulates a strange rumour and quite friendly to those he encounters. Some recent reports of for the last couple of centuries. Every few months, random this version of Jack, hint that he may be a werewolf that somehow individuals among them start acting strangely, practically severing all managed to master his bestial side and gained powers beyond the social ties for the duration of the phenomenon. These men only scope of even the greatest among the Uratha. Another version, has Jack as a slightly older man, dressed in focus on their duties, regardless of what said duties are, and often victorian era clothes, always with smoked glasses hiding his eyes. This work far longer than anybody else, even to the point were the average version, has him granting wishes for a price and his demeanor is far person would collapse from exhaustion. Nobody knows what causes this and the afflicted remember less pleasant, but always polite. Some Kindred who have heard the nothing about what they were doing while under the influence of this stories often draw a connection between Jack o' Spades and the strange phenomenon. There also seems to be no connecting trait legendary master of mirrors, illusion and deceit, Red Jack, better

Hidden Protagonists: Mortals

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known as Jack Scarlet in the British Isles. To this point, there is no rumour of Jack Scarlet's companion Queen Mary, Bloody Mary or Hell Mary, of Kindred and mortal legend alike of ever being seen in the flesh. Finally, there is a third version of the story that has Jack a gambler. There is no standard appearance of Jack in this variation, he simply shows up when people play cards, manages to make himself one of the group, though nobody ever remembers how or when exactly he is just one of the pack, so to speak and engages the others in idle conversation. At some point during the game, he throws a card on the table always the Jack of Spades and simply vanishes, without any of those present finding it odd at the moment. Sometimes, the following day one of the group will have great luck, for better or worse. A number of Awakened believe Jack is an Acanthus or a master of Fate. The Branded Centuries ago, seemingly random people were found in a state of shock, coated in their own blood, with a single word carved on their forehead. The word was different for each one and allegedly, it spelled out their particular crime. Most of them were rapists, child abusers, drug dealers (whatever form drugs had back then) and in some cases, particularly cruel individuals. While no court would find them guilty of these crimes, such branding was often enough to kill whatever social life the victim had and people in general knew better than to think of the branding as false. Researchers claim that the last true branding was made three centuries ago and all those taking place after are nothing but frauds, used simply in games of politics and power after all, who is going to vote for a man who has death dealer carved on his forehead? Never something to be spoken in the open, both the branded and the ones around them kept the whole deal to themselves, it was enough to know the truth, nobody has to spell it out. Fear of branding is one of the reasons such activities were never too popular or never took place without layers upon layers of secrecy, lest the wrong-doers find themselves among the Branded. Nobody knows who was responsible for the branding, but rumours of all kind circulate. From Morrigan and the Old Gods, to the God of Christians and His angels, and from secret societies to self-mutilation, there is no possibility left unsaid. Besides, it does not really matter anymore, it is a thing of the past, right? Nobody is going to be branded in this day and age... Wrong. During the last two decades, police has encountered quite a few cases of branding, unlike anything recorded in recent history. Researchers claim they are the work of the ones behind the original brandings, no matter how strange and irrational that may sound.

Jaime Ross Sleepwalker Waitress Leia Cassidy Sleeper Bartender Steven Lennox Wolf-Blooded Bouncer Stuart Crichton Sleeper Bouncer Yukino Oswald Ensorcelled Waitress

Gerrard Orivia Ascending One Firefly Rogue Hunter

Fables of Old: Changelings

A History of Edinburgh
Edinburgh Today
The Autumn Court The Spring Court The Summer Court The Winter Court The Courtless

Downtown Edinburgh
Commonwealth Swimming Pool Edinburgh Zoo National Gallery Royal Botanical Gardens The Goblin Market

Movers and Shakers

The Lay of the Land Catalysts

Hana Clone Agent Prime Psychic Root Sin Clone Agent


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Equinox Menagerie
Batna Beast Spring Courtier Jade Iago Fairest Autumn Courtier Neiva Elemental Winter Courtier Nightingale Beast Courtless Pandora Fairest Autumn Courtier

A University Town
University of Edinburgh Edinburgh Nightlife Cost of Living

Eternal Wheel
Behemoth Jake Ogre Winter King Belladonna Lily Fairest Autumn Queen Thunderhoof Beast Summer King Tiresias Wizened Spring Queen

An Occult History
Beyond Edinburgh

Gemini Syn
Hermione Moros of the Free Council Nemesis Mastigos of the Adamantine Arrow Selene Thyrsus of the Adamantine Arrow Tyche Acanthus of the Silver Ladder Uatchit Obrimos of the Adamantine Arrow

Midnight Circus
Faith Darkling Spring Courtier Leanna Pip Darkling Summer Courtier Mimic Darkling Courtless Obsidian Elemental Summer Courtier Torque Wizened Courtless

Inner Circle of Purifying Light

Bane Moros Seer of the Throne Clotho Acanthus Seer of the Throne San Obrimos Seer of the Throne Storm Hand Thyrsus Seer of the Throne Talbard Mastigos Seer of the Throne

Sunset Rhapsody
Dusk Ogre Summer Courtier Minerva Fairest Spring Courtier Myrna Wizened Courtless Thorn Fairest Spring Courtier

Lone Lost
Kurgan Beast Courtless

Lore Weavers
Arachne Acanthus of the Mysterium Doktor Sleepless Thyrsus of the Free Council Macina Obrimos Apostate Mariposa Moros Apostate Spice Mastigos of the Free Council

Keepers of Secrets: Mages

Local History in Review
Early History Recent History

Shattered Prism
Boudicca Mastigos Apostate

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Damien Moros of the Free Council Jasmine Obrimos of the Mysterium Scathach Thyrsus of the Free Council Shay Acanthus of the Mysterium

Lone Mages
Tobias Ronan Thyrsus Apostate Talon Thyrsus Apostate

their own and came not to oppose the Prince himself for arguably they did not find him unfit to rule but what he represented and the reality of vampire society. After all if such simple beings as mortals can find something better than the feudal system, so must Kindred. The second siege claimed no Carthian but brought a different sacrifice with it. While the Movement came out of it stronger than ever, ever rivalling the First Estate in numbers, the end was not far. The circumstances for this were never clear but in a seemingly illogical move, the Movement disbanded and its members left for other Covenants, something future historians would hint as the beginning of the Great Reform.

The Childer of Haqim

Political Affairs and Power Bases

The Consilium Ebon Court
Belinus Moros Guardian of the Veil Brigid Mastigos of the Free Council Cernunnos Thyrsus of the Adamantine Arrow Oberon Obrimos of the Silver Ladder Titania Acanthus of the Mysterium

Lords of the Night: Vampires

An Historical Overview
Edinburgh Tonight
The Carthian Movement
While most vampire domains are ruled by the most conservative Covenants usually Invictus or Lancea Sanctum there are few domains that do not claim even a small number of Carthians. Rebels with or without a cause, these Kindred tend to simply raise hell and go against Elder rule. Edinburgh had at least six confirmed members of the Carthian Movement before the blood moon massacre claimed their unlives. Official word is that it was simply coincidence and since no Carthian survived, nobody knew or cared enough to say otherwise. Whether the deaths were coincidence indeed or orchestrated by someone, one thing is for sure... the outcome is something the survivors could certainly live with, especially those of the ruling First Estate And so were things till recently, when a group of Kindred nobody would ever suspect, rallied behind a charismatic leader to rekindle the flame of revolution and bring the Carthian Movement back to the city of Edinburgh. While these Kindred were in no way related to the old Carthians in fact, most were opposed to them before the Blood Moon Massacre now they embraced their ideals as

Most people are surprised to hear this Arabian Covenant has reached Scotland. Most people should know better, the Childer go where they are contracted to go. Nobody knows what the price is and nobody dares ask, one thing is for sure though.. the assassins were loyal to Duke Nuada and there is no way for them to walk out of the contract not unless a superior Childe orders them to, that is. Serving as the Invictus' Hounds and Deputies, all known Childer in town are feared by even the most powerful vampires, especially due to the rumours about them. During the blood moon massacre, reports placed the Childer in various locations around the city, sometimes at the same time, taking down attackers with ease as only trained assassins would have. Bathed in the blood of whoever they could reach, never did the Hounds show anything other than cold determination and a monstrous vibe unheard of even for members of their Clan or Covenant, as some say... not that people know enough about the Childer of Haqim to give an opinion to begin with. Between the massacre and the second siege the numbers of the Childer doubled, even tripled for a while, but their vigilance and duties remained the same. Feared as ever, they managed to keep and improve their reputation during the second siege, performing surgical strikes against the invaders, even if they were only the instruments of those making the plans for those attacks. Even during the Great Reform, the loyalty of the Childer remains to Senex Nuada and the ruling body of the city's vampire population.

The Circle of the Crone

According to some brave and unwise vampires the Hierophant of the Circle in Edinburgh was the true Prince of the city and the fact the Covenant holds enough power to back such a claim if it was ever made only adds to that feeling. The truth was less byzantine and more practical however, it is in fact the story of old lovers, bitter rivals, reluctant allies and individuals too similar and strong-willed to be anything but all the above. Since the first claim to Praxis by the last First Estate Prince, the Hierophant and the Circle in general have been at his side, sometimes serving as the Second Estate other times as the knife in the back that never let him let his guard down. Whatever the case and no matter the clear lack of trust between the two Covenants and their leaders, they worked well together and those who tried to get in the middle were often crushed. Lately however things changed dramatically, where the Acolytes once played a significant role in local politics and the Danse Macabre now they seem to support the Great Reform and at the same time not care about any Kindred affair in the least. Taking a

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position similar to that of the Dragons, they see themselves as different species, the Undying, perhaps the only vampires truly worthy of the term. For the numerous cults of the city, the Great Reform is a step in the right direction, away from playing games and trying to pass as mortals.

The Disciples of Asclepius

The third thorn in Sanctified sides, the healers of this Covenant make a point of showing vampires be it Dragons, Kindred or Undying there is another way other than what the Lancea Sanctum priests preach. Originally incognito in the city, in fear of being prosecuted by the other Covenants, soon the Disciples of Asclepius realised Edinburgh could become a safe haven for them, due to the peculiarities of the city's political status quo and the support of unexpected allies. The ruling First Estate accepted the Disciples as a balancing factor and often employed them for their healing powers and counseling. The Acolytes are indifferent towards the Healers, but in general appreciate their attitude towards the Sanctified. Dragons are the ones with the most positive outlook of the healers as they have a mutually beneficial alliance with them, which is not how Sanctified feel about the heretics of the Disciples. A sacrifice earned them respect and the martial skills of some among them left most awed and speechless but still the Disciples remained quiet and humble. When the Great Reform came, their numbers swelled as many former Carthians joined them, weary of politics and the Danse Macabre. The new additions provided the healers with skills that were clearly out of their reach before, especially when it came to snake handling.

guides of Kindred society have been trying to take control of the city, on a spiritual level, for the last few decades, yet their efforts so far have been fruitless at best. The fact they are not the Second Estate however, does not stop the champions of Longinus from performing their god given duties and still try to guide the vampires... whether they like it or not. As was to be expected, the Sanctified of Edinburgh respected the rule of the First Estate, but are extremely displeased with the very presence of other Covenants, especially that of the Circle of the Crone, since the Acolytes claim a role usually reserved for them. While they held important titles with the Seneschal, a Primogen and a Harpy among their ranks they'd rather not have to deal with either the Circle or the Disciples of Asclepius, or even the Ordo Dracul, as each of these Covenants stood in direct opposition of the Sanctified beliefs. Losing more than half their members to the massacre, the champions of the Lancea Sanctum found themselves in a situation far more dire than what they were used to. Sustained by faith, hatred and ambition, the following nights the Sanctified do whatever they can to improve the Covenant's damaged image and standing, as well as reclaim their rightful place. The Great Reform was a blessing for the Sanctified as they finally got a voice in government, not to mention members of the First Estate joined them.

The Ordo Dracul

The First Estate

The top dogs, the ruling caste, the old money... no matter how you call them, the Kindred of the First Estate were the ones calling the shots in Edinburgh for the last three and a half centuries. They first came to power when the last Prince dethroned the sadistic Archbishop who was in charge and since that night, their praxis has never been seriously challenged. Through various means, including intimidation, bribery, diplomacy and swift action, the Invictus stayed true to its name and remained undefeated. The blood moon massacre left the First Estate two members short and without the Carthian thorn at their side. While adaptation has never been one of the strong points of the Covenant, the First Estate learned from the attackers and tried to spread their influence over all supernatural species, despite of previous encounters... this seemed to work in their favour and it was that spirit of cooperation that kept the city's supernaturals alive during the second siege. Balancing the power plays of local Covenant has been far from easy, but if nothing else the local members of the First Estate were as ruthless as they are capable. Lately however there has been a shift in power towards the Circle of the Crone and the Ordo Dracul. While both Covenants originally supported the First Estate they started showing signs of open defiance and disregard, with the killing blow being their support of the Great Reform, the very thing First Estate feared the most.

The Lancea Sanctum

Cursed by God to unlife... and apparently to play second fiddle to the Circle at least in Edinburgh. The traditional spiritual

Few in numbers as they might have been, the Dragons of the local Academy have always been a force to be reckoned and individuals that people rarely forget. This comes as a surprise to some, since even though the Order of the Dragon operates openly and they used to claim one of the Primogen not to mention three of the five Prisci they did not seem to be interested in getting further involved with politics. As the Dragons themselves claimed, the only reason they initially bothered with politics was to ensure the Covenant would claim the university campus and for a long time they seemed to be content with this arrangement. The blood moon massacre robbed the Order of a few members, including one of the most promising Dragons in years and possible Sworn of the Dying Light. Never ones to back away from a challenge however, the Dragons learn from their mistakes and those of their enemies... and when the time is right, they will strike against the ones responsible without mercy and at full force. The remaining members of the Academy, all following the Oriental Rite, work with anyone who may aid them in avenging their fallen or defending the Academy against future attacks. After the massacre, another disaster hit the Dragons, this time from within. Their Kogaion left the Covenant and joined the reformed Carthian Movement for reasons of his own. While normally such a betrayal would call for the destruction of the old Kogaion, no action has been taken against him but the reasons remain hidden, only for those under an Oath to know. Despite the hardships, the Ordo Dracul only grew stronger and was turning into a major player in the political scene, even if just by numbers. Finally, the Dragons made their move. During a Court night, the Grand Wyrm of the Covenant announced to the Prince and the Kindred population that the members of the Ordo Dracul no longer considered themselves to be Kindred. According to them, they were as far from ordinary Kindred as they were from the mortals

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they preyed upon. In one bold move, the Dragons removed of some, or even the fact Kindred nobody would expect, joined the themselves from the Danse Macabre and became one more player in Movement, offering their support. a larger scene. When the Great Reform took place however, the While many are those that feel the Prefect is trying to pull a Dragons were staunch supporters and rejoined vampire society. Lestat on the city, as the lead singer of Jaded, nobody can deny the man is charismatic as few, something augmented by his natural good The Unaligned Never a force to be reckoned and always at the base of the looks. Leaving his nights as the Carthian Prefect behind, he food chain, the unbound of Edinburgh find themselves absorbed by reinvented himself under the guidance of a Witch, the path of the one Covenant or the other before too long, in fact some of the most Goddess was not for him however and soon he found himself prominent vampire in modern nights, started as Unaligned a few walking that of a Dragon, with the blessings of the Witch. decades ago. Whether they are nomads using the city as pit stop, Ranya Gangrel Guardian, Sworn of the Axe hunted in some nearby city, newly Embraced or simply disenfranchised, they are a ragtag group that would probably never survive long without the presence of the Covenants. One thing they Fides Custodis could be certain about, was that the Carthians would be at their side, Demetrius Gangrel Priest something that changed with the Great Reform. Dylan Gangrel Priest

The City of Ages Old

The Lay of the Land Crypt Wyrms

Lady Ebba Ventrue Bishop Magdalene Daeva Priestess Sister Rose Mekhet Priestess

Circe Daeva Guardian, Sworn of the Mysteries Ithilion Gangrel Grand Wyrm, Sworn of the Dying Light One of the oldest vampires in the city and certainly among the most influential ones, the Grand Wyrm of the local Academy is, in one word, weird. Even though nobody thinks of him as anything but a Savage, most of the time he acts as if plotting decades ahead and with terrifying clarity. Easily one of the city's leading experts in the occult and more specifically to the nature of beings and shapeshifting he is often seen over old tomes looking for information on a strange Bloodline or some rumoured new species of supernaturals. It is no surprise that he was the first to encounter one of the Created. Founder of his own Bloodline, the Twilight Sworn leader of the Ordo Dracul is also the owner of the Crypt. With two beauties at his side and allies among pretty much every species, he is living a life most would kill for. That would indeed be the case if not for an unquenchable curiosity about almost everything and especially the future of both city and Academy. Meridiana - Nosferatu Guardian, Sworn of the Dying Light Phaethon Daeva Guardian, Slave A relatively recent addition to the city, Phaethon is a member of the Spina Bloodline, just like Prince Macalister in fact, he is the grandchilde of the Prince's brother-in-blood. Because of this, almost every single Kindred in the city, expected him to join the Invictus, allowing him to spend a few weeks as an immature Unbound before he comes to his senses. To everyone's surprise, the young Daeva turned his back to the Invictus and true to his mortal facade, that of a rock star, he went public with his intention to revive the Carthian Movement in the city. Some say he was contacted by some Kindred that secretly wished this for a long time, something that became obvious by the reactions

Grove Keepers
Diana Ventrue Augur, Whore Hekate Gangrel Witch, Mother Morgaine Gangrel Gardener, Whore Slyva Neeros Daeva Valkyrie, Whore

Hidden Dagger
Anansi Nosferatu Hound and Priscus Nobody knows enough about Gawain and frankly, that is just how he likes it. After the blood moon massacre he climbed to the rank of Kogaion for the local Academy, but unfortunately for him, it was not all he expected. His mastery of Coils and knowledge of Dragon Nests and lay lines gave him no real power over the other Dragons in fact it actually set him away from them and this is something he tried to compensate for as Priscus for the local Haunts. Just before the Dragons had a chance to confront him about his actions and ultimately call for his destruction, Gawain renounced the Ordo Dracul and offered his public support for the new Prefect of the Carthian Movement. While this move made him no friends and turned many Kindred against him, especially members of the Invictus, it also gave him the perfect cover from any attempt against him by the local Academy. In recent nights, few have seen him, including members of his own Clan. While still hidden and unseen by most, it was recently revealed that Anansi was actually an undercover Hound and chances are he was responsible for an attack of five Azlu hybrids against the new headquarters of the Carthian Movement. This move of course made things even worse for him as he now has one more group to

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look over his back for. While it is highly unlikely he has been working under orders of the Prince himself, it is clear he was acting under someone's orders, perhaps someone of the Inner Circle. Dullahan Nosferatu Hound and Rafeek Kalypso Nosferatu Hound, Whore Opal Nosferatu Hound Toby Nosferatu Hound and Hujja

Moonstone Sigil
Arawn Ventrue Hero Hestia Daeva Priscus, Mother Lord Nuada Daeva King of the Grove, Father Macha Gangrel Hierophant, Crone

almost three decades ago to end the life of a rising member of the Invictus that managed to make quite a few enemies among the Carthians of Note. She was given all the information needed to perform the task and only the trip to Edinburgh remained before she could go on with the actual kill. That was then. Soon after she was put to the stake by what still remains an unknown party possibly rival Carthians, or agents of the First Estate. For the next couple of decades, the world changed around the torpid assassin, especially when it came to the political aspect of things. As a result, she was released from torpor and her mission was all that was left the same. Coming to Scotland was quite the shock for her as everything had changed. She found her target now practically leading the Carthians and offered her allegiance to her. The next few months were quite eventful and she was at one point prepared to kill all other Carthians except for the leader. She followed her even when she left the Movement and went Unbound but it was not long before the Childer of Haqim showed interest in her, finally recruiting one of the deadliest vampires in the city. Mathilda Mekhet Deputy, Visionary of Equilibrium Mimir Mekhet Deputy, Unbound Saber Mekhet Deputy, Childe of Haqim

Seven Crowns
Augustus Ventrue Priscus and Priest Halcyon Ventrue Priestess Reynard Ventrue Faithful

Winged Serpent
Arella Daeva Ophiuchus Kisa Ventrue Ophiuchus A newcomer by Kindred standards, the young Ventrue has been in Edinburgh for the last decade or so and many things have changed since her first night here. For many years, she has been a member of the Invictus and a model Ventrue in that aspect, one that at times berated other members of her Clan if they held membership over any other Covenant. In mortal society, Cora Williams is known as an above average sculptress that has her name on many works of art that decorate the manors of many of Edinburgh's rich and famous. While the fact she is American even if half Native so has not made life or unlife in the city easy, she has grown past it and so have most of her clients. According to some rumours, she was the one behind the Prefect's awakening as a Carthian and the main orchestrator behind the revival of the Movement in the city. Whether this was a personal decision or something she was told to do, is anyone's guess. The end result was that she was the first Kindred to switch sides as soon as the Carthian Movement was revived. She was also behind the plan to disband both the Carthian Movement and the Invictus that would change the city forever. Leaving behind a life of politics, she joined her childer in the Disciples, sometimes serving Carys as an advisor. Naja Ventrue Ophiuchus Sakura Daeva Ophiuchus Uriel Mekhet Priscus and Ophiuchus

Tower Guard
Anastasia Mekhet Kogaion, Illuminus of Equilibrium Relatively new to the city, she was recruited by the Ordo Dracul almost as soon as she set foot in Edinburgh. With the proper attitude, both to knowledge and Kindred society, finding a mentor was easy and before long she rose to the rank of Initiate, much to the surprise of many Dragons, including the former Kogaion. Rumoured to be a member of the Kiasyd Bloodline, in fact the first childe of the founder, she has abilities and powers unique to her and of great importance for the Great Work and her life as a Dragon. While many things are hidden to others, they are open to her and this was partly the reason behind her recruitment by the Covenant in the first place at least if the rumours are true. Replacing Anansi as the Kogaion of the Ordo Dracul in Edinburgh, the Mekhet ancilla was by far the best choice for the job. Already away from vampire society and an archaeologist since before her embrace, tracking down Dragon Nests only puts her talents to good use and strengthens the Covenant as a whole. Jinx Gangrel Guardian, Sworn of the Axe Kleio Mekhet Guardian, Sworn of the Mysteries

Twilight Legion
Epona Mekhet Sheriff, Whore Krasnaya Mekhet Deputy, Childe of Haqim A relic of the first cold war, the Russian assassin was hired

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Lost Souls
Carys Mekhet Panacea Valeria Foscari Ventrue Unbound

Spirit Conflict

Local Figures
Cuchulainn's Bastards
Ghost Fire Cahalith Hirfathra Hissu Grant Allastair Irraka Thihirtha Numea Steelhand Loki Ithaeur Farsil Luhal Trigger Rahu Farsil Luhal

The Invictus is Dead. Long Live Invictus

The Senex
Carys Senex for the Lost Souls Circe Senex of the Crypt Wyrms Diana Senex of the Grove Keepers Kleio Senex of the Tower Guard Lady Ebba Senex of the Fides Custodis Lord Nuada Senex of the Moonstone Sigil Mimir Senex of the Twilight Legion Proudmoore Senex of the Winged Serpent Opal Senex of the Hidden Dagger Reynard Senex of the Seven Crowns

Deadeye Harlequins
Dreamcatcher Elodoth Farsil Luhal First Shot Rahu Suthar Anzuth Kaminari Irraka Iminir Shade Ithaeur Hirfathra Hissu

Gryphon Eyes
Adrastos of the Wide Horns Baal-Hadad Sun-Chaser Allister Corvian Sun-Chaser Lorek Nanuq Den-Warden Shadowstep Klinkerash Wind-Dancer Silktongue Rajanya Heart-Ripper

Savage Hearts: Shapeshifters

Local History in Review
Early History Recent History

The Protectorate The Silver Crusade

Points of Interest
Wild Territory Urban Territory

Tormented Outcasts: Prometheans

Walkways of the Created
Of Azoth and Flux Of Light and Darkness

Conflict in Edinburgh
Internal Conflict External Conflict


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Shadow Pact
Aiko Unfleshed follower of Argentum Incubus Unfleshed Centimani Ique Unfleshed follower of Argentum Ken Osirian follower of Aes

EDINBURGH CENTRE ELYSIUM The powers that be have declared the following sites to be Elysium. Under their decree, all who violate their sanctity (directly or indirectly) are subject to censure. Most of these sites are of some historic value, while others have been private property or simply of interest to the forces that rule the city. Calton Hill and Old Cemetery Crypt nightclub Edinburgh Castle Edinburgh Zoo 1811 nightclub Holyrood Palace and Park Modern Art and Dean Galleries National Museum of Scotland National Portrait Gallery Royal Botanic Gardens Seven Crowns nightclub St. Giles Cathedral St. John Cemetery The Meadows University of Edinburgh campus

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